N3OW/common/decisions/dlc_decisions/03_fp2_decisions.txt
2026-04-25 10:02:11 +02:00

1563 lines
37 KiB
Text

# No lists or indexes, only chaos. Keep scrolling down and thou shalt find them.
#############################################
# Hostility Ending #
# by Joe Parkin #
#############################################
struggle_iberia_ending_hostility_decision = {
decision_group_type = major
title = struggle_iberia_ending_hostility_decision
picture = {
reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds"
}
extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_hostility.dds"
desc = struggle_iberia_ending_hostility_decision_desc
selection_tooltip = struggle_iberia_ending_hostility_decision_tooltip
confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
is_invisible = yes
sort_order = 80
is_shown = {
is_landless_adventurer = no
has_fp2_dlc_trigger = yes
}
is_valid = {
top_liege = this
OR = {
custom_tooltip = {
text = struggle_iberia_ending_hostility_decision_correct_phase_tt
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
is_struggle_phase = struggle_iberia_phase_hostility
}
}
## Completely control Hispania for 5 years
AND = {
completely_controls_region = world_europe_west_iberia
primary_title = {
tier >= tier_kingdom
title_held_years >= 5
}
}
}
custom_tooltip = {
text = struggle_ending_decision_correct_involvement_spain_tt
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
# Hold and completely control two de jure kingdoms of Hispania
OR = {
custom_tooltip = { #
text = struggle_iberia_ending_hostility_decision_kingdom_tt
any_held_title = { # 1st kingdom
title_tier = kingdom
de_jure_liege = title:e_spain
root = { completely_controls = prev }
save_temporary_scope_as = spanish_kingdom
}
any_held_title = { # 2nd kingdom
title_tier = kingdom
de_jure_liege = title:e_spain
trigger_if = {
limit = { exists = scope:spanish_kingdom }
this != scope:spanish_kingdom
}
root = { completely_controls = prev }
save_temporary_scope_as = spanish_kingdom_2
}
}
custom_tooltip = {
text = struggle_iberia_ending_hostility_decision_united_spanish_throne_tt
AND = {
exists = global_var:unite_the_spanish_thrones_decision_title
primary_title = global_var:unite_the_spanish_thrones_decision_title
}
}
}
# All your capital kingdom's de jure counties are of your culture and faith
trigger_if = {
limit = {
exists = global_var:unite_the_spanish_thrones_decision_title
primary_title = global_var:unite_the_spanish_thrones_decision_title
}
custom_tooltip = {
text = struggle_iberia_ending_hostility_decision_county_light_tt
capital_county.de_jure_liege.de_jure_liege = {
any_de_jure_county = {
percent >= 0.75
culture = root.culture
faith = root.faith
}
}
}
}
trigger_else = {
custom_tooltip = {
text = struggle_iberia_ending_hostility_decision_county_tt
capital_county.de_jure_liege.de_jure_liege = {
any_de_jure_county = {
count = all
culture = root.culture
faith = root.faith
}
}
}
}
# No other realm controls more than 20% of the Iberia region
custom_tooltip = {
text = struggle_iberia_ending_hostility_decision_region_tt
NOT = {
struggle:iberian_struggle = {
any_involved_ruler = {
this != root
top_liege = this
primary_title ?= { is_mercenary_company = no }
save_temporary_scope_as = iberian_realm
any_county_in_region = {
region = world_europe_west_iberia
percent > fp2_struggle_hostility_region_percent_decimal_value
holder.top_liege = scope:iberian_realm
}
}
}
}
}
# Completely control at least 2 of the important Iberian duchies
calc_true_if = {
amount >= 2
completely_controls = title:d_galicia
completely_controls = title:d_toledo
completely_controls = title:d_cordoba
completely_controls = title:d_valencia
completely_controls = title:d_barcelona
}
}
effect = {
if = {
limit = { has_dlc_feature = legends }
legend_seed_struggle_ending_effect = {
ENDER = root
STRUGGLE = iberian_struggle
}
}
if = {
limit = { has_ach_dlc_trigger = yes }
add_character_flag = ach_ended_struggle
}
##### Major Effects #####
show_as_tooltip = {
dynasty = { add_dynasty_prestige = 10000 }
fp2_struggle_hostility_ender_effect = yes
}
# Hispania is available!
custom_tooltip = fp2_struggle_can_create_empire_of_hispania_tt
custom_description_no_bullet = { text = fp2_struggle_house_tt }
# Keep the Struggle Clash for your House
custom_tooltip = fp2_struggle_can_keep_using_struggle_clash_tt
# Boost to culture and faith conversion
custom_tooltip = fp2_struggle_hostility_conversion_tt
# Damage opinion with other culture/faiths
custom_tooltip = fp2_struggle_hostility_opinion_tt
custom_tooltip = fp2_struggle_hostility_opinion_negative_tt
# Choose Holy War boost, Culture War boost, or both
custom_description_no_bullet = { text = fp2_struggle_hostility_list_tt }
#custom_tooltip = fp2_struggle_hostility_holy_cb_joint_tt
#custom_tooltip = fp2_struggle_hostility_culture_cb_tt
