N3OW/common/character_interactions/06_ep3_scheme_interactions.txt

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### EP3 Scheme Interactions
# Slander
start_slander_interaction = {
icon = icon_scheme_slander
interface_priority = 95
common_interaction = yes
category = interaction_category_succession
filter_tags = { admin_house_head }
send_name = START_SCHEME
scheme = slander
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = peer_vassals
max = 10
}
ai_frequency = 36
is_shown = {
scope:actor = {
is_adult = yes
is_imprisoned = no
has_government = administrative_government
}
scope:recipient = {
NOT = { this = scope:actor }
has_government = administrative_government
top_liege = scope:actor.top_liege
}
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = slander
target_character = scope:recipient
}
}
scope:recipient = {
NOT = { has_strong_hook = scope:actor }
is_independent_ruler = no
}
}
desc = {
triggered_desc = {
trigger = {
scope:actor = {
can_start_scheme = {
type = slander
target_character = scope:recipient
}
}
}
desc = scheme_interaction_tt_slander_approved
}
}
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Balanced agents.
send_option = {
flag = agent_focus_balance
current_description = start_slander_interaction.tt.agent_focus_balance
}
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_slander_interaction.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_slander_interaction.tt.agent_focus_speed
}
## Focused on Secrecy.
send_option = {
flag = agent_focus_secrecy
current_description = start_slander_interaction.tt.agent_focus_secrecy
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_slander_notification
left_icon = scope:actor
right_icon = scope:recipient
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = slander
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_sycophant
AGENT_3 = agent_sycophant
# Speed.
AGENT_4 = agent_political_socialite
# Secrecy.
AGENT_5 = agent_courtesan
}
}
# Speed.
else_if = {
limit = { scope:agent_focus_speed ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = slander
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Speed.
AGENT_1 = agent_political_socialite
AGENT_2 = agent_political_socialite
AGENT_3 = agent_bureaucrat
# Success.
AGENT_4 = agent_sycophant
# Secrecy.
AGENT_5 = agent_courtesan
}
}
# Secrecy.
else_if = {
limit = { scope:agent_focus_secrecy ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = slander
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Secrecy.
AGENT_1 = agent_courtesan
AGENT_2 = agent_amanuensis
AGENT_3 = agent_eunuch
# Success.
AGENT_4 = agent_sycophant
# Speed.
AGENT_5 = agent_political_socialite
}
}
# Balanced.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = slander
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_sycophant
AGENT_2 = agent_intermediary
# Speed.
AGENT_3 = agent_political_socialite
AGENT_4 = agent_bureaucrat
# Secrecy.
AGENT_5 = agent_courtesan
}
}
}
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
stress_impact = {
compassionate = minor_stress_impact_gain
honest = minor_stress_impact_gain
just = minor_stress_impact_gain
}
}
scope:recipient = { custom_tooltip = slander_modifier_tt }
}
ai_potential = {
OR = {
primary_title.tier >= tier_duchy
AND = {
this = house.house_head
is_landless_administrative = yes
}
}
NOT = {
any_scheme = {
is_scheme_category = hostile
}
}
}
auto_accept = yes
ai_will_do = {
base = 5
#Competing candidate
modifier = {
scope:recipient = { is_competing_for_same_title_as = { CHARACTER = scope:actor } }
add = 30
}
modifier = {
scope:recipient = { is_winning_competing_for_same_title_as = { CHARACTER = scope:actor } }
add = 50
}
# More likely against powerful or dominant families
modifier = {
scope:recipient.house ?= {
OR = {
is_powerful_family = yes
is_dominant_family = yes
}
}
add = 20
}
#Personality
modifier = {
has_trait = ambitious
add = 15
}
modifier = {
has_trait = deceitful
add = 15
}
modifier = {
has_trait = honest
add = -15
}
modifier = {
has_trait = compassionate
add = -15
}
modifier = {
has_trait = content
add = -15
}
# House & Family
modifier = {
is_close_family_of = scope:recipient
add = -20
}
modifier = {
house = scope:recipient.house
add = -50
}
modifier = {
house.house_head = scope:recipient
add = -50
}
#Feuds
modifier = {
house.house_head ?= {
any_owned_story = {
story_type = story_cycle_house_feud
has_variable = house_feud_house
var:house_feud_house = scope:recipient.house
}
}
add = 50
}
# Relationships
modifier = {
add = 25
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 50
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 100
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -25
has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
factor = 0
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
}
}
# Promote
start_promote_interaction = {
icon = icon_scheme_promote
interface_priority = 230
common_interaction = no
category = interaction_category_succession
send_name = START_SCHEME
scheme = promote
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = self
}
ai_targets = {
ai_recipients = spouses
}
ai_targets = {
ai_recipients = children
max = 10
}
ai_targets = {
ai_recipients = family
max = 10
}
ai_targets = {
ai_recipients = dynasty
max = 10
}
ai_frequency = 60
is_shown = {
scope:actor = {
is_adult = yes
is_imprisoned = no
has_government = administrative_government
}
scope:recipient = {
has_government = administrative_government
top_liege = scope:actor.top_liege
}
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = promote
target_character = scope:recipient
}
}
scope:recipient = {
is_adult = yes
}
}
desc = {
triggered_desc = {
trigger = {
scope:actor = {
can_start_scheme = {
type = promote
target_character = scope:recipient
}
}
}
desc = scheme_interaction_tt_promote_approved
}
}
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Balanced agents.
send_option = {
flag = agent_focus_balance
current_description = start_promote_interaction.tt.agent_focus_balance
}
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_promote_interaction.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_promote_interaction.tt.agent_focus_speed
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_promote_notification
left_icon = scope:actor
right_icon = scope:recipient
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = promote
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_proponent
AGENT_3 = agent_proponent
AGENT_4 = agent_sycophant
# Speed.
AGENT_5 = agent_political_socialite
}
}
# Speed.
else_if = {
limit = { scope:agent_focus_speed ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = promote
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Speed.
AGENT_1 = agent_political_socialite
AGENT_2 = agent_political_socialite
AGENT_3 = agent_bureaucrat
AGENT_4 = agent_bureaucrat
# Success.
AGENT_5 = agent_proponent
}
}
# Balanced.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = promote
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_proponent
AGENT_2 = agent_intermediary
AGENT_3 = agent_sycophant
# Speed.
AGENT_4 = agent_political_socialite
AGENT_5 = agent_bureaucrat
}
}
}
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
}
scope:recipient = { custom_tooltip = promote_scheme_success_tt }
}
ai_potential = {
OR = {
primary_title.tier >= tier_duchy
AND = {
this = house.house_head
is_landless_administrative = yes
}
}
NOT = {
any_scheme = {
is_scheme_category = hostile
}
}
}
auto_accept = yes
ai_will_do = {
base = 0
#Competing candidate
modifier = {
scope:recipient = { is_competing_for_same_title_as = { CHARACTER = scope:actor } }
add = -50
}
modifier = {
scope:recipient = { is_winning_competing_for_same_title_as = { CHARACTER = scope:actor } }
add = -75
}
#Personality
modifier = {
has_trait = gregarious
add = 15
}
modifier = {
has_trait = honest
add = -10
}
modifier = {
has_trait = shy
add = -10
}
modifier = {
has_trait = ambitious
add = 20
}
# House & Family
modifier = {
is_close_family_of = scope:recipient
add = 30
}
modifier = {
is_parent_of = scope:recipient
add = 50
}
modifier = {
house = scope:recipient.house
add = 50
}
modifier = {
house.house_head = scope:recipient
add = 50
}
#Feuds
modifier = {
house.house_head ?= {
any_owned_story = {
story_type = story_cycle_house_feud
has_variable = house_feud_house
var:house_feud_house = scope:recipient.house
}
}
add = -100
}
# Relationships
modifier = {
add = -25
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -100
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 25
has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 50
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 100
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
}
}
# Generate Claim - used in laamp_help_fabricate_claim_contract landless adventurer task contract
start_generate_claim_interaction = {
icon = icon_scheme_generate_claim
interface_priority = 50
category = interaction_category_laamp
target_type = title
target_filter = recipient_de_jure_titles
can_be_picked_title = {
scope:target = {
custom_description = {
text = adventurer_not_famous_trigger_tt
value = scope:target.tier
OR = {
tier <= scope:actor.prestige_level
tier = tier_county
}
}
is_noble_family_title = no
is_landless_type_title = no
}
}
send_name = START_SCHEME
scheme = generate_claim
is_shown = {
scope:actor = {
any_character_active_contract = {
has_task_contract_type = laamp_help_fabricate_claim_contract
var:task_contract_target = scope:recipient
}
}
NOT = {
scope:recipient = scope:actor
}
scope:recipient = { is_landed = yes }
}
is_valid_showing_failures_only = {
}
desc = {
triggered_desc = {
trigger = {
scope:recipient = {
any_held_title = {
scope:actor = {
NOT = { has_claim_on = prev }
}
is_noble_family_title = no
target_is_de_facto_liege_or_above = scope:actor.top_liege.primary_title
tier >= tier_duchy
save_temporary_scope_as = target
}
}
scope:actor = {
can_start_scheme = {
type = generate_claim
target_title = scope:target
}
}
}
desc = scheme_interaction_tt_generate_claim_approved
}
}
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Balanced agents.
