281 lines
8.2 KiB
Text
281 lines
8.2 KiB
Text
hungarian_migration_valid_ai_mogyer_ruler_trigger = {
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culture = culture:mogyer
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is_ai = yes
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government_has_flag = government_is_tribal
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is_at_war = no
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highest_held_title_tier <= tier_kingdom
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OR = {
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is_independent_ruler = yes
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NOT = {
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liege = { culture = culture:mogyer }
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}
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}
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}
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hungarian_migration_valid_pannonian_target_trigger = {
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NOR = {
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culture = culture:mogyer
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any_liege_or_above = { culture = culture:mogyer }
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}
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is_ai = yes
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any_realm_county = {
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count >= $COUNT$
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title_province = { geographical_region = custom_hungary }
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}
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}
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exclave_independence_trigger = {
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is_independent_ruler = yes
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NOT = { has_title = title:k_papal_state }
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exists = root.capital_province
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any_sub_realm_title = {
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tier = tier_county
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NOT = {
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is_connected_to = {
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target = root.capital_province.county
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}
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}
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}
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trigger_if = {
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limit = {
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exists = primary_heir
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}
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primary_heir = {
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NOR = {
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is_independent_ruler = yes # Disallow this when the heir is independent, lest we risk breaking up realms that should be connected
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is_ai = no # Players always inherit everything
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}
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}
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}
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}
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# Sometimes we disable these events for specific characters.
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harm_game_rule_enablement_trigger = {
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# Disable entirely if harm_safe.
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trigger_if = {
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limit = { has_game_rule = harm_safe }
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always = no
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}
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# harm_target_player_only
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trigger_else_if = {
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limit = { has_game_rule = harm_target_player_only }
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is_ai = no
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}
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# harm_target_ai_only
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trigger_else_if = {
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limit = { has_game_rule = harm_target_ai_only }
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is_ai = yes
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}
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# harm_target_all
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trigger_else = { always = yes }
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# Never just kill the player if it'd utterly game-over them.
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trigger_if = {
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limit = { is_ai = no }
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# Either because they have no heir.
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exists = player_heir
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# Or because they have an heir they can't survive with.
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player_heir.dynasty ?= dynasty
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}
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# Immortals do not receive harm events, as they would be inevitably killed by them over a long enough period of time.
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NOT = { has_trait = immortal }
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}
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# Who do we care about when recording variable logs for harm events?
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harm_game_rule_valid_for_logging_trigger = {
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OR = {
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AND = {
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highest_held_title_tier >= tier_duchy
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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government_has_flag = government_is_theocracy
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}
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}
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any_close_family_member = {
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highest_held_title_tier >= tier_duchy
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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government_has_flag = government_is_theocracy
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}
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}
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}
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}
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rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = {
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trigger_if = {
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limit = { has_game_rule = title_creation_imperial_power_projection_targeting_ai_only }
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is_ai = yes
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}
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trigger_else_if = {
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limit = { has_game_rule = title_creation_imperial_power_projection_targeting_player_only }
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is_ai = no
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}
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trigger_else = { always = yes }
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}
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rule_title_creation_imperial_power_projection_title_creation_trigger = {
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trigger_if = {
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limit = {
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has_game_rule = title_creation_imperial_power_projection_any_power_advantage
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rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
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highest_held_title_tier <= tier_kingdom
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}
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custom_tooltip = {
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text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_advantage
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any_neighboring_top_liege_realm_owner = {
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count = all
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trigger_if = {
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limit = { highest_held_title_tier >= tier_empire }
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save_temporary_scope_as = char_temp
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OR = {
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any_close_family_member = { is_spouse_of = root }
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root = { has_strong_hook = scope:char_temp }
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root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
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}
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}
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trigger_else = { always = yes }
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}
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}
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}
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trigger_else_if = {
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limit = {
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has_game_rule = title_creation_imperial_power_projection_hard_power_only
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rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
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highest_held_title_tier <= tier_kingdom
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}
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custom_tooltip = {
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text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only
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any_neighboring_top_liege_realm_owner = {
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count = all
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trigger_if = {
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limit = { highest_held_title_tier >= tier_empire }
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save_temporary_scope_as = char_temp
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root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
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}
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trigger_else = { always = yes }
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}
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}
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}
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trigger_else_if = {
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limit = {
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has_game_rule = title_creation_imperial_power_projection_soft_power_only
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rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
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highest_held_title_tier <= tier_kingdom
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}
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custom_tooltip = {
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text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.soft_power_only
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any_neighboring_top_liege_realm_owner = {
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count = all
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trigger_if = {
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limit = { highest_held_title_tier >= tier_empire }
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save_temporary_scope_as = char_temp
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OR = {
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any_close_family_member = { is_spouse_of = root }
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root = { has_strong_hook = scope:char_temp }
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}
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}
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trigger_else = { always = yes }
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}
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}
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}
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trigger_else_if = {
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limit = {
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has_game_rule = title_creation_imperial_power_projection_hard_power_only_strict
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rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
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highest_held_title_tier <= tier_kingdom
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}
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custom_tooltip = {
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text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.neighbours
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any_neighboring_top_liege_realm_owner = {
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count = all
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trigger_if = {
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limit = { highest_held_title_tier >= tier_empire }
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save_temporary_scope_as = char_temp
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root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
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}
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trigger_else = { always = yes }
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}
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}
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custom_tooltip = {
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text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.de_jure_sharers
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any_sub_realm_county = {
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count = all
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empire = {
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OR = {
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is_title_created = no
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holder = {
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save_temporary_scope_as = char_temp
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root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
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}
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}
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}
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}
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}
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}
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trigger_else_if = {
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limit = {
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has_game_rule = title_creation_imperial_power_projection_any_power_strict
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rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
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highest_held_title_tier <= tier_kingdom
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}
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custom_tooltip = {
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text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.neighbours
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any_neighboring_top_liege_realm_owner = {
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count = all
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trigger_if = {
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limit = { highest_held_title_tier >= tier_empire }
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save_temporary_scope_as = char_temp
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OR = {
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any_close_family_member = { is_spouse_of = root }
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root = { has_strong_hook = scope:char_temp }
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root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
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}
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}
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trigger_else = { always = yes }
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}
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}
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custom_tooltip = {
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text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.de_jure_sharers
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any_sub_realm_county = {
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count = all
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empire = {
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OR = {
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is_title_created = no
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holder = {
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save_temporary_scope_as = char_temp
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OR = {
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any_close_family_member = { is_spouse_of = root }
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root = { has_strong_hook = scope:char_temp }
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root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
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}
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}
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}
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}
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}
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}
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}
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trigger_else = { always = yes }
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}
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game_rule_rig_norman_conquest_for_hereward_trigger = {
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OR = {
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has_game_rule = historicity_norman_conquest_determined_william
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# We also rig it for William if we have a player Hereward and no other input.
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AND = {
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has_game_rule = historicity_norman_conquest_default_random
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character:90028 ?= { is_ai = no }
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NOT = {
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any_player = {
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NOT = { this = character:90028 }
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any_character_war = {
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OR = {
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using_cb = norman_conquest_cb
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using_cb = norwegian_invasion_cb
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}
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}
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}
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}
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}
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}
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}
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