N3OW/common/decisions/80_major_decisions.txt
2026-05-24 05:01:46 -04:00

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Text

##################################################
# GOVERNMENT DECISIONS
##################################################
# Convert to Feudalism
# by Mathilda Bjarnehed
##################################################
# Deprecated decision of yore.
#convert_to_feudalism_decision = {
#picture = {
#reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
#}
#decision_group_type = major
#desc = convert_to_feudalism_decision_desc
#
#ai_check_interval = 36
#
#is_shown = {
#government_has_flag = government_is_tribal
#}
#
#is_valid = {
#has_realm_law = tribal_authority_3
#custom_description = {
#text = faith_is_reformed
#subject = root
#faith = { NOT = { has_doctrine_parameter = unreformed } }
#}
#prestige_level = 5
#}
#
#cost = {
#prestige = 150
#}
#
#effect = {
#change_government = feudal_government
#trigger_event = major_decisions.0001
#add_realm_law_skip_effects = crown_authority_0
#}
#
#ai_potential = {
##always = yes
#}
#
#ai_will_do = {
#base = 100
#modifier = { #Go for the more lenient decision if this is the case
#add = -100
#liege = { government_has_flag = government_is_feudal }
#}
#}
#}
##################################################
# Convert Realm to Feudalism/Clan through Liege
# by Linnéa Thimrén
##################################################
# A more lenient decision to convert if your liege is feudal
### Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege ###
convert_to_feudalism_liege_converted_decision = {
picture = {
trigger = {
has_tgp_dlc_trigger = yes
liege = {
culture = { has_cultural_pillar = heritage_japonic }
}
}
reference = "gfx/interface/illustrations/decisions/tgp_dominance.dds"
}
picture = {
trigger = {
liege = {
government_has_flag = government_is_clan
}
}
reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_mena.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
decision_group_type = major
desc = convert_to_feudalism_liege_converted_decision_desc
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
is_shown = {
government_has_flag = government_is_tribal
liege = {
OR = {
government_has_flag = government_is_japan_feudal
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
}
}
is_valid = {
OR = {
has_realm_law = tribal_authority_1
has_realm_law = tribal_authority_2
has_realm_law = tribal_authority_3
}
custom_description = {
text = faith_is_reformed
subject = root
faith = { NOT = { has_doctrine_parameter = unreformed } }
}
trigger_if = {
limit = { government_has_flag = government_is_wanua }
faith = { has_doctrine = doctrine_monotheist }
}
custom_description = {
text = recent_conversion_to_tribalism
NOT = { has_character_flag = just_converted_to_tribalism }
}
}
is_valid_showing_failures_only = {
custom_tooltip = {
text = permafrost_feudal_ban
NOT = { culture = { has_cultural_parameter = permafrost_cannot_become_feudal } }
}
}
cost = {
prestige = 150
}
effect = {
trigger_event = major_decisions.0001
save_scope_as = actor
convert_whole_realm_to_feudalism_effect = yes
hidden_effect = {
every_vassal = {
trigger_event = {
id = major_decisions.0002
days = 3
}
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
# Convert from Clan if your liege is Feudal
### Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege ###
convert_clan_to_feudalism_through_liege_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
decision_group_type = major
desc = convert_clan_to_feudalism_through_liege_decision_desc
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
is_shown = {
government_has_flag = government_is_clan
top_liege != this
liege = {
government_has_flag = government_is_feudal
}
}
is_valid = {
custom_description = {
text = same_faith_as_liege
OR = {
religion = liege.religion
faith = {
faith_hostility_level = {
target = root.liege.faith
value <= faith_fully_accepted_level
}
}
}
}
custom_description = {
text = same_culture_as_liege
OR = {
culture = liege.culture
culture = {
cultural_acceptance = { target = root.liege.culture value >= 90 } # Essentially the same culture
}
}
}
}
cost = {
prestige = 150
}
effect = {
trigger_event = major_decisions.0001
save_scope_as = actor
change_government = feudal_government
hidden_effect = {
every_vassal_or_below = {
limit = { government_has_flag = government_is_clan }
change_government = feudal_government
trigger_event = {
id = major_decisions.0002
days = 3
}
}
}
}
ai_potential = {
prestige >= 150
}
ai_will_do = {
base = 0
modifier = {
add = 100
opinion = {
target = liege
value >= 0
}
}
}
}
# Convert from Feudal if your liege is Clan
### Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege ###
convert_feudalism_to_clan_through_liege_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
decision_group_type = major
desc = convert_feudalism_to_clan_through_liege_decision_desc
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
is_shown = {
government_has_flag = government_is_feudal
top_liege != this
liege = {
government_has_flag = government_is_clan
}
}
is_valid = {
custom_description = {
text = same_faith_as_liege
OR = {
religion = liege.religion
faith = {
faith_hostility_level = {
target = root.liege.faith
value <= faith_fully_accepted_level
}
}
}
}
custom_description = {
text = same_culture_as_liege
OR = {
culture = liege.culture
culture = {
cultural_acceptance = { target = root.liege.culture value >= 90 } # Essentially the same culture
}
}
}
}
cost = {
prestige = 150
}
effect = {
trigger_event = major_decisions.0001
save_scope_as = actor
change_government = clan_government
hidden_effect = {
every_vassal_or_below = {
limit = { government_has_flag = government_is_feudal }
change_government = clan_government
trigger_event = {
id = major_decisions.0002
days = 3
}
}
}
}
ai_potential = {
prestige >= 150
}
ai_will_do = {
base = 0
modifier = {
add = 100
opinion = {
target = liege
value >= 0
}
}
}
}
##################################################
# Convert Realm to Feudalism/Clan
# by Linnéa Thimrén
##################################################
# A decision to feudalize the entire realm (wow!)
### Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways ###
convert_whole_realm_to_feudalism_decision = {
picture = {
trigger = {
has_tgp_dlc_trigger = yes
liege = {
culture = { has_cultural_pillar = heritage_japonic }
}
}
reference = "gfx/interface/illustrations/decisions/tgp_dominance.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
decision_group_type = major
desc = convert_whole_realm_to_feudalism_decision_desc
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
is_shown = {
government_has_flag = government_is_tribal
OR = {
top_liege = this
AND = {
top_liege != this
liege = {
NOR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
}
}
}
}
is_valid = {
has_realm_law = tribal_authority_3
custom_description = {
text = faith_is_reformed
subject = root
faith = { NOT = { has_doctrine_parameter = unreformed } }
}
prestige_level >= 2
capital_province.county = {
development_level >= convert_to_feudalism_development_requirement
}
custom_description = { #You need to have 70% of all (non-regional/unique) tribal innovations!