send_option = {
flag = agent_focus_balance
current_description = start_generate_claim_interaction.tt.agent_focus_balance
}
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_generate_claim_interaction.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_generate_claim_interaction.tt.agent_focus_speed
}
## Focused on Secrecy.
send_option = {
flag = agent_focus_secrecy
current_description = start_generate_claim_interaction.tt.agent_focus_secrecy
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_generate_claim_notification
left_icon = scope:actor
right_icon = scope:recipient
if = {
limit = {
any_character_active_contract = {
has_task_contract_type = laamp_help_fabricate_claim_contract
var:task_contract_target ?= scope:recipient
}
}
random_character_active_contract = {
limit = {
has_task_contract_type = laamp_help_fabricate_claim_contract
var:task_contract_target ?= scope:recipient
}
save_scope_as = scheme_contract
}
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_contract_scheme_with_agents_effect = {
SCHEME_TYPE = generate_claim
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
TASK_CONTRACT = scope:scheme_contract
# Success.
AGENT_1 = agent_scribe
AGENT_2 = agent_scribe
AGENT_3 = agent_diplomat
# Speed.
AGENT_4 = agent_justiciar_speed
# Secrecy.
AGENT_5 = agent_decoy
}
}
# Speed.
else_if = {
limit = { scope:agent_focus_speed ?= yes }
begin_contract_scheme_with_agents_effect = {
SCHEME_TYPE = generate_claim
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
TASK_CONTRACT = scope:scheme_contract
# Speed.
AGENT_1 = agent_justiciar_speed
AGENT_2 = agent_infiltrator
AGENT_3 = agent_socialite
# Success.
AGENT_4 = agent_scribe
# Secrecy.
AGENT_5 = agent_decoy
}
}
# Secrecy.
else_if = {
limit = { scope:agent_focus_secrecy ?= yes }
begin_contract_scheme_with_agents_effect = {
SCHEME_TYPE = generate_claim
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
TASK_CONTRACT = scope:scheme_contract
# Secrecy.
AGENT_1 = agent_decoy
AGENT_2 = agent_decoy
AGENT_3 = agent_alibi
# Success.
AGENT_4 = agent_scribe
# Speed.
AGENT_5 = agent_justiciar_speed
}
}
# Balanced.
else = {
begin_contract_scheme_with_agents_effect = {
SCHEME_TYPE = generate_claim
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
TASK_CONTRACT = scope:scheme_contract
# Success.
AGENT_1 = agent_scribe
AGENT_2 = agent_diplomat
# Speed.
AGENT_3 = agent_justiciar_speed
AGENT_4 = agent_socialite
# Secrecy.
AGENT_5 = agent_decoy
}
}
}
else = {
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = generate_claim
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
# Success.
AGENT_1 = agent_scribe
AGENT_2 = agent_scribe
AGENT_3 = agent_diplomat
# Speed.
AGENT_4 = agent_justiciar_speed
# Secrecy.
AGENT_5 = agent_decoy
}
}
# Speed.
else_if = {
limit = { scope:agent_focus_speed ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = generate_claim
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
# Speed.
AGENT_1 = agent_justiciar_speed
AGENT_2 = agent_infiltrator
AGENT_3 = agent_socialite
# Success.
AGENT_4 = agent_scribe
# Secrecy.
AGENT_5 = agent_decoy
}
}
# Secrecy.
else_if = {
limit = { scope:agent_focus_secrecy ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = generate_claim
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
# Secrecy.
AGENT_1 = agent_decoy
AGENT_2 = agent_decoy
AGENT_3 = agent_alibi
# Success.
AGENT_4 = agent_scribe
# Speed.
AGENT_5 = agent_justiciar_speed
}
}
# Balanced.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = generate_claim
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
# Success.
AGENT_1 = agent_scribe
AGENT_2 = agent_diplomat
# Speed.
AGENT_3 = agent_justiciar_speed
AGENT_4 = agent_socialite
# Secrecy.
AGENT_5 = agent_decoy
}
}
}
}
}
}
auto_accept = yes
ai_will_do = {
base = 5
#Not a governor already
modifier = {
is_governor = no
add = 30
}
#Personality
modifier = {
has_trait = ambitious
add = 15
}
modifier = {
has_trait = deceitful
add = 15
}
modifier = {
has_trait = honest
add = -10
}
# House & Family
modifier = {
is_close_family_of = scope:recipient
add = -10
}
#Feuds
modifier = {
house.house_head ?= {
any_owned_story = {
story_type = story_cycle_house_feud
has_variable = house_feud_house
var:house_feud_house = scope:recipient.house
}
}
add = 50
}
# Relationships
modifier = {
add = 25
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 50
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 100
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -25
has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
factor = 0
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
}
}
# Challenge Status
start_challenge_status_interaction = {
icon = icon_scheme_challenge_status
interface_priority = 80
category = interaction_category_hostile
filter_tags = { admin_house_head }
common_interaction = yes
send_name = START_SCHEME
scheme = challenge_status
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = peer_vassals
max = 5
}
ai_frequency = 120
is_shown = {
scope:actor = {
has_government = administrative_government
}
scope:recipient != scope:actor
scope:recipient = {
has_government = administrative_government
top_liege = scope:actor.top_liege
}
}
is_valid_showing_failures_only = {
scope:actor = {
is_adult = yes
is_imprisoned = no
can_start_scheme = {
type = challenge_status
target_character = scope:recipient
}
}
}
desc = {
triggered_desc = {
trigger = {
scope:actor = {
can_start_scheme = {
type = challenge_status
target_character = scope:recipient
}
}
}
desc = scheme_interaction_tt_challenge_status_approved
}
}
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Balanced agents.