show_as_tooltip = {
stress_impact = {
humble = medium_stress_impact_gain
cynical = medium_stress_impact_gain
}
}
# Achievements
add_achievement_global_variable_effect = {
VARIABLE = fp2_iberian_hostilities_achievement_unlocked
VALUE = yes
}
fp2_holiday_in_iberia_check = yes
# Trigger a player facing event as a coda
trigger_event = fp2_struggle.0900
}
cost = {}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = { always = yes }
ai_will_do = { base = 100 }
}
#############################################
# Compromise Ending #
# by Joe Parkin #
#############################################
struggle_iberia_ending_compromise_decision = {
decision_group_type = major
title = struggle_iberia_ending_compromise_decision
picture = {
reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_compromise.dds"
}
extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_compromise.dds"
desc = struggle_iberia_ending_compromise_decision_desc
selection_tooltip = struggle_iberia_ending_compromise_decision_tooltip
confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
is_invisible = yes
sort_order = 80
is_shown = {
is_landless_adventurer = no
has_fp2_dlc_trigger = yes
}
is_valid = {
top_liege = this
custom_tooltip = {
text = struggle_iberia_ending_compromise_decision_correct_phase_tt
any_character_struggle = {
is_struggle_type = iberian_struggle
is_struggle_phase = struggle_iberia_phase_compromise
}
}
custom_tooltip = {
text = struggle_ending_decision_correct_involvement_spain_tt
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
OR = {
# Exalted among Men or higher
prestige_level >= very_high_prestige_level
# Hold and completely control a de jure kingdom of Hispania
custom_tooltip = {
text = struggle_iberia_ending_compromise_decision_kingdom_tt
fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes
}
}
# Control less than 50% of Iberia
custom_tooltip = {
text = struggle_iberia_ending_compromise_decision_region_tt
fp2_struggle_ending_percent_iberia_trigger = yes
}
# No one else controls more than 50% of Iberia
custom_tooltip = {
text = struggle_iberia_ending_compromise_decision_other_region_tt
fp2_struggle_ending_other_percent_iberia_trigger = yes
}
# No Independent Involved rulers are at war with each other
custom_tooltip = {
text = struggle_iberia_ending_compromise_truce_tt
NOT = {
struggle:iberian_struggle = {
any_involved_ruler = {
top_liege = this
is_landless_adventurer = no
primary_title = { is_mercenary_company = no }
any_primary_war_enemy = {
top_liege = this
is_landless_adventurer = no
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
primary_title = { is_mercenary_company = no }
}
}
}
}
}
OR = {
# Every other involved independent ruler in Iberia has at least 60 opinion of you or is strong hooked
custom_tooltip = {
text = struggle_iberia_ending_compromise_decision_opinion_tt
struggle:iberian_struggle = {
NOT = {
any_involved_ruler = {
this != root
top_liege = this
primary_title = { is_holy_order = no }
primary_title = { is_mercenary_company = no }
is_landless_adventurer = no
save_temporary_scope_as = this_character
NOR = {
root = { has_strong_hook = scope:this_character }
opinion = {
target = root
value >= struggle_iberia_ending_compromise_decision_opinion_value
}
}
}
}
}
}
# No other independent ruler in Iberia is a king or above
custom_tooltip = {
text = struggle_iberia_ending_compromise_decision_independent_tt
struggle:iberian_struggle = {
NOT = {
any_involved_ruler = {
this != root
top_liege = this
primary_title = { is_mercenary_company = no }
is_landless_adventurer = no
primary_title.tier >= tier_kingdom
}
}
}
}
# More than 25% of Iberia is controlled by Interloper or Uninvolved rulers
custom_tooltip = {
text = struggle_iberia_ending_compromise_decision_interloper_tt
any_county_in_region = {
region = world_europe_west_iberia
percent > fp2_struggle_compromise_uninvolved_percent_decimal_value
holder.top_liege = { fp2_character_interloper_in_struggle_trigger = yes }
}
}
}
# Completely control any of the important Iberian duchies
calc_true_if = {
amount >= 1
completely_controls = title:d_galicia
completely_controls = title:d_toledo
completely_controls = title:d_cordoba
completely_controls = title:d_valencia
completely_controls = title:d_barcelona
}
}
effect = {
if = {
limit = { has_dlc_feature = legends }
legend_seed_struggle_ending_effect = {
ENDER = root
STRUGGLE = iberian_struggle
}
}
if = {
limit = { has_ach_dlc_trigger = yes }
add_character_flag = ach_ended_struggle
}
##### Major Effects #####
# Personal effects for ruler
show_as_tooltip = { fp2_struggle_compromise_ender_effect = yes }
# Independent/Split De Jure Duchies will become De Jure Kingdoms
if = {
limit = {
title:e_spain = {
any_in_de_jure_hierarchy = { fp2_struggle_ending_compromise_independent_duchy_trigger = yes }