text = has_all_tribal_innovations
subject = root.culture
culture = {
calc_true_if = {
amount >= 9
has_innovation = innovation_motte
has_innovation = innovation_catapult
has_innovation = innovation_barracks
has_innovation = innovation_mustering_grounds
has_innovation = innovation_bannus
has_innovation = innovation_quilted_armor
has_innovation = innovation_gavelkind
has_innovation = innovation_crop_rotation
has_innovation = innovation_city_planning
has_innovation = innovation_casus_belli
has_innovation = innovation_plenary_assemblies
has_innovation = innovation_ledger
has_innovation = innovation_development_01
has_innovation = innovation_currency_01
}
}
}
trigger_if = {
limit = {
government_has_flag = government_is_wanua
is_ai = yes
}
faith = { has_doctrine = doctrine_monotheist }
}
}
is_valid_showing_failures_only = {
custom_tooltip = {
text = permafrost_feudal_ban
NOT = { culture = { has_cultural_parameter = permafrost_cannot_become_feudal } }
}
}
cost = {
prestige = 200
}
effect = {
gain_legitimizing_legend_seed_tooltip_effect = yes
add_character_flag = ready_to_receive_seed
trigger_event = major_decisions.0001
save_scope_as = actor
convert_whole_realm_to_feudalism_effect = yes
hidden_effect = {
every_vassal = {
trigger_event = {
id = major_decisions.0002
days = 3
}
}
}
}
ai_potential = {
NOT = { mpo_has_gok_mongol_empire_trigger = yes } #Stop the Mongols from slowing their conquest.
}
ai_will_do = {
base = 100
}
}
##################################################
# Convert Realm to Tribalism
# by Maxence Voleau
##################################################
# A decision to deformalise the entire realm back into tribes.
### Embrace Tribalism ###
convert_to_tribalism_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
decision_group_type = major
desc = convert_to_tribalism_decision_desc
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
is_shown = {
is_landed = yes
primary_title.tier >= tier_county
NOT = {
any_held_title = {
title_tier = county
title_province = {
NOT = { has_holding_type = tribal_holding }
}
}
}
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_mandala
}
}
is_valid = {
}
effect = {
trigger_event = major_decisions.0200
change_government = tribal_government
add_prestige = {
add = -150
}
hidden_effect = {
add_character_flag = {
flag = just_converted_to_tribalism
years = 5
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
##################################################
# Convert Realm to Feudalism (West African Pagan)
# by Ewan Cowhig Croft
##################################################
# A decision for West African pagans to feudalise without reforming.
### Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways: #weak (West African Pagan)#! ###
convert_whole_realm_to_feudalism_west_african_pagan_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
decision_group_type = major
desc = convert_whole_realm_to_feudalism_west_african_pagan_decision_desc
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
is_shown = {
# Only tribals need formalise.
government_has_flag = government_is_tribal
# Unreformed West African Pagans are our targets.
faith_qualifies_for_west_african_pagan_feudalisation_trigger = yes
}
is_valid = {
# Repeat the faith requirements, so that the player knows what's up.
faith_qualifies_for_west_african_pagan_feudalisation_trigger = yes
# Must have suitable authority.
has_realm_law = tribal_authority_3
# Independents only.
top_liege = this
# West Africans feudalise from large empires.
calc_true_if = {
amount >= 4
realm_size >= minor_realm_size
highest_held_title_tier >= tier_kingdom
custom_tooltip = {
text = convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.vassal_count
any_vassal = { count >= convert_whole_realm_to_feudalism_west_african_pagan_decision_vassal_count_value }
}
prestige_level >= high_prestige_level
piety_level >= high_piety_level
custom_tooltip = {
text = convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.wa_capital_development
capital_county = {
development_level >= convert_whole_realm_to_feudalism_west_african_pagan_decision_wa_capital_development_value
title_province = { geographical_region = world_africa_west }
}
}
}
# You need to have 70% of all (non-regional/unique) tribal innovations!
custom_description = {
text = has_all_tribal_innovations
subject = root.culture
culture = {
calc_true_if = {
amount >= 9
has_innovation = innovation_motte
has_innovation = innovation_catapult
has_innovation = innovation_barracks
has_innovation = innovation_mustering_grounds
has_innovation = innovation_bannus
has_innovation = innovation_quilted_armor
has_innovation = innovation_gavelkind
has_innovation = innovation_crop_rotation
has_innovation = innovation_city_planning
has_innovation = innovation_casus_belli
has_innovation = innovation_plenary_assemblies
has_innovation = innovation_ledger
has_innovation = innovation_development_01
has_innovation = innovation_currency_01
}
}
}
}
cost = { prestige = 500 }
effect = {
trigger_event = major_decisions.0001
save_scope_as = actor
convert_whole_realm_to_feudalism_effect = yes
hidden_effect = {
every_vassal = {
trigger_event = {
id = major_decisions.0002
days = 3
}
}
}
}
ai_potential = {
# Cut down on checks for other tribals.
exists = capital_county.title_province
capital_county.title_province = { geographical_region = world_africa_west }
}
ai_will_do = {
base = 100
}
}
##################################################
# DYNASTY DECISIONS
##################################################
# Declare Bloodline Holy
# by (probably) Mathilda Bjarnehed
##################################################
### Consecrate Bloodline ###
declare_bloodline_holy_decision = {
picture = {
trigger = {
culture = { has_graphical_east_asia_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/event_scenes/tgp_holysite_asia.dds"
}
picture = {
trigger = {
culture = { has_graphical_india_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_family_tree.dds"
}
decision_group_type = major
desc = declare_bloodline_holy_decision_desc
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
is_lowborn = no
is_landless_adventurer = no
highest_held_title_tier >= 3 #Dukes and higher.
NOT = { #Just once per Faith.
faith = {
exists = var:variable_savior_found
}
}
NOR = {
has_trait = saoshyant
has_trait = saoshyant_descendant
has_trait = sayyid
has_trait = blood_of_prophet
has_trait = savior
has_trait = divine_blood
has_trait = paragon
has_trait = consecrated_blood
faith.religion = faith:aqlani.religion #Uses Sayyid mechanics already.
faith.religion = faith:mazdayasna.religion #Must aim to become Saoshyant instead.
dynasty = {
exists = var:variable_made_bloodline_holy
dynasty:japanese_yamato ?= this # Already divine
}
}
OR = { #Should not be available to non-Temporal religious heads.
root.faith = { has_doctrine = doctrine_temporal_head }
root != root.faith.religious_head
}
OR = { #Either headless faith, religious head himself, or in good relations with other religious head.
root.faith = { has_doctrine = doctrine_no_head }
AND = {
faith = { has_doctrine = doctrine_temporal_head } #Should not be available for the Pope and such.