send_option = {
flag = agent_focus_balance
current_description = start_challenge_status_interaction.tt.agent_focus_balance
}
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_challenge_status_interaction.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_challenge_status_interaction.tt.agent_focus_speed
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_challenge_status_notification
left_icon = scope:actor
right_icon = scope:recipient
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = challenge_status
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_proponent
AGENT_2 = agent_intermediary
AGENT_3 = agent_sycophant
# Speed.
AGENT_4 = agent_political_socialite
AGENT_5 = agent_bureaucrat
}
}
# Speed.
else_if = {
limit = { scope:agent_focus_speed ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = challenge_status
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_proponent
AGENT_2 = agent_intermediary
# Speed.
AGENT_3 = agent_political_socialite
AGENT_4 = agent_bureaucrat
AGENT_5 = agent_bureaucrat
}
}
# Balanced.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = challenge_status
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_proponent
AGENT_2 = agent_intermediary
# Speed.
AGENT_3 = agent_political_socialite
AGENT_4 = agent_bureaucrat
# Secrecy.
AGENT_5 = agent_amanuensis
}
}
}
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
custom_tooltip = challenge_status_success_actor_tt
}
scope:recipient = {
save_scope_as = target
custom_tooltip = challenge_status_success_recipient_tt
}
}
ai_potential = {
NOT = {
any_scheme = {
is_scheme_category = political
}
}
has_government = administrative_government
}
auto_accept = yes
ai_will_do = {
base = 5
#Personality
modifier = {
has_trait = vengeful
add = 15
}
modifier = {
has_trait = deceitful
add = 15
}
modifier = {
has_trait = honest
add = -10
}
# House & Family
modifier = {
is_close_family_of = scope:recipient
add = -50
}
modifier = {
house = scope:recipient.house
add = -30
}
#Feuds
modifier = {
house.house_head ?= {
any_owned_story = {
story_type = story_cycle_house_feud
has_variable = house_feud_house
var:house_feud_house = scope:recipient.house
}
}
add = 50
}
# Relationships
modifier = {
add = 25
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 50
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 100
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -25
has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
factor = 0
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
}
}
# Expand Power Base
start_expand_power_base_interaction = {
icon = icon_scheme_expand_power_base
common_interaction = yes
interface_priority = 70
category = interaction_category_succession
send_name = START_SCHEME
scheme = expand_power_base
ignores_pending_interaction_block = yes
cooldown = { years = 10 }
ai_frequency = 48
ai_targets = {
ai_recipients = self
}
is_shown = {
scope:actor = {
is_adult = yes
is_imprisoned = no
has_government = administrative_government
this = scope:recipient
exists = house.house_head
house.house_head = {
any_held_title = {
is_noble_family_title = yes
}
}
}
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = expand_power_base
target_character = scope:actor
}
}
}
desc = scheme_interaction_tt_expand_power_base_approved
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Balanced agents.
send_option = {
flag = agent_focus_balance
current_description = start_expand_power_base_interaction.tt.agent_focus_balance
}
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_expand_power_base_interaction.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_expand_power_base_interaction.tt.agent_focus_speed
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_expand_power_base_notification
left_icon = scope:actor
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = expand_power_base
TARGET_TYPE = target_character
TARGET_SCOPE = scope:actor
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_proponent
AGENT_3 = agent_proponent
AGENT_4 = agent_sycophant
# Speed.
AGENT_5 = agent_bureaucrat
}
}
# Speed.
else_if = {
limit = { scope:agent_focus_speed ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = expand_power_base
TARGET_TYPE = target_character
TARGET_SCOPE = scope:actor
# Speed.
AGENT_1 = agent_political_socialite
AGENT_2 = agent_political_socialite
AGENT_3 = agent_bureaucrat
AGENT_4 = agent_bureaucrat
# Success.
AGENT_5 = agent_intermediary
}
}
# Balanced.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = expand_power_base
TARGET_TYPE = target_character
TARGET_SCOPE = scope:actor
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_proponent
AGENT_3 = agent_sycophant
# Speed.
AGENT_4 = agent_political_socialite
AGENT_5 = agent_bureaucrat
}
}
}
# Scheme progress bonus from education
education_5_scheme_progress_effect = { SKILL = stewardship }
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
custom_tooltip = expand_power_base_effect_tt
}
}
auto_accept = yes
ai_will_do = {
base = 0
# The more I'm investing, the more I want my cap to increase
modifier = {
add = {
value = 0
every_succession_appointment_invested_candidate = {
add = 5
}
}
}
#Not a governor
modifier = {
is_governor = no
add = 30
}
#Personality
modifier = {
has_trait = ambitious
add = 20
}
}
}
# Depose Scheme
start_depose_interaction = {
icon = icon_scheme_depose
interface_priority = 16
category = interaction_category_vassal
filter_tags = { admin_liege }
send_name = START_SCHEME
scheme = depose
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = liege
max = 1
}
ai_frequency = 60
is_shown = {
has_ep3_dlc_trigger = yes
scope:actor = { has_government = administrative_government }
scope:recipient = {
has_government = administrative_government
primary_title.tier >= tier_empire # Target has to be the emperor
this != scope:actor
top_liege.primary_title = scope:actor.top_liege.primary_title # This hides the tooltip
}
}
is_valid_showing_failures_only = {
scope:actor = {
is_adult = yes
is_imprisoned = no
custom_tooltip = {
text = house_head_powerful_dominant_family_trigger
house = {
# Must be a powerful or dominant family
OR = {
is_powerful_family = yes
is_dominant_family = yes
}
}
# Must be the house head
house.house_head = scope:actor
}
# Must not be from the same House as the Emperor
NOT = { house = scope:actor.top_liege.house }
can_start_scheme = {
type = depose
target_character = scope:recipient
}
}
scope:recipient = {
NOT = { has_strong_hook = scope:actor }
}
}
desc = scheme_interaction_tt_depose_approved
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Balanced agents.
send_option = {
flag = agent_focus_balance
current_description = start_depose_interaction.tt.agent_focus_balance
}
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_depose_interaction.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_depose_interaction.tt.agent_focus_speed
}
## Focused on Secrecy.
send_option = {
flag = agent_focus_secrecy
current_description = start_depose_interaction.tt.agent_focus_secrecy
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_depose_notification
left_icon = scope:actor
right_icon = scope:recipient
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = depose
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_proponent
AGENT_3 = agent_sycophant
# Speed.
AGENT_4 = agent_political_socialite
# Secrecy.
AGENT_5 = agent_courtesan
}
}
# Speed.
else_if = {
limit = { scope:agent_focus_speed ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = depose
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Speed.
AGENT_1 = agent_political_socialite
AGENT_2 = agent_political_socialite
AGENT_3 = agent_bureaucrat
# Success.
AGENT_4 = agent_proponent
# Secrecy.
AGENT_5 = agent_courtesan
}
}
# Secrecy.
else_if = {
limit = { scope:agent_focus_secrecy ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = depose
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Secrecy.
AGENT_1 = agent_courtesan
AGENT_2 = agent_amanuensis
AGENT_3 = agent_eunuch_speed
# Success.
AGENT_4 = agent_proponent
# Speed.
AGENT_5 = agent_political_socialite
}
}
# Balanced.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = depose
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_proponent
# Speed.
AGENT_3 = agent_political_socialite
AGENT_4 = agent_bureaucrat
# Secrecy.
AGENT_5 = agent_courtesan
}
}
}
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
stress_impact = {
compassionate = minor_stress_impact_gain
honest = minor_stress_impact_gain
just = minor_stress_impact_gain
loyal = major_stress_impact_gain
}
}
}
ai_potential = {
OR = {
primary_title.tier >= tier_duchy
AND = {
this = house.house_head
is_landless_administrative = yes
}
}
NOT = {
any_scheme = {
is_scheme_category = hostile
}
}
}
auto_accept = yes
ai_will_do = {
base = 0
# Dominant Family
modifier = {
house = { is_dominant_family = yes }
add = 50
}
#Personality
modifier = {
has_trait = ambitious
add = 15
}
modifier = {
has_trait = deceitful
add = 15
}
modifier = {
has_trait = honest
add = -15
}
modifier = {
has_trait = compassionate
add = -15
}
modifier = {
has_trait = just
add = -10
}
#Feuds
modifier = {
house.house_head ?= {
any_owned_story = {
story_type = story_cycle_house_feud
has_variable = house_feud_house
var:house_feud_house = scope:recipient.house
}
}
add = 50
}
# Relationships
modifier = {
add = 25
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 50
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 100
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -25
has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
factor = 0
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
# House & Family
modifier = { # Family and house members never want to depose each other
OR = {
is_close_family_of = scope:recipient
AND = {
exists = house
NOT = { scope:recipient.house ?= house }
}
}
NOR = { # Unless they are...