root = root.faith.religious_head
}
AND = {
exists = root.faith.religious_head
root != root.faith.religious_head
}
}
faith = { NOT = { has_doctrine_parameter = unreformed } }
}
is_valid = {
trigger_if = {
limit = {
exists = root.faith.religious_head
root != root.faith.religious_head
}
root.faith.religious_head = {
opinion = {
target = root
value >= 75
}
}
}
custom_description = {
text = faith_is_reformed
subject = root
faith = { NOT = { has_doctrine_parameter = unreformed } }
}
custom_description = {
text = "consecrate_bloodline_holy_site"
faith = {
any_holy_site = {
OR = {
county.holder = root
county.holder.top_liege = { this = root }
}
count >= 1
}
}
}
piety_level >= 5
}
cost = {
piety = 2500
}
effect = {
gain_legitimizing_legend_seed_tooltip_effect = yes
trigger_event = major_decisions.0100
show_as_tooltip = {
declare_bloodline_holy_decision_effect = yes
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
##################################################
# Strengthen your Bloodline
# by Mathilda Bjarnehed
##################################################
### Strengthen Bloodline ###
strengthen_bloodline_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
decision_group_type = major
desc = strengthen_bloodline_decision_desc
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
is_lowborn = no
NOT = {
dynasty = {
has_dynasty_modifier = strong_blood
}
}
OR = {
has_trait = intellect_good
has_trait = beauty_good
has_trait = physique_good
any_child = {
dynasty = root.dynasty
OR = {
has_trait = intellect_good
has_trait = beauty_good
has_trait = physique_good
}
}
AND = {
player_heir ?= {
OR = {
has_trait = intellect_good
has_trait = beauty_good
has_trait = physique_good
}
}
}
}
is_landless_adventurer = no
}
is_valid = {
is_dynast = yes
has_trait = intellect_good
has_trait = beauty_good
has_trait = physique_good
OR = {
has_trait = intellect_good_3
has_trait = beauty_good_3
has_trait = physique_good_3
}
num_of_bad_genetic_traits = 0
}
effect = {
gain_legitimizing_legend_seed_tooltip_effect = yes
show_as_tooltip = {
strengthen_bloodline_decision_effects = yes
}
trigger_event = major_decisions.0500
every_player = {
limit = {
this != root
dynasty = root.dynasty
}
send_interface_toast = {
type = event_toast_effect_good
title = strengthen_bloodline_decision
show_as_tooltip = {
strengthen_bloodline_decision_effects = yes
}
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
##################################################
# Dynasty of Many Crowns
# by Mathilda Bjarnehed
##################################################
### Dynasty of Many Crowns ###
dynasty_of_many_crowns_decision = {
picture = {
trigger = {
government_is_japanese_trigger = yes
}
reference = "gfx/interface/illustrations/event_story/tgp_japanese_shogunate.dds"
}
picture = {
trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } }
reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds"
}
picture = {
trigger = { culture = { has_graphical_india_culture_group_trigger = yes } }
reference = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
desc = dynasty_of_many_crowns_decision_desc
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
is_landless_adventurer = no
is_lowborn = no
NOT = {
dynasty = {
has_dynasty_modifier = dynasty_of_many_crowns
}
}
highest_held_title_tier >= tier_kingdom
}
is_valid = {
dynasty = {
any_dynasty_member = {
count >= 10
is_independent_ruler = yes
highest_held_title_tier >= tier_kingdom
}
}
}
effect = {
gain_legitimizing_legend_seed_tooltip_effect = yes
save_scope_as = many_crowns
show_as_tooltip = {
dynasty_of_many_crowns_effects = yes
}
trigger_event = major_decisions.0501
every_player = {
limit = {
this != root
dynasty = root.dynasty
}
send_interface_toast = {
type = event_toast_effect_good
title = dynasty_of_many_crowns
show_as_tooltip = {
dynasty_of_many_crowns_effects = yes
}
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
##################################################
# DE JURE DECISIONS
##################################################
# Found New Kingdom
# by some unknown hero
##################################################
### Found a New Kingdom ###
found_kingdom_decision = {
picture = {
trigger = {
culture = { has_graphical_east_asia_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_asia_welcome.dds"
}
picture = {
trigger = {
culture = { has_graphical_india_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/event_scenes/ep2_feast_indian.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 60
kingdom = 0
empire = 0
hegemony = 0
}
desc = found_kingdom_decision_desc
is_shown = {
highest_held_title_tier = tier_duchy
NOT = {
has_game_rule = off_custom_kingdoms
}
is_landed_or_landless_administrative = yes
is_confederation_member = no
}
is_valid = {
prestige_level >= 3
top_liege = this
OR = {
custom_description = {
text = found_kingdom_decision_three_duchies_held
any_held_title = {
count > 2
title_tier = duchy
}
}
sub_realm_size >= 30
}
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
OR = {
has_realm_law = nomadic_authority_5
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_3
}
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
is_at_war = no
}
cost = {
gold = {
value = 300
if = {
limit = {
OR = {
government_has_flag = government_is_nomadic
has_treasury = yes
}
}
multiply = 0
}
}
treasury = {
value = 300
if = {
limit = {
has_treasury = no
}
multiply = 0
}
}
prestige = 500
piety = {
value = 200
if = {
limit = {
government_has_flag = government_is_nomadic
}
multiply = 0
}
}
}
effect = {
create_custom_kingdom_effect = yes
if = {
limit = {
is_ai = no
NOT = { exists = global_var:found_kingdom_decision }
}
set_global_variable = {
name = found_kingdom_decision
value = root
}
set_global_variable = {
name = found_kingdom_decision_kingdom
value = root.primary_title
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
##################################################
# Found New Empire
# by some unknown hero
##################################################
### Found a New Empire ###
found_empire_decision = {
picture = {
trigger = {
government_is_japanese_trigger = yes
}
reference = "gfx/interface/illustrations/event_story/tgp_japanese_shogunate.dds"
}
picture = {
trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } }
reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds"
}
picture = {
trigger = { culture = { has_graphical_india_culture_group_trigger = yes } }
reference = "gfx/interface/illustrations/decisions/tgp_decision_mandala.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 60
empire = 0
hegemony = 0
}
desc = found_empire_decision_desc
is_shown = {
highest_held_title_tier = tier_kingdom
OR = {
top_liege = this
any_held_title = {
count >= 3
title_tier = kingdom
}
}
NOT = {
has_game_rule = off_custom_kingdoms
}
is_landed_or_landless_administrative = yes
is_confederation_member = no
}
is_valid = {
prestige_level >= 4
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
OR = {
sub_realm_size >= 60
AND = {
custom_description = {
text = found_empire_decision_three_kingdoms_held
any_held_title = {
count >= 2
title_tier = kingdom
}
}
sub_realm_size >= 40
}
}
}
trigger_else = {
OR = {
sub_realm_size >= 120
AND = {
custom_description = {
text = found_empire_decision_three_kingdoms_held
any_held_title = {
count >= 3
title_tier = kingdom
}
}
sub_realm_size >= 80
}
}
}
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
OR = {
has_realm_law = nomadic_authority_5
has_realm_law = nomadic_authority_4
}
}
trigger_if = {