has_trait = ambitious
has_trait = greedy
has_trait = deceitful
}
factor = 0
}
# Only depose if you dislike the target
modifier = {
opinion = { target = scope:recipient value > -30 }
factor = 0
}
# EP3 Dynasty Legacy Perk Malus
modifier = {
add = -70
scope:target.dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_5 }
}
}
}
# Foster Legitimacy
start_foster_legitimacy_interaction = {
icon = icon_scheme_foster_legitimacy
interface_priority = 10
common_interaction = no
category = interaction_category_vassal
filter_tags = { admin_liege }
send_name = START_SCHEME
scheme = foster_legitimacy_scheme
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = liege
}
ai_frequency = 60
is_shown = {
scope:actor = {
is_adult = yes
is_imprisoned = no
has_government = administrative_government
}
NOT = {
scope:recipient = scope:actor
}
scope:recipient = {
this = scope:actor.liege
is_adult = yes
has_government = administrative_government
}
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = foster_legitimacy_scheme
target_character = scope:recipient
}
}
}
desc = {
triggered_desc = {
trigger = {
scope:actor = {
can_start_scheme = {
type = foster_legitimacy_scheme
target_character = scope:recipient
}
}
}
desc = scheme_interaction_tt_foster_legitimacy_approved
}
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_foster_legitimacy_notification
left_icon = scope:actor
right_icon = scope:recipient
begin_scheme_basic_effect = {
SCHEME_TYPE = foster_legitimacy_scheme
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
}
# Scheme progress bonus from education
education_5_scheme_progress_effect = { SKILL = diplomacy }
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
custom_tooltip = foster_legitimacy_positive_outcome_actor_tt
custom_tooltip = foster_legitimacy_negative_outcome_tt
}
scope:recipient = {
custom_tooltip = foster_legitimacy_positive_outcome_recipient_tt
}
}
ai_potential = {
is_governor = yes
trigger_if = {
limit = { exists = scope:recipient }
opinion = {
target = scope:recipient
value > 0
}
}
# Only try to foster legitimacy if they don't meet your expectations
scope:recipient ?= {
NOT = { meets_legitimacy_expectation_of = scope:actor }
}
}
auto_accept = yes
ai_will_do = {
base = 0 # So the AI doesn't mess with your Legitimacy too often
# Legitimacy Levels
modifier = {
scope:recipient.legitimacy_level >= 4
add = -50
}
#Personality
modifier = {
has_lifestyle = diplomacy_lifestyle
add = 15
}
modifier = {
has_trait = loyal
add = 15
}
modifier = {
has_trait = disloyal
add = -25
}
modifier = {
has_trait = deceitful
add = -15
}
# House & Family, but you need to get along
modifier = {
is_close_family_of = scope:recipient
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
add = 25
}
modifier = {
house = scope:recipient.house
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
add = 15
}
# Relationships
modifier = {
add = -25
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -100
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
}
}
# Damage Legitimacy
start_damage_legitimacy_interaction = {
icon = icon_scheme_damage_legitimacy
interface_priority = 9 # listed after start_foster_legitimacy_interaction
common_interaction = no
category = interaction_category_vassal
filter_tags = { admin_liege }
send_name = START_SCHEME
scheme = damage_legitimacy_scheme
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = liege
}
ai_frequency = 60
is_shown = {
scope:actor = {
is_adult = yes
is_imprisoned = no
has_government = administrative_government
}
NOT = {
scope:recipient = scope:actor
}
scope:recipient = {
this = scope:actor.liege
is_adult = yes
has_government = administrative_government
}
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = damage_legitimacy_scheme
target_character = scope:recipient
}
}
}
desc = {
triggered_desc = {
trigger = {
scope:actor = {
can_start_scheme = {
type = damage_legitimacy_scheme
target_character = scope:recipient
}
}
}
desc = scheme_interaction_tt_damage_legitimacy_approved
}
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_damage_legitimacy_notification
left_icon = scope:actor
right_icon = scope:recipient
begin_scheme_basic_effect = {
SCHEME_TYPE = damage_legitimacy_scheme
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
}
# Scheme progress bonus from education
education_5_scheme_progress_effect = { SKILL = intrigue }
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
custom_tooltip = damage_legitimacy_negative_outcome_tt
stress_impact = {
loyal = major_stress_impact_gain
honest = medium_stress_impact_gain
}
}
scope:recipient = {
custom_tooltip = damage_legitimacy_positive_outcome_tt
}
}
ai_potential = {
is_governor = yes
}
auto_accept = yes
ai_will_do = {
base = 0 # So the AI doesn't mess with your Legitimacy too often
#Personality
modifier = {
has_lifestyle = intrigue_lifestyle
add = 15
}
modifier = {
has_trait = disloyal
add = 15
}
modifier = {
has_trait = deceitful
add = 15
}
modifier = {
has_trait = loyal
add = -25
}
modifier = {
has_trait = honest
add = -15
}
# Relationships
modifier = {
add = -25
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 25
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 50
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 75
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
}
}
# Dispute Border
start_dispute_border_interaction = {
icon = icon_dispute_border
interface_priority = 75
category = interaction_category_vassal
send_name = START_SCHEME
scheme = dispute_border
ignores_pending_interaction_block = yes
ai_targets = { ai_recipients = peer_vassals }
ai_frequency = 60
common_interaction = yes
filter_tags = { admin_governor }
cooldown_against_recipient = { years = 5 }
target_type = title
target_filter = recipient_realm_titles
can_be_picked_title = {
scope:target = {
ep3_boundary_dispute_county_trigger = {
OWNER = scope:actor
TARGET = scope:recipient
}
}
}
is_shown = {
scope:actor = { is_governor = yes }
scope:recipient = {
this != scope:actor
is_alive = yes
top_liege = scope:actor.top_liege
is_governor_or_admin_count = yes
in_diplomatic_range = scope:actor
}
}
is_valid_showing_failures_only = {
scope:actor = {
is_available_adult = yes
trigger_if = {
limit = { exists = scope:target }
can_start_scheme = {
type = dispute_border
target_title = scope:target
}
}
trigger_if = {
limit = {
scope:recipient = {
sub_realm_size > 1
}
}
custom_tooltip = {
text = dispute_border_county_neighbour_tt
character_is_realm_neighbor = scope:recipient
}
}
trigger_else = {
custom_tooltip = {
text = dispute_border_county_neighbour_tt
scope:recipient.capital_county = {
holder = scope:recipient
any_neighboring_county = {
OR = {
holder = scope:actor
holder.liege ?= scope:actor
}
}
}
}
}
is_in_civil_war = no
custom_tooltip = {
text = admin_vassal_border_limit_desc
top_liege ?= {
NOT = { has_realm_law_flag = admin_vassal_border_limit }
}
}
trigger_if = {
limit = {
top_liege ?= {
NOT = { has_realm_law_flag = admin_vassal_border_limit }
has_realm_law_flag = admin_vassal_border_restricted
}
}
custom_tooltip = {
text = interaction_must_be_powerful_or_dominant_family_tt
house = {
OR = {
is_powerful_family = yes
is_dominant_family = yes
}
}
}
}
}
scope:recipient = {
is_in_civil_war = no
}
}
desc = start_dispute_border_interaction_desc
cost = {
influence = {
add = scope:actor.massive_influence_gain
}
}
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_dispute_border_interaction.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_dispute_border_interaction.tt.agent_focus_speed
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_dispute_border_notification