limit = {
exists = struggle:iberian_struggle
# only display the condition for people from relevant faiths and cultures
struggle:iberian_struggle = {
OR = {
is_culture_involved_in_struggle = root.culture
is_faith_involved_in_struggle = root.faith
}
}
# and living nearby
any_realm_county = {
title_province = {
OR = {
geographical_region = ghw_region_north_africa
geographical_region = world_europe_west
geographical_region = world_europe_south
}
}
}
}
custom_description = {
text = found_empire_decision_not_part_of_iberian_struggle
NOT = {
any_character_struggle = {
is_struggle_type = iberian_struggle
}
}
}
}
rule_title_creation_imperial_power_projection_title_creation_trigger = yes
}
is_valid_showing_failures_only = {
top_liege = this
is_available_adult = yes
is_at_war = no
}
cost = {
gold = {
value = 1200
if = {
limit = {
OR = {
government_has_flag = government_is_nomadic
has_treasury = yes
}
}
multiply = 0
}
}
treasury = {
value = 1200
if = {
limit = {
has_treasury = no
}
multiply = 0
}
}
prestige = 2000
piety = {
value = 600
if = {
limit = {
government_has_flag = government_is_nomadic
}
multiply = 0
}
}
}
effect = {
if = {
limit = {
NOT = { government_has_flag = government_is_nomadic }
}
create_custom_empire_effect = yes
gain_heroic_legend_seed_tooltip_effect = yes
hidden_effect = {
legend_seed_new_title_effect = yes
}
}
else = {
create_custom_empire_effect = yes
}
if = {
limit = {
is_ai = no
NOT = { exists = global_var:found_empire_decision }
}
set_global_variable = {
name = found_empire_decision
value = root
}
set_global_variable = {
name = found_empire_decision_empire
value = root.primary_title
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
##################################################
# REALM DECISIONS
##################################################
# Adopt Special Succession
# by Ewan Cowhig Croft
##################################################
# Take on one of your cultural succession types.
### Adopt Special Succession Type ###
adopt_special_succession_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
desc = adopt_special_succession_decision_desc
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 36
empire = 36
hegemony = 36
}
is_shown = {
OR = { #Must be eligible for a special succession type.
special_succession_witengamot_trigger = yes
special_succession_thing_trigger = yes
special_succession_tanistry_trigger = yes
special_succession_jirga_trigger = yes
}
AND = {
is_landed_or_landless_administrative = yes
highest_held_title_tier >= tier_kingdom
has_realm_law_flag = partition_succession_law
any_held_title = {
title_tier >= kingdom
NOR = {
has_title_law_flag = advanced_succession_law
has_title_law_flag = elective_succession_law
}
}
}
current_date < 1100.1.1 #Curtail special succession types as the centuries wear on. Ever on.
trigger_if = { # Prevent Norway from essentially giving England back to the Anglo-Saxons
limit = {
is_ai = yes
special_succession_thing_trigger = yes
any_held_title = {
this = title:k_england
}
NAND = { # If they're on the isle itself, it's fine
primary_title = title:k_england
capital_county.kingdom = title:k_england
}
}
always = no
}
}
is_valid = {
trigger_if = {
limit = { highest_held_title_tier = tier_kingdom }
#Either hold a valid top-tier king title as a king...
AND = {
any_held_title = {
title_tier = kingdom
NOR = {
custom_description = {
text = found_kingdom_decision_advanced_succesion
has_title_law_flag = advanced_succession_law
}
custom_description = {
text = found_kingdom_decision_elective_succesion
has_title_law_flag = elective_succession_law
}
}
}
}
}
trigger_else = {
#... Or a valid top-tier empire title as an emperor.
AND = {
highest_held_title_tier >= tier_empire
any_held_title = {
title_tier >= empire
NOR = {
custom_description = {
text = found_kingdom_decision_advanced_succesion
has_title_law_flag = advanced_succession_law
}
custom_description = {
text = found_kingdom_decision_elective_succesion
has_title_law_flag = elective_succession_law
}
}
}
}
}
}
cost = {
prestige = 300
}
effect = {
show_as_tooltip = {
custom_tooltip = adopt_special_succession_decision_effects.tt
}
trigger_event = major_decisions.3100
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
##################################################
# Challenge Ruler for Title
# by Linnéa Thimrén
##################################################
### Challenge the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip|U] ###
tribal_challenge_ruler_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
}
decision_group_type = major
desc = tribal_challenge_ruler_decision_desc
selection_tooltip = tribal_challenge_ruler_decision_tooltip
ai_check_interval_by_tier = {
barony = 0
county = 36
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
cooldown = { days = 3650 }
is_shown = {
government_has_flag = government_is_tribal
liege ?= {
this != root
government_has_flag = government_is_tribal
primary_title ?= {
save_temporary_scope_as = title_check
}
}
has_claim_on = scope:title_check
can_start_single_combat_trigger = yes
is_imprisoned = no
}
is_valid_showing_failures_only = {
is_adult = yes
liege = {
is_available = yes
is_adult = yes
}
custom_description = {
text = recently_took_tribal_challenge_ruler_decision
subject = root
NOT = { has_character_flag = recently_took_the_tribal_challenge_ruler_decision }
}
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = liege }
}
effect = {
save_scope_as = challenger
add_character_flag = { #To enable the event and block the decision
flag = recently_took_the_tribal_challenge_ruler_decision
years = 10
}
liege = {
save_scope_as = liege_to_challenge
primary_title = {
save_scope_as = title_being_fought_over
}
trigger_event = tribal.1001
}
custom_tooltip = tribal_challenge_ruler_effect_tooltip
show_as_tooltip = {
random_list = {
10 = {
show_chance = no
desc = tribal_challenge_ruler_desc_success
tribal_transfer_liege_title_effect = yes
}
10 = {
show_chance = no
desc = tribal_challenge_ruler_desc_failure
tribal_challenger_lost_effect = yes
}
}
}
}
ai_potential = { #Strict restrictions on the ai so they don't go challenge people all the time
highest_held_title_tier > tier_barony
has_trait = ambitious
}
ai_will_do = {
base = 0
ai_value_modifier = {
ai_greed = 0.25
}
opinion_modifier = {
opinion_target = liege
multiplier = -1
}
modifier = {
add = 25
has_trait = ambitious
}
modifier = { #Unlikely towards players since it can be such a disruptive force
add = -50
liege = { is_ai = no }
}
modifier = {
add = -5000
liege = {
is_ai = yes
mpo_has_gok_mongol_empire_trigger = yes
}
}
}
}
##################################################
# PERSONAL DECISIONS
##################################################
# GetFaith Cannibalism
# by Linnéa Thimrén
##################################################
### [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] Cannibalism ###
accept_cannibalism_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
decision_group_type = major
ai_check_interval = 0
desc = accept_cannibalism_decision_desc
selection_tooltip = accept_cannibalism_decision_tooltip
is_shown = {
is_cannibal_trigger = yes
NOR = { #Snacking on people should be frowned upon
faith = { has_doctrine_parameter = cannibalism_legal }
faith = { has_variable = accepted_cannibalism }
faith.religious_head = root
}
}
is_valid = {
trigger_if = {
limit = { exists = root.cp:councillor_court_chaplain }
custom_description = {
text = accept_cannibalism_decision_custom
#Your court chaplain should also be a cannibal!
root.cp:councillor_court_chaplain ?= { is_cannibal_trigger = yes }
}
}
trigger_if = {
limit = { exists = faith.religious_head }
faith.religious_head = {
opinion = {
target = root
value >= 40
}
}
}
piety_level >= high_piety_level
}
is_valid_showing_failures_only = {
is_ruler = yes
is_available_adult = yes
}
cost = {
piety = major_piety_value
}
effect = {
save_scope_as = cannibal
root.cp:councillor_court_chaplain = {
save_scope_as = court_chaplain
}
show_as_tooltip = {
accept_cannibalism_decision_effect = yes
}
trigger_event = major_decisions.1001
every_player = {
limit = {
this != root
faith = root.faith
}
trigger_event = major_decisions.1002
}
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}
##################################################
# Found University
# by (probably) Linnéa Thimrén
##################################################
### Found University ###
found_university_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
decision_group_type = major
ai_check_interval = 0
desc = found_university_decision_desc
selection_tooltip = found_university_decision_tooltip
is_shown = {
always = no # Universities are now built like normal special buildings so they can be seen in the Economy Mapmode, keeping this decision around in case we want to retool it into something else
highest_held_title_tier >= tier_duchy
any_sub_realm_barony = {
OR = { #A place where universities historically existed early
this = title:b_fes
this = title:b_cairo
this = title:b_bologna
this = title:b_salamanca
this = title:b_madrid
this = title:b_oxford
this = title:b_cambridge
this = title:b_padua
this = title:b_siena
this = title:b_coimbra
this = title:b_napoli
this = title:b_tirakka
this = title:b_milano
this = title:b_lund
this = title:b_vienna
this = title:b_speyer
this = title:b_krakow
this = title:b_pisa
this = title:b_turin
this = title:b_ferrara
this = title:b_leipzig
this = title:b_messina
this = title:b_barcelona
this = title:b_dumbarton
}
title_province = {
has_university_building_trigger = no
}
}
}
is_valid = {
prestige_level >= 4
OR = {
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_fes }
title:b_fes.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_fes.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_fes.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_cairo }
title:b_cairo.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_cairo.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_cairo.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_bologna }
title:b_bologna.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_bologna.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_bologna.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_salamanca }
title:b_salamanca.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_salamanca.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_salamanca.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_madrid }
title:b_madrid.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_madrid.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_madrid.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_oxford }
title:b_oxford.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_oxford.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_oxford.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_cambridge }
title:b_cambridge.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_cambridge.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_cambridge.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_padua }
title:b_padua.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_padua.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_padua.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_siena }
title:b_siena.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_siena.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_siena.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_coimbra }
title:b_coimbra.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_coimbra.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_coimbra.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_napoli }
title:b_napoli.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_napoli.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_napoli.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_tirakka }
title:b_tirakka.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_tirakka.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_tirakka.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_milano }
title:b_milano.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_milano.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_milano.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_lund }
title:b_lund.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_lund.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_lund.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_vienna }
title:b_vienna.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_vienna.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_vienna.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_speyer }
title:b_speyer.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_speyer.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_speyer.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_krakow }
title:b_krakow.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_krakow.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_krakow.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_pisa }
title:b_pisa.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_pisa.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_pisa.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_turin }
title:b_turin.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_turin.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_turin.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_ferrara }
title:b_ferrara.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_ferrara.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_ferrara.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_leipzig }
title:b_leipzig.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_leipzig.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_leipzig.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_messina }
title:b_messina.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_messina.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_messina.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_barcelona }
title:b_barcelona.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_barcelona.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_barcelona.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_dumbarton }
title:b_dumbarton.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_dumbarton.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_dumbarton.title_province = { has_special_building_slot = no }
}
}
}
}
}
is_valid_showing_failures_only = {
is_ruler = yes
is_available_adult = yes
}
effect = {
save_scope_as = founder
show_as_tooltip = { found_university_decision_effect = yes }
trigger_event = major_decisions.2001
every_player = {
limit = {
this != root
is_within_diplo_range = { CHARACTER = root }
}
trigger_event = major_decisions.2002
}
}
cost = {
prestige = medium_prestige_value
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}
##################################################
# Build a Glass Monument
# by Linnéa Thimrén
##################################################
### Build a Glass Monument ###
lunatic_building_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
}
decision_group_type = major
ai_check_interval = 0
desc = lunatic_building_decision_desc
selection_tooltip = lunatic_building_decision_tooltip
is_shown = {
has_trait = lunatic
has_character_flag = glass_dream
is_landed_or_landless_administrative = yes
exists = capital_province
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:lunatic_building_decision
}
}
}
is_valid = {
prestige_level >= 2
}
is_valid_showing_failures_only = {
is_ruler = yes
is_available_adult = yes
}
effect = {
save_scope_as = builder
root.cp:councillor_court_chaplain = {
save_scope_as = court_chaplain
}
show_as_tooltip = { lunatic_building_decision_effect = yes }
trigger_event = major_decisions.3001
every_player = {
limit = {
this != root
is_within_diplo_range = { CHARACTER = root }
}
trigger_event = major_decisions.3002
}
#Can only happen once
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:lunatic_building_decision
}
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = massive_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = massive_gold_value
}
}
prestige = medium_prestige_gain
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}
##################################################
# Found Witch Coven
# by
##################################################
### Found Witch Coven ###
found_witch_coven_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
}
decision_group_type = major
ai_check_interval = 0
desc = found_witch_coven_decision_desc
is_shown = {
OR = {
has_trait = witch
any_secret = { type = secret_witch }
}
exists = house
NOT = { house = { has_house_modifier = witch_coven } }
}
is_valid = {
is_house_head = yes
trigger_if = {
limit = {
player_heir ?= {
is_child_of = root
house = root.house
}
}
player_heir = {
is_witch_known_by_trigger = { CHARACTER = root }
}
}
#We want a certain % to be witches but also a minimum amount. So if the house is small, we use a minimum number, and if the house is larger we use %
trigger_if = {
limit = {
house = {
any_adult_house_member = {
always = yes
count <= 6
}
}
}
house = {
custom_tooltip = {
text = found_witch_coven_house_member_count_tt
any_adult_house_member = {
count >= found_witch_coven_member_count_value
is_witch_known_by_trigger = { CHARACTER = root }
}
}
any_adult_house_member = {
count >= found_witch_coven_member_count_value
is_witch_known_by_trigger = { CHARACTER = root }
}
}
}
trigger_else = {
house = {
custom_tooltip = {
text = found_witch_coven_house_member_percent_tt
any_adult_house_member = {
percent >= found_witch_coven_member_percent_value
is_witch_known_by_trigger = { CHARACTER = root }
}
}
any_adult_house_member = {
percent >= found_witch_coven_member_percent_value
is_witch_known_by_trigger = { CHARACTER = root }
}
}
}
}
is_valid_showing_failures_only = {
}
effect = {
found_witch_coven_decision_effects = yes
}
}
##################################################
# Repay Loan
# by Linnéa Thimrén
##################################################
### Repay Loan ###
repay_loan_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds"
}
decision_group_type = major
desc = repay_loan_decision_decision_desc
selection_tooltip = repay_loan_decision_decision_tooltip
ai_check_interval = 0
is_shown = {
var:loan_holder ?= {
any_in_list = {
variable = owes_me_money
this = root
}
}
exists = var:loan_amount_owed
}
is_valid_showing_failures_only = {
is_available = yes
gold >= var:loan_amount_owed
}
effect = {
var:loan_holder ?= { save_scope_as = recipient }
pay_short_term_gold = {
gold = var:loan_amount_owed
target = scope:recipient
}
clear_loanee_variables_effect = yes
scope:recipient = {
remove_list_variable = {
name = owes_me_money
target = root
}
}
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}
##################################################
# Escape from Prison
# by Linnéa Thimrén
##################################################
### Escape from Prison ###
escape_from_prison_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_prison.dds"
}
decision_group_type = major
desc = escape_from_prison_decision_desc
selection_tooltip = escape_from_prison_decision_tooltip
ai_check_interval_by_tier = {
barony = 0
county = 24
duchy = 24
kingdom = 24
empire = 24
hegemony = 24
}
cooldown = { days = 1825 }
is_shown = {
is_imprisoned = yes
NOT = { #Disqualify Hereward, but only when he's been imprisoned via the story cycle