left_icon = scope:recipient
right_icon = scope:target
scope:recipient = {
send_interface_toast = {
type = event_toast_effect_bad
title = start_dispute_border_notification
left_icon = scope:actor
right_icon = scope:target
scope:actor = {
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = dispute_border
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_proponent
AGENT_3 = agent_sycophant
# Speed.
AGENT_4 = agent_political_socialite
AGENT_5 = agent_bureaucrat
}
}
# Speed.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = dispute_border
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_proponent
# Speed.
AGENT_3 = agent_political_socialite
AGENT_4 = agent_bureaucrat
AGENT_5 = agent_bureaucrat
}
}
}
}
}
}
random_scheme = {
limit = {
scheme_type = dispute_border
scheme_target_title = scope:target
}
set_variable = {
name = target_character
value = scope:recipient
}
}
# Scheme progress bonus from education
education_5_scheme_progress_effect = { SKILL = diplomacy }
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
if = {
limit = {
scope:recipient = {
highest_held_title_tier >= tier_duchy
}
}
custom_tooltip = boundary_dispute_outcome_tt
}
else = {
custom_tooltip = boundary_dispute_outcome_vassal_tt
}
stress_impact = {
content = medium_stress_impact_gain
}
}
scope:recipient = {
if = {
limit = {
is_ai = yes
highest_held_title_tier >= tier_duchy
}
add_opinion = {
target = scope:actor
modifier = attempted_dispute_border_opinion
}
}
else_if = {
limit = {
is_ai = yes
}
add_opinion = {
target = scope:actor
modifier = attempted_dispute_border_opinion
opinion = -40
}
}
}
}
ai_potential = {
NOT = {
any_scheme = { is_scheme_category = political }
}
is_governor = yes
}
auto_accept = yes
ai_will_do = {
base = 0
#Personality
modifier = {
has_trait = ambitious
add = 15
}
modifier = {
has_trait = content
add = -15
}
# Land
modifier = {
scope:recipient = {
any_sub_realm_county = {
OR = {
duchy.holder = scope:actor
kingdom.holder = scope:actor
}
}
}
add = 50
}
# Relationships
modifier = {
add = -25
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 15
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 25
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 50
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
# House
modifier = {
add = -50
scope:recipient.house ?= scope:actor.house
}
}
}
# Subsume Province
start_subsume_province_interaction = {
icon = icon_subsume_province
common_interaction = yes
interface_priority = 50
category = interaction_category_vassal
send_name = START_SCHEME
scheme = subsume_province
ignores_pending_interaction_block = yes
ai_targets = { ai_recipients = peer_vassals }
ai_frequency = 60
filter_tags = { admin_governor }
cooldown = { years = 5 }
target_type = title
target_filter = recipient_de_jure_titles
can_be_picked_title = {
scope:actor = {
can_start_scheme = {
type = subsume_province
target_title = scope:target
}
}
}
has_valid_target_showing_failures_only = {
scope:target = {
tier = tier_duchy
exists = holder
holder = scope:recipient
}
}
desc = start_subsume_province_interaction_desc
is_shown = {
scope:actor = { is_governor = yes }
scope:recipient = {
is_alive = yes
top_liege = scope:actor.top_liege
is_governor = yes
NOR = {
this = scope:actor
scope:actor.house = scope:recipient.house
}
in_diplomatic_range = scope:actor
}
}
is_valid_showing_failures_only = {
scope:actor = {
is_available_adult = yes
trigger_if = {
limit = { exists = scope:target }
can_start_scheme = {
type = subsume_province
target_title = scope:target
}
}
trigger_if = {
limit = {
top_liege ?= {
NOT = { has_realm_law_flag = admin_vassal_border_limit }
}
}
custom_tooltip = {
text = interaction_must_be_powerful_or_dominant_family_tt
house = {
OR = {
is_powerful_family = yes
is_dominant_family = yes
}
}
}
}
is_in_civil_war = no
custom_tooltip = {
text = admin_vassal_border_limit_desc
top_liege ?= {
NOT = { has_realm_law_flag = admin_vassal_border_limit }
}
}
}
scope:recipient = {
custom_tooltip = {
text = subsume_province_neighboring_duchy_tt
any_sub_realm_county = {
any_neighboring_county = {
county_held_or_vassal_to_target_trigger = { TARGET = scope:actor }
}
}
}
custom_tooltip = {
text = subsume_province_recipient_scheming_against_you_tt
NOT = {
is_scheming_against = {
type = subsume_province
target = scope:actor
}
}
}
custom_tooltip = {
text = subsume_province_recipient_house_power_or_gov_efficiency_tt
OR = {
governor_efficiency_presented <= -25
AND = {
trigger_if = {
limit = { house = { is_powerful_family = yes } }
scope:actor.house = { is_dominant_family = yes }
}
house = { is_dominant_family = no }
}
}
}
is_in_civil_war = no
NOT = { is_diarch_of_target = liege }
}
}
cost = {
influence = {
add = {
value = scope:actor.massive_influence_gain
multiply = 4
}
}
}
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_subsume_province_interaction.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_subsume_province_interaction.tt.agent_focus_speed
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_subsume_province_notification