has_character_flag = harrying_imprisoned_flag
}
}
is_valid_showing_failures_only = {
#is_available = yes
age >= 10
}
effect = {
imprisoner = {
save_scope_as = imprisoner
}
show_as_tooltip = {
random_list = {
50 = {
show_chance = no
desc = escape_from_prison_decision_success.tt
release_from_prison = yes
scope:imprisoner = {
if = {
limit = {
OR = {
has_revoke_title_reason = root
has_banish_reason = root
has_execute_reason = root
}
}
add_opinion = {
target = root
modifier = escaped_from_prison_crime
}
}
else = {
add_opinion = {
target = root
modifier = escaped_from_prison_opinion
}
}
}
}
50 = {
show_chance = no
desc = escape_from_prison_decision_failure.tt
custom_tooltip = escape_from_prison_decision_failure_outcome.tt
}
}
}
custom_tooltip = escape_from_prison_decision_effect_tooltip
trigger_event = {
on_action = escape_from_prison
}
# If this is an AI, reset the AI escape cooldown.
if = {
limit = {
is_ai = yes
exists = imprisoner
}
imprisoner = {
add_character_flag = {
flag = imprisoner_in_recent_escape_attempt
days = 1825
}
}
}
}
ai_potential = {
# Pre-filter AI & stop them spamming their gaoler.
imprisoner ?= {
NOT = { has_character_flag = imprisoner_in_recent_escape_attempt }
}
OR = {
# Important prisoners wish to escape.
is_playable_character = yes
# As do prisoners held in abhorrent conditions.
is_in_prison_type = dungeon
}
}
ai_will_do = {
base = 0
# Weight up for those who are brave, haughty, or enjoy their creature comforts.
modifier = {
add = 50
has_trait = brave
}
modifier = {
add = 50
has_trait = ambitious
}
modifier = {
add = 25
has_trait = arrogant
}
modifier = {
add = 25
has_trait = greedy
}
modifier = {
add = 25
has_trait = gluttonous
}
modifier = {
add = 25
has_character_modifier = childhood_prison_escape
}
# Weight down for cowards, the humble, and the stoic.
modifier = {
add = -50
has_trait = craven
}
modifier = {
add = -25
has_trait = content
}
modifier = {
add = -25
has_trait = humble
}
modifier = {
add = -25
has_trait = generous
}
modifier = {
add = -25
has_trait = temperate
}
modifier = {
add = -25
has_character_modifier = childhood_prison_endure
}
# Being tortured really motivates you, regardless of personality.
modifier = {
add = 200
has_character_modifier = recently_tortured
}
# High prowess characters know they stand a chance.
modifier = {
add = 25
prowess >= high_skill_rating
}
modifier = {
add = 25
prowess >= very_high_skill_rating
}
modifier = {
add = 25
prowess >= extremely_high_skill_rating
}
# Low prowess characters know they don't.
modifier = {
add = -25
prowess <= mediocre_skill_rating
# Unless they're *that* arrogant.
NOR = {
has_trait = arrogant
ai_boldness >= very_high_positive_ai_value
}
}
modifier = {
add = -25
prowess <= low_skill_rating
# Unless they're *that* arrogant.
NOR = {
has_trait = arrogant
ai_boldness >= very_high_positive_ai_value
}
}
}
}
# Found Duchy Decision
### Found a New Duchy ###
found_duchy_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 60
duchy = 0
kingdom = 0
empire = 0
hegemony = 0
}
cooldown = { years = 10 }
is_shown = {
highest_held_title_tier = tier_county
is_landed = yes
OR = {
AND = {
is_ai = no
has_game_rule = on_custom_duchies_player
}
has_game_rule = on_custom_duchies
}
NOR = {
government_allows = administrative
government_has_flag = government_is_nomadic
government_is_japanese_trigger = yes
}
}
is_valid = {
is_independent_ruler = yes
trigger_if = {
limit = {
has_legitimacy = yes
}
OR = {
prestige_level >= 3
legitimacy_level >= 4
}
}
trigger_else = {
prestige_level >= 4
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
is_at_war = no
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = massive_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = massive_gold_value
}
}
prestige = 250
piety = 200
}
effect = {
create_custom_duchy_effect = yes
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
# Expand Duchy Decision
### Expand Duchy ###
expand_duchy_decision = {
picture = {
trigger = {
OR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_clan
}
}
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds"
}
picture = {
trigger = { culture = { has_building_gfx = southeast_asian_building_gfx } }
reference = "gfx/interface/illustrations/decisions/tgp_projects_mandala_capital.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
}
decision_group_type = realm
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 240
kingdom = 240
empire = 240
hegemony = 240
}
cooldown = { years = 10 }
widget = {
controller = create_holy_order
barony_valid = {
scope:ruler = {
trigger_if = {
limit = {
highest_held_title_tier = tier_duchy
}
primary_title = {
save_temporary_scope_as = duchy_title
}
}
trigger_else = {
capital_county.duchy = {
save_temporary_scope_as = duchy_title
}
}
}
trigger_if = {
limit = { exists = this }
save_temporary_scope_as = checking_title
is_capital_barony = yes
NOT = {
scope:duchy_title = {
is_de_jure_liege_or_above_target = scope:checking_title
}
}
this.county = {
OR = {
any_neighboring_county = {
duchy = scope:duchy_title
}
AND = {
scope:duchy_title = { is_titular = yes }
this = scope:duchy_title.title_capital_county
}
}
}
holder = scope:ruler
}
}
}
is_shown = {
save_temporary_scope_as = root_scope_temporary
highest_held_title_tier >= tier_duchy
OR = {
AND = {
is_ai = no
has_game_rule = on_custom_duchies_player
}
has_game_rule = on_custom_duchies
}
is_landed_or_landless_administrative = yes
trigger_if = {
limit = {
highest_held_title_tier = tier_duchy
}
any_held_title = {
tier = tier_duchy
NOR = {
is_landless_type_title = yes
is_noble_family_title = yes
}
save_temporary_scope_as = duchy_title
}
}
trigger_else = {
root.capital_county.duchy = {
save_temporary_scope_as = duchy_title
}
}
scope:duchy_title = {
any_de_jure_county = {
count < expand_duchy_max_size_value
}
}
}
is_valid = {
save_temporary_scope_as = root_scope_temporary
is_independent_ruler = yes
trigger_if = {
limit = {
highest_held_title_tier = tier_duchy
}
primary_title = {
save_temporary_scope_as = duchy_title
}
}
trigger_else = {
root.capital_county.duchy = {
save_temporary_scope_as = duchy_title
}
}
trigger_if = {
limit = {
OR = {
has_legitimacy = yes
exists = scope:barony
}
}
OR = {
trigger_if = {
limit = { government_has_flag = government_is_mandala }
piety_level >= 3
}
trigger_else = { prestige_level >= 3 }
trigger_if = {
limit = {
has_legitimacy = yes
}
legitimacy_level >= 4
}
trigger_if = {
limit = {
exists = scope:barony
}
custom_tooltip = {
text = expand_duchy_capital_tooltip
scope:barony.county ?= root.primary_title.title_capital_county
}
}
}
}
trigger_else = {
prestige_level >= 3
}
custom_tooltip = {
text = expand_duchy_less_than_4
scope:duchy_title = {
any_de_jure_county = {
count < expand_duchy_max_size_value
}
}
}
trigger_if = {
limit = {
exists = scope:barony
}
scope:barony.county ?= {
title_held_years >= 5
}
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
is_at_war = no
}
cost = {
prestige = {
if = {
limit = {
trigger_if = {
limit = {
highest_held_title_tier = tier_duchy
}
primary_title = {
save_temporary_scope_as = duchy_title
}
}
trigger_else = {
root.capital_county.duchy = {
save_temporary_scope_as = duchy_title
}
}
scope:barony.county ?= scope:duchy_title.title_capital_county
}
value = 250
}
else = {
value = 1000
}
}
}
effect = {
if = {
limit = {
highest_held_title_tier = tier_duchy
}
primary_title = {
save_temporary_scope_as = duchy_title_scope
}
}
else = {
root.capital_county.duchy = {
save_temporary_scope_as = duchy_title_scope
}
}
hidden_effect = {
if = {
limit = {
scope:barony.duchy.title_capital_county ?= scope:barony.county
scope:barony.duchy ?= {
any_de_jure_county = {
NOT = { this = scope:barony.county }
}
}
}
scope:barony.duchy = {
ordered_de_jure_county = {
order_by = development_level
limit = { NOT = { this = scope:barony.county } }
save_scope_as = new_duchy_capital
}
set_capital_county = scope:new_duchy_capital
}
}
}
scope:barony.county ?= {
set_de_jure_liege_title = scope:duchy_title_scope
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
# Set De Jure Capital Decision
### Relocate De Jure Capital ###
set_de_jure_capital_decision = {
picture = {
trigger = {
government_has_flag = government_is_nomadic
}
reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds"
}
picture = {
trigger = {
OR = {
government_has_flag = government_is_celestial
government_has_flag = government_is_meritocratic
}
}
reference = "gfx/interface/illustrations/holding_types/tgp_city_china.dds"
}
picture = {
trigger = {
government_is_japanese_trigger = yes
}
reference = "gfx/interface/illustrations/holding_types/tgp_city_japan.dds"
}
picture = {
trigger = {
OR = {
government_has_flag = government_is_mandala
culture = { has_graphical_india_culture_group_trigger = yes }
}
}
reference = "gfx/interface/illustrations/holding_types/city_india.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/ep3_decision_city.dds"
}
decision_group_type = realm
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 240
kingdom = 240
empire = 240
hegemony = 0
}
cooldown = { years = 10 }
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "SET_DE_JURE_CAPITAL_CHOOSE_TYPE"
show_from_start = yes
item = { # Duchy
value = set_duchy_capital
is_valid = {
}
current_description = set_de_jure_capital_decision
localization = set_de_jure_capital_duchy
icon = "gfx/interface/icons/duchy_crown.dds"
ai_chance = { value = 100 }
}
item = { # Kingdom
value = set_kingdom_capital
is_shown = {
root = {
highest_held_title_tier >= tier_kingdom
}
}
current_description = set_de_jure_capital_decision
localization = set_de_jure_capital_kingdom
icon = "gfx/interface/icons/kingdom_crown.dds"
ai_chance = { value = 100 }
}
item = { # Empire
value = set_empire_capital
is_shown = {
root = {
highest_held_title_tier >= tier_empire
}
}
current_description = set_de_jure_capital_decision
localization = set_de_jure_capital_empire
icon = "gfx/interface/icons/empire_crown.dds"
ai_chance = { value = 100 }
}
item = { # Hegemony
value = set_hegemony_capital
is_shown = {
root = {
highest_held_title_tier >= tier_hegemony
}
}
current_description = set_de_jure_capital_decision
localization = set_de_jure_capital_hegemony
icon = "gfx/interface/icons/hegemony_crown.dds"
ai_chance = { value = 100 }
}
}
is_shown = {
highest_held_title_tier >= tier_duchy
any_held_title = {
tier >= tier_duchy
NOR = {
is_landless_type_title = yes
is_noble_family_title = yes
}
}
OR = {
AND = {
highest_held_title_tier >= tier_duchy
NOT = { root.capital_county = root.capital_county.duchy.title_capital_county }
}
AND = {
highest_held_title_tier >= tier_kingdom
NOT = { root.capital_county = root.capital_county.kingdom.title_capital_county }
}
AND = {
highest_held_title_tier >= tier_empire
NOT = { root.capital_county = root.capital_county.empire.title_capital_county }