left_icon = scope:recipient
right_icon = scope:target
scope:recipient = {
send_interface_toast = {
type = event_toast_effect_bad
title = start_subsume_province_notification
left_icon = scope:actor
right_icon = scope:target
scope:actor = {
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = subsume_province
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_proponent
AGENT_3 = agent_proponent
# Speed.
AGENT_4 = agent_political_socialite
AGENT_5 = agent_political_socialite
}
}
# Speed.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = subsume_province
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_proponent
# Speed.
AGENT_3 = agent_political_socialite
AGENT_4 = agent_political_socialite
AGENT_5 = agent_political_socialite
}
}
}
}
}
}
random_scheme = {
limit = {
scheme_type = subsume_province
scheme_target_title = scope:target
}
set_variable = {
name = target_character
value = scope:recipient
}
}
# Scheme progress bonus from education
education_5_scheme_progress_effect = { SKILL = diplomacy }
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
custom_tooltip = subsume_province_scheme_success_outcome_tt
stress_impact = {
content = medium_stress_impact_gain
}
}
scope:recipient = {
if = {
limit = { is_ai = yes }
add_opinion = {
target = scope:actor
modifier = attempted_subsume_province_opinion
}
}
}
}
ai_potential = {
NOT = {
any_scheme = { is_scheme_category = political }
}
is_governor = yes
}
auto_accept = yes
ai_will_do = {
base = 0
#Personality
modifier = {
has_trait = ambitious
add = 15
}
modifier = {
has_trait = content
add = -15
}
# Land
modifier = {
scope:recipient = {
any_sub_realm_county = {
OR = {
duchy.holder = scope:actor
kingdom.holder = scope:actor
}
}
}
}
# Relationships
modifier = {
add = -25
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 15
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 25
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 50
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
# House
modifier = {
add = -50
scope:recipient.house ?= scope:actor.house
}
}
}
# Found Despotate
start_found_despotate_interaction = {
icon = icon_found_despotate
interface_priority = 60
common_interaction = yes
category = interaction_category_friendly
send_name = START_SCHEME
scheme = found_despotate
ignores_pending_interaction_block = yes
ai_frequency = 60
ai_targets = { ai_recipients = self }
target_type = title
target_filter = secondary_recipient_de_jure_titles
can_be_picked_title = {
scope:target ?= {
custom_tooltip = {
text = found_despotate_existing_scheme_tt
NOT = {
scope:actor.top_liege = {
any_vassal = {
any_scheme = {
scheme_type = found_despotate
scheme_target_title = scope:target
}
}
}
}
}
trigger_if = {
limit = { tier = tier_kingdom }
custom_tooltip = {
text = found_despotate_hold_duchy_tt
any_direct_de_jure_vassal_title = { holder = scope:actor }
}
custom_tooltip = {
text = found_despotate_hold_county_tt
any_de_jure_county = { holder = scope:actor }
}
}
is_landless_type_title = no
NOT = { holder ?= scope:actor }
is_title_created = no
scope:recipient.top_liege = { completely_controls = scope:target }
}
}
has_valid_target_showing_failures_only = {
scope:target = {
tier = tier_kingdom
}
}
# We do this via redirects because recipient_de_jure_titles did not turn up for work today.
redirect = {
scope:actor = {
top_liege ?= { save_scope_as = secondary_recipient }
if = {
limit = {
exists = primary_title.kingdom
primary_title.tier = tier_duchy
}
primary_title.kingdom = { save_scope_as = target }
}
}
}
cooldown = { years = 5 }
is_shown = {
scope:actor = { is_governor = yes }
scope:recipient = scope:actor
}
is_valid_showing_failures_only = {
#If kingdom primary title kingdom has more than one duchy, needs to have two duchies
trigger_if = {
limit = {
scope:actor = {
is_ruler = yes
primary_title.kingdom = {
any_in_de_jure_hierarchy = {
count >= 2
tier = tier_duchy
is_landless_type_title = no
}
}
}
}
custom_tooltip = {
text = 2_or_more_governorships_tt
scope:actor = {
any_held_title = {
count >= 2
tier = tier_duchy
is_landless_type_title = no
}
}
}
}
scope:actor = {
is_adult = yes
is_imprisoned = no
highest_held_title_tier < tier_kingdom
custom_tooltip = {
text = interaction_must_be_powerful_or_dominant_family_tt
exists = house
house = {
OR = {
is_powerful_family = yes
is_dominant_family = yes
}
}
}
custom_tooltip = {
text = influence_level_3_tt
influence_level >= 3
}
}
scope:secondary_recipient.primary_title ?= {
any_direct_de_jure_vassal_title = {
tier = tier_kingdom
is_landless_type_title = no
custom_tooltip = {
text = found_despotate_hold_duchy_tt
any_direct_de_jure_vassal_title = { holder = scope:actor }
}
NOT = { holder ?= scope:actor }
is_title_created = no
}
}
custom_tooltip = {
text = found_despotate_existing_scheme_tt
NOT = {
scope:actor.top_liege = {
any_vassal = {
any_scheme = {
scheme_type = found_despotate
scheme_target_title = scope:actor.primary_title.kingdom
}
}
}
}
}
custom_tooltip = {
text = found_despotate_percent_controlled_tt
scope:actor.primary_title.kingdom = {
any_de_jure_county = {
percent >= 0.25
county_held_or_vassal_to_target_trigger = { TARGET = scope:actor }
}
}
}
trigger_if = {
limit = {
exists = scope:target
scope:actor.liege.diarch ?= {
any_held_title = {
any_this_title_or_de_jure_above = { this = scope:target }
}
}
}
scope:actor.liege.diarch = {
NOT = { is_diarch_of_target = liege }
}
}
}
desc = start_found_despotate_interaction_desc
cost = {
influence = {
add = scope:actor.massive_influence_value
}
}
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_found_despotate_interaction.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_found_despotate_interaction.tt.agent_focus_speed
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_found_despotate_notification
left_icon = scope:recipient
right_icon = scope:target
scope:recipient = {
send_interface_toast = {
type = event_toast_effect_bad
title = start_found_despotate_notification
left_icon = scope:actor
right_icon = scope:target
scope:actor = {
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = found_despotate
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_proponent
AGENT_3 = agent_sycophant
# Speed.
AGENT_4 = agent_political_socialite
AGENT_5 = agent_political_socialite
}
}
# Speed.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = found_despotate
TARGET_TYPE = target_title
TARGET_SCOPE = scope:target
# Success.
AGENT_1 = agent_intermediary
AGENT_2 = agent_proponent
# Speed.
AGENT_3 = agent_political_socialite
AGENT_4 = agent_political_socialite
AGENT_5 = agent_political_socialite
}
}
}
}
}
}
# Scheme progress bonus from education
education_5_scheme_progress_effect = { SKILL = diplomacy }
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
custom_tooltip = found_despotate_success_tt
stress_impact = {
content = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
}
}
ai_potential = {
has_trait = ambitious
is_governor = yes
NOR = {
has_trait = content
any_scheme = { is_scheme_category = political }
}
}
auto_accept = yes
ai_will_do = {
base = 15
}
}
# Raid Estate
start_raid_estate_interaction = {
icon = icon_raid_estate
interface_priority = 90
category = interaction_category_hostile
send_name = START_SCHEME
scheme = raid_estate
ignores_pending_interaction_block = yes
ai_frequency = 60
ai_targets = { ai_recipients = liege }
ai_targets = {
ai_recipients = peer_vassals
max = 20
}
ai_targets = {
ai_recipients = vassals
max = 20
}
filter_tags = { admin_house_head }
cooldown = { years = 5 }
highlighted_reason = start_raid_estate_interaction_HIGHLIGHTED
is_highlighted = { scope:actor.var:raid_estate_permission ?= scope:recipient.house }
is_shown = {
scope:actor = { has_government = administrative_government }
scope:recipient.house.house_head ?= {
this = scope:recipient
exists = house
NOT = { house = scope:actor.house }
top_liege = scope:actor.top_liege
has_government = administrative_government
any_held_title = { is_noble_family_title = yes }
}
}
is_valid_showing_failures_only = {
scope:actor = {
is_available_adult = yes
custom_tooltip = {
text = raid_estate_noble_family_tt
any_held_title = { is_noble_family_title = yes }
house.house_head ?= this
}
}
scope:recipient.house.house_head ?= {
custom_tooltip = {
text = raid_estate_noble_family_target_tt
any_held_title = { is_noble_family_title = yes }
}
custom_tooltip = {
text = raid_estate_estate_tt
domicile ?= { is_domicile_type = estate }
}
}
}
desc = start_raid_estate_interaction_desc
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Balanced agents.
send_option = {
flag = agent_focus_balance
current_description = start_raid_estate_interaction.tt.agent_focus_balance
}
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_raid_estate_interaction.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_raid_estate_interaction.tt.agent_focus_speed
}
## Focused on Secrecy.
send_option = {
flag = agent_focus_secrecy
current_description = start_raid_estate_interaction.tt.agent_focus_secrecy
}
on_accept = {
scope:recipient = {
custom_tooltip = raid_estate_kill_maim_imprison_house_members_tt
custom_tooltip = raid_estate_destroy_buildings_tt
custom_tooltip = raid_estate_house_modifier_tt
random_held_title = {
limit = { is_noble_family_title = yes }
save_scope_as = target_title
}
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_raid_estate_notification
left_icon = scope:recipient
right_icon = scope:target_title
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = raid_estate
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_scout
AGENT_2 = agent_scout
AGENT_3 = agent_muscle
# Speed.
AGENT_4 = agent_infiltrator
# Secrecy.
AGENT_5 = agent_lookout
}
}
# Speed.
else_if = {
limit = { scope:agent_focus_speed ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = raid_estate
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Speed.
AGENT_1 = agent_infiltrator
AGENT_2 = agent_infiltrator
AGENT_3 = agent_footpad
# Success.
AGENT_4 = agent_scout
# Secrecy.
AGENT_5 = agent_lookout
}
}
# Secrecy.
else_if = {
limit = { scope:agent_focus_secrecy ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = raid_estate
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Secrecy.
AGENT_1 = agent_lookout
AGENT_2 = agent_lookout
AGENT_3 = agent_alibi
# Success.
AGENT_4 = agent_scout
# Speed.
AGENT_5 = agent_infiltrator
}
}
# Balanced.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = raid_estate
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_scout
AGENT_2 = agent_muscle
# Speed.
AGENT_3 = agent_infiltrator
AGENT_4 = agent_footpad
# Secrecy.
AGENT_5 = agent_lookout
}
}
}
# Scheme progress bonus from education
education_5_scheme_progress_effect = { SKILL = intrigue }
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
custom_tooltip = raid_estate_gain_coin_tt
if = {
limit = {
has_relation_rival = scope:recipient
}
custom_tooltip = raid_estate_nemesis_relation_tt
}
else = {
custom_tooltip = raid_estate_rival_relation_tt
}
stress_impact = {
content = medium_stress_impact_gain
}
if = {
limit = {
has_relation_nemesis = scope:recipient
}
stress_impact = { base = major_stress_impact_loss }
}
else_if = {
limit = {
has_relation_rival = scope:recipient
}
stress_impact = { base = medium_stress_impact_loss }
}
}
}
ai_potential = {
NOT = {
any_scheme = { is_hostile = yes }
}
any_held_title = { is_noble_family_title = yes }
}
auto_accept = yes
ai_will_do = {
base = -20
#Personality
modifier = {
has_trait = vengeful
add = 15
}
modifier = {
has_trait = forgiving
add = -15
}
modifier = {
has_trait = brave
add = 15
}
modifier = {
has_trait = craven
add = -15
}
# Relationships
modifier = {
add = -25
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 15
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 25
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 50
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
scope:recipient.house = scope:actor.top_liege.house
add = -25
}
opinion_modifier = {
who = scope:actor
opinion_target = scope:recipient
multiplier = -0.25
}
}
}
# Teach Governor - AKA Mentor in Governance/mentor_in_governance
start_teach_governor_interaction = {
icon = icon_teach_governor
interface_priority = 20
category = interaction_category_vassal
filter_tags = { admin_governor }
send_name = START_SCHEME
scheme = teach_governor
ai_targets = {
ai_recipients = peer_vassals
max = 20
}
ai_targets = {
ai_recipients = vassals
max = 10
}
ai_frequency = 60
notification_text = TEACH_GOVERNOR_NOTIFICATION
ai_min_reply_days = 4
ai_max_reply_days = 9
cooldown_against_recipient = { years = 15 }
is_shown = {
scope:actor = { has_government = administrative_government }
scope:recipient != scope:actor
scope:recipient = {
is_alive = yes
top_liege = scope:actor.top_liege
in_diplomatic_range = scope:actor
}
scope:actor = {
exists = domicile
domicile = { has_domicile_parameter = estate_unlock_teach_governor_interaction }
}
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = teach_governor
target_character = scope:recipient
}
custom_tooltip = {
text = teach_governor_maximum_xp_tt
scope:recipient = { has_trait_xp = { trait = governor value < 95 } }
}
custom_tooltip = {
text = teach_governor_minimum_xp_tt
scope:recipient = {
trigger_if = {
limit = { has_trait_xp = { trait = governor value >= 100 } }
scope:actor = { has_trait_xp = { trait = governor value >= 75 } }
}
trigger_else_if = {
limit = { has_trait_xp = { trait = governor value >= 75 } }
scope:actor = { has_trait_xp = { trait = governor value >= 50 } }
}
trigger_else_if = {
limit = { has_trait_xp = { trait = governor value >= 50 } }
scope:actor = { has_trait_xp = { trait = governor value >= 25 } }
}
trigger_else = { always = yes }
}
}
}
}
desc = start_teach_governor_interaction_desc
cost = {
influence = { add = scope:actor.minor_influence_gain }
}
on_accept = {
scope:actor = {
custom_tooltip = teach_governor_actor_reward_tt
stress_impact = {
humble = minor_stress_impact_gain
lazy = medium_stress_impact_gain
}
trigger_event = scheme_critical_moments.8045
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_teach_governor_notification
left_icon = scope:recipient
right_icon = scope:recipient.primary_title
scope:recipient = {
send_interface_toast = {
type = event_toast_effect_bad
title = start_teach_governor_notification
left_icon = scope:actor
right_icon = scope:actor.primary_title
scope:actor = {
begin_scheme_basic_effect = {
SCHEME_TYPE = teach_governor
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
}
}
}
}
# Scheme progress bonus from education
education_5_scheme_progress_effect = { SKILL = stewardship }
# Scheme bonuses from being the emperor/dominant family/powerful family
ep3_actor_scheme_modifier_effect = yes
}
scope:recipient = {
if = {
limit = { is_ai = yes }
add_opinion = {
target = scope:actor
modifier = mentoring_governor_opinion
}
}
custom_tooltip = teach_governor_recipient_reward_tt
}
}
on_decline = {
scope:actor = {
if = {
limit = { is_ai = yes }
add_opinion = {
target = scope:recipient
modifier = insulted_opinion
opinion = -10
}
}
else = { trigger_event = scheme_critical_moments.8046 }
}
}
ai_potential = {
NOR = {
has_trait = lazy
scheme_generic_ai_blocker_trigger = yes
}
is_governor = yes
}
ai_accept = {
base = 0
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 0.25
}
# Experience
modifier = {
desc = RELATIVE_GOVERNOR_EFFICIENCY
add = {
value = ep3_actor_recipient_governor_trait_level_diff_value
subtract = 1
multiply = 15
}
}
modifier = { # If you are from a powerful family, and they are not, they are more likely to accept
scope:actor.house ?= { is_powerful_family = yes }
house ?= {
is_powerful_family = no
is_dominant_family = no
}
add = 15
desc = your_house_is_powerful_reason
}
modifier = { # If you are from a dominant family, and they are not, they are more likely to accept
scope:actor.house ?= { is_dominant_family = yes }
house ?= { is_dominant_family = no }
add = 25
desc = your_house_is_dominant_reason
}
modifier = { # If they are from a powerful family, and you are not, they are more likely to refuse
house ?= { is_powerful_family = yes }
scope:actor.house ?= {
is_powerful_family = no
is_dominant_family = no
}
add = -15
desc = their_house_is_powerful_reason
}
modifier = { # If they are from a dominant family, and you are not, they are more likely to refuse
house ?= { is_dominant_family = yes }
scope:actor.house ?= { is_dominant_family = no }
add = -25
desc = their_house_is_dominant_reason
}
modifier = { # Difference in influence level
influence_level != scope:actor.influence_level
add = {
add = {
add = 10
multiply = scope:recipient.influence_level
}
subtract = {
add = 10
multiply = scope:actor.influence_level
}
}
desc = difference_in_influence_level_reason
}
modifier = {
scope:actor = {
exists = house
}
scope:recipient = {
exists = house
}
exists = scope:actor.house.house_head.top_liege
house.house_head.top_liege ?= scope:actor.house.house_head.top_liege
add = {
value = scope:actor.house.house_power_score
subtract = scope:recipient.house.house_power_score
divide = 4
floor = yes
}
desc = RELATIVE_FAMILY_RATING
}
# Relations
modifier = { # Friend
desc = offer_vassalization_interaction_aibehavior_friend_tt
has_relation_friend = scope:actor
NOT = { has_relation_best_friend = scope:actor }
add = 15
}
modifier = { # Best Friend
desc = offer_vassalization_interaction_aibehavior_best_friend_tt
has_relation_best_friend = scope:actor
add = 30
}
modifier = { # Rival
desc = offer_vassalization_interaction_aibehavior_rival_tt
has_relation_rival = scope:actor
NOT = { has_relation_nemesis = scope:actor }
add = -25
}
modifier = { # Nemesis
desc = offer_vassalization_interaction_aibehavior_nemesis_tt
has_relation_nemesis = scope:actor
add = -50
}
modifier = {
is_close_family_of = scope:actor
add = 50
desc = CLOSE_FAMILY_REASON
}
modifier = {
is_extended_family_of = scope:actor
add = 25
desc = EXTENDED_FAMILY_REASON
}
modifier = {
NOR = {
is_close_family_of = scope:actor
is_extended_family_of = scope:actor
}
house ?= scope:actor.house
add = 5
desc = YOU_ARE_MY_HOUSE_MEMBER
}
#Age
modifier = {
desc = AGE_DIFFERENCE
add = {
value = scope:actor.age
add = {
value = scope:recipient.age
multiply = -1
}
}
}