}
AND = {
highest_held_title_tier >= tier_hegemony
NOT = { root.capital_county = root.capital_county.hegemony.title_capital_county }
}
}
}
is_valid = {
root.capital_county = {
save_temporary_scope_as = current_capital
}
trigger_if = {
limit = {
OR = {
AND = {
highest_held_title_tier = tier_duchy
scope:set_duchy_capital = yes
}
AND = {
highest_held_title_tier = tier_kingdom
scope:set_kingdom_capital = yes
}
AND = {
highest_held_title_tier = tier_empire
scope:set_empire_capital = yes
}
AND = {
highest_held_title_tier = tier_hegemony
scope:set_hegemony_capital = yes
}
}
}
root.primary_title = {
save_temporary_scope_as = current_de_jure
}
}
trigger_else = {
switch = {
trigger = yes
scope:set_duchy_capital = {
root.capital_county.duchy = { save_temporary_scope_as = current_de_jure }
}
scope:set_kingdom_capital = {
root.capital_county.kingdom = { save_temporary_scope_as = current_de_jure }
}
scope:set_empire_capital = {
root.capital_county.empire = { save_temporary_scope_as = current_de_jure }
}
scope:set_hegemony_capital = {
root.capital_county.hegemony = { save_temporary_scope_as = current_de_jure }
}
}
}
scope:current_de_jure.title_capital_county = {
save_temporary_scope_as = title_check
}
has_title = scope:current_de_jure
custom_tooltip = {
text = set_de_jure_not_de_jure_tooltip
scope:current_de_jure = {
is_de_jure_liege_or_above_target = scope:current_capital
}
}
custom_tooltip = {
text = set_de_jure_capital_already_done_tooltip
NOT = {
scope:title_check = scope:current_capital
}
}
custom_tooltip = {
text = set_de_jure_capital_hold_current_capital_tooltip
any_sub_realm_county = { this = scope:title_check }
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
is_at_war = no
}
cost = {
prestige = {
if = {
limit = {
is_ai = no
}
switch = {
trigger = yes
scope:set_duchy_capital = { value = 500 }
scope:set_kingdom_capital = { value = 750 }
scope:set_empire_capital = { value = 1000 }
scope:set_hegemony_capital = { value = 1500 }
}
}
else = {
value = 250
}
}
}
effect = {
root.capital_county = {
save_scope_as = current_capital_scope
}
if = {
limit = {
OR = {
AND = {
highest_held_title_tier = tier_duchy
scope:set_duchy_capital = yes
}
AND = {
highest_held_title_tier = tier_kingdom
scope:set_kingdom_capital = yes
}
AND = {
highest_held_title_tier = tier_empire
scope:set_empire_capital = yes
}
AND = {
highest_held_title_tier = tier_hegemony
scope:set_hegemony_capital = yes
}
}
}
root.primary_title = {
title_capital_county = { save_scope_as = old_capital }
save_scope_as = current_de_jure_scope
}
}
else = {
switch = {
trigger = yes
scope:set_duchy_capital = {
root.capital_county.duchy = {
title_capital_county = { save_scope_as = old_capital }
save_scope_as = current_de_jure_scope
}
}
scope:set_kingdom_capital = {
root.capital_county.kingdom = {
title_capital_county = { save_scope_as = old_capital }
save_scope_as = current_de_jure_scope
}
}
scope:set_empire_capital = {
root.capital_county.empire = {
title_capital_county = { save_scope_as = old_capital }
save_scope_as = current_de_jure_scope
}
}
scope:set_hegemony_capital = {
root.capital_county.hegemony = {
title_capital_county = { save_scope_as = old_capital }
save_scope_as = current_de_jure_scope
}
}
}
}
if = {
limit = {
scope:set_duchy_capital = yes
}
custom_tooltip = { text = set_de_jure_capital_warning }
}
else = {
custom_tooltip = {
text = set_de_jure_capital_effect_tooltip
}
}
hidden_effect = {
scope:current_de_jure_scope ?= {
set_capital_county = root.capital_county
}
# A bit of an ugly script hack, to make sure the Duchy Building slot is properly moved, which happens when a duchy capital is moved out of the duchy de jure. We temporarily move them out of the duchy de jure, and back again, to force this effect. Remove when Code gets a chance to have a look at it
if = {
limit = {
scope:set_duchy_capital = yes
}
}
scope:old_capital ?= {
duchy = { save_scope_as = current_duchy }
title:d_zun_warriors = {
save_scope_as = placeholder_duchy
}
scope:current_duchy = {
every_de_jure_county = {
limit = {
NOT = { this = root.capital_county }
}
set_de_jure_liege_title = scope:placeholder_duchy
add_to_list = correction_list
}
}
every_in_list = {
list = correction_list
set_de_jure_liege_title = scope:current_duchy
}
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
# Restore Carthage
restore_carthage_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 0
hegemony = 0
}
desc = restore_carthage_decision_desc
selection_tooltip = restore_carthage_decision_tooltip
is_shown = {
is_ruler = yes
is_playable_character = yes
OR = {
culture = { has_cultural_pillar = heritage_syriac }
culture = culture:levantine
}
# Not repeatable.
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_restored_carthage
}
}
}
is_valid = {
is_independent_ruler = yes
highest_held_title_tier < tier_empire
prestige_level >= 4
completely_controls_region = custom_carthage
completely_controls_region = custom_tripolitania
completely_controls_region = custom_mauretania
completely_controls_region = custom_carthago_nova
}
is_valid_showing_failures_only = {
top_liege = this
is_available_adult = yes
}
cost = {
gold = {
value = 1200
}
}
effect = {
save_scope_as = founder
show_as_tooltip = { restore_carthage_scripted_effect = yes }
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_restored_carthage
}
}
trigger_event = major_decisions.3300
}
}