# Traits
modifier = {
has_trait = ambitious
add = 10
desc = INTERACTION_AMBITIOUS
}
modifier = {
has_trait = diligent
add = 10
desc = INTERACTION_DILIGENT
}
modifier = {
has_trait = humble
add = 10
desc = INTERACTION_HUMBLE
}
modifier = {
has_trait = content
add = -10
desc = INTERACTION_CONTENT
}
modifier = {
has_trait = lazy
add = -10
desc = INTERACTION_LAZY
}
modifier = {
has_trait = arrogant
add = -10
desc = INTERACTION_ARROGANT
}
#Feuds
modifier = {
house.house_head ?= {
any_owned_story = {
story_type = story_cycle_house_feud
has_variable = house_feud_house
var:house_feud_house = scope:actor.house
}
}
add = -50
}
}
ai_will_do = {
base = -25
#Personality
modifier = {
has_trait = diligent
add = 15
}
modifier = {
has_trait = generous
add = 15
}
modifier = {
has_trait = lazy
add = -15
}
modifier = {
has_trait = greedy
add = -15
}
# Relationships
modifier = {
add = 25
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 50
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -15
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -25
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
# House
modifier = {
add = 5
scope:recipient.house ?= scope:actor.house
}
# Family
modifier = {
add = 10
scope:actor = { is_parent_of = scope:recipient }
}
modifier = {
add = 5
scope:actor = { is_close_family_of = scope:recipient }
}
#Feuds
modifier = {
house.house_head ?= {
any_owned_story = {
story_type = story_cycle_house_feud
has_variable = house_feud_house
var:house_feud_house = scope:recipient.house
}
}
add = -50
}
}
}
# Ingratiate Family
start_ingratiate_family_interaction = {
icon = icon_ingratiate_family
interface_priority = 50
category = interaction_category_friendly
filter_tags = { admin_house_head }
send_name = START_SCHEME
scheme = ingratiate_family
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = peer_vassals
max = 20
}
ai_frequency = 36
is_shown = {
scope:actor = {
can_start_scheme = {
type = ingratiate_family
target_character = scope:recipient
}
}
scope:actor = {
is_adult = yes
is_imprisoned = no
is_incapable = no
any_held_title = { is_noble_family_title = yes }
house.house_head ?= this
}
scope:recipient = {
is_adult = yes
is_imprisoned = no
is_incapable = no
any_held_title = { is_noble_family_title = yes }
house.house_head ?= this
NOT = { house = scope:actor.house }
top_liege = scope:actor.top_liege
}
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = ingratiate_family
target_character = scope:recipient
}
}
}
desc = start_ingratiate_family_interaction_desc
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_ingratiate_family_notification
left_icon = scope:recipient
begin_scheme_basic_effect = {
SCHEME_TYPE = ingratiate_family
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
scope:recipient = {
if = {
limit = { is_ai = yes }
add_opinion = {
modifier = ingratiating_family_opinion
target = scope:actor
}
}
}
show_as_tooltip = {
stress_impact = {
arrogant = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
}
}
if = { # I am the emperor
limit = { scope:actor.highest_held_title_tier >= tier_empire }
custom_tooltip = {
text = admin_emperor_scheme_modifier_tt
random_scheme = {
limit = {
scheme_type = ingratiate_family
scheme_target_character = scope:recipient
}
add_scheme_modifier = { type = admin_emperor_scheme_modifier }
}
}
}
else_if = { # I am a dominant family
limit = {
scope:actor.house ?= { is_dominant_family = yes }
}
custom_tooltip = {
text = admin_dominant_family_scheme_modifier_tt
random_scheme = {
limit = {
scheme_type = ingratiate_family
scheme_target_character = scope:recipient
}
add_scheme_modifier = { type = admin_dominant_family_scheme_modifier }
}
}
if = {
limit = { scope:recipient.highest_held_title_tier >= tier_empire }
custom_tooltip = {
text = admin_target_emperor_scheme_modifier_tt
random_scheme = {
limit = {
scheme_type = ingratiate_family
scheme_target_character = scope:recipient
}
add_scheme_modifier = { type = admin_target_emperor_scheme_modifier }
}
}
}
}
else_if = { # I am a powerful family
limit = {
scope:actor.house ?= { is_powerful_family = yes }
}
custom_tooltip = {
text = admin_powerful_family_scheme_modifier_tt
random_scheme = {
limit = {
scheme_type = ingratiate_family
scheme_target_character = scope:recipient
}
add_scheme_modifier = { type = admin_powerful_family_scheme_modifier }
}
}
if = {
limit = { scope:recipient.highest_held_title_tier >= tier_empire }
custom_tooltip = {
text = admin_target_emperor_scheme_modifier_tt
random_scheme = {
limit = {
scheme_type = ingratiate_family
scheme_target_character = scope:recipient
}
add_scheme_modifier = { type = admin_target_emperor_scheme_modifier }
}
}
}
else_if = {
limit = { scope:recipient.house ?= { is_dominant_family = yes } }
custom_tooltip = {
text = admin_target_dominant_family_scheme_modifier_tt
random_scheme = {
limit = {
scheme_type = ingratiate_family
scheme_target_character = scope:recipient
}
add_scheme_modifier = { type = admin_target_dominant_family_scheme_modifier }
}
}
}
}
else = { # I am NOT a powerful or dominant family or the emperor
if = {
limit = { scope:recipient.highest_held_title_tier >= tier_empire }
custom_tooltip = {
text = admin_target_emperor_scheme_modifier_tt
random_scheme = {
limit = {
scheme_type = ingratiate_family
scheme_target_character = scope:recipient
}
add_scheme_modifier = { type = admin_target_emperor_scheme_modifier }
}
}
}
else_if = {
limit = { scope:recipient.house ?= { is_dominant_family = yes } }
custom_tooltip = {
text = admin_target_dominant_family_scheme_modifier_tt
random_scheme = {
limit = {
scheme_type = ingratiate_family
scheme_target_character = scope:recipient
}
add_scheme_modifier = { type = admin_target_dominant_family_scheme_modifier }
}
}
}
else_if = {
limit = { scope:recipient.house ?= { is_powerful_family = yes } }
custom_tooltip = {
text = admin_target_powerful_family_scheme_modifier_tt
random_scheme = {
limit = {
scheme_type = ingratiate_family
scheme_target_character = scope:recipient
}
add_scheme_modifier = { type = admin_target_powerful_family_scheme_modifier }
}
}
}
}
custom_tooltip = ingratiate_family_success_actor_tt
stress_impact = {
arrogant = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
}
scope:recipient = {
custom_tooltip = ingratiate_family_success_recipient_tt
}
}
ai_potential = {
NOT = {
any_scheme = {
is_scheme_category = hostile
}
}
}
auto_accept = yes
ai_will_do = {
base = 5
#Competing candidate
modifier = {
scope:recipient = { is_competing_for_same_title_as = { CHARACTER = scope:actor } }
add = -50
}
modifier = {
scope:recipient = { is_winning_competing_for_same_title_as = { CHARACTER = scope:actor } }
add = -75
}
#Personality
modifier = {
has_trait = ambitious
add = 15
}
modifier = {
has_trait = deceitful
add = 15
}
modifier = {
has_trait = honest
add = -15
}
# Culture
modifier = {
culture != scope:actor.culture
"culture.cultural_acceptance(scope:recipient.culture)" < 50
add = {
value = 50
subtract = "culture.cultural_acceptance(scope:recipient.culture)"
multiply = -0.25
round = yes
}
desc = CULTURAL_ACCEPTANCE
}
# Faith
modifier = {
faith = {
faith_hostility_level = {
target = scope:recipient.faith
value >= faith_astray_level
}
}
add = {
value = "faith.faith_hostility_level(scope:recipient.faith)"
multiply = -10
}
desc = FAITH_HOSTILITY_LEVEL
}
# House & Family
modifier = {
is_close_family_of = scope:recipient
add = -20
}
#Feuds
modifier = {
house.house_head ?= {
any_owned_story = {
story_type = story_cycle_house_feud
has_variable = house_feud_house
var:house_feud_house = scope:recipient.house
}
}
add = -50
}
# Relationships
modifier = {
add = -25
has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = -50
has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
factor = 0
has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 25
has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 50
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
modifier = {
add = 100
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
}
}