}
}
custom_tooltip = fp2_struggle_compromise_create_new_kingdoms_tt
}
# Other Tooltips!
fp2_struggle_compromise_tooltip_effect = yes
##### Minor Effects #####
# Self-sufficiency/defensive modifiers for each independent realm
show_as_tooltip = { fp2_struggle_compromise_modifier_rewards_effect = yes }
show_as_tooltip = {
stress_impact = {
arrogant = medium_stress_impact_gain
}
}
# Achievements
add_achievement_global_variable_effect = {
VARIABLE = fp2_iberian_compromise_achievement_unlocked
VALUE = yes
}
fp2_holiday_in_iberia_check = yes
# Trigger a player facing event as a coda
trigger_event = fp2_struggle.0901
}
cost = {}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = { always = yes }
ai_will_do = { base = 100 }
}
#############################################
# Conciliation Ending #
# by Joe Parkin #
#############################################
struggle_iberia_ending_conciliation_decision = {
decision_group_type = major
title = struggle_iberia_ending_conciliation_decision
picture = {
reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_conciliation.dds"
}
extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_conciliation.dds"
desc = struggle_iberia_ending_conciliation_decision_desc
selection_tooltip = struggle_iberia_ending_conciliation_decision_tooltip
confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
is_invisible = yes
sort_order = 80
is_shown = {
is_landless_adventurer = no
has_fp2_dlc_trigger = yes
}
is_valid = {
top_liege = this
custom_tooltip = {
text = struggle_iberia_ending_conciliation_decision_correct_phase_tt
any_character_struggle = {
is_struggle_type = iberian_struggle
is_struggle_phase = struggle_iberia_phase_conciliation
}
}
custom_tooltip = {
text = struggle_ending_decision_correct_involvement_spain_tt
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
prestige_level >= very_high_prestige_level # Exalted among Men or higher
# Hold and completely control a de jure kingdom of Hispania
custom_tooltip = {
text = struggle_iberia_ending_compromise_decision_kingdom_tt
fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes
}
# Every other independent involved ruler in Iberia is allied to you
custom_tooltip = {
text = struggle_iberia_ending_conciliation_decision_alliance_tt
struggle:iberian_struggle = {
NOT = {
any_involved_ruler = {
top_liege = this
is_landless_adventurer = no
primary_title = { is_mercenary_company = no }
primary_title = { is_holy_order = no }
NOR = {
this = root
is_allied_to = root
}
}
}
}
}
# Control less than 50% of Iberia
custom_tooltip = {
text = struggle_iberia_ending_compromise_decision_region_tt
fp2_struggle_ending_percent_iberia_trigger = yes
}
}
effect = {
if = {
limit = { has_dlc_feature = legends }
legend_seed_struggle_ending_effect = {
ENDER = root
STRUGGLE = iberian_struggle
}
}
if = {
limit = { has_ach_dlc_trigger = yes }
add_character_flag = ach_ended_struggle
}
##### Major Effects #####
show_as_tooltip = {
fp2_struggle_conciliation_ender_effect = yes
fp2_struggle_conciliation_tooltip_effect = yes
fp2_struggle_conciliation_modifier_rewards_effect = yes
}
show_as_tooltip = {
stress_impact = {
arrogant = medium_stress_impact_gain
zealous = medium_stress_impact_gain
}
}
# Achievements
add_achievement_global_variable_effect = {
VARIABLE = fp2_iberian_conciliation_achievement_unlocked
VALUE = yes
}
fp2_holiday_in_iberia_check = yes
# Trigger a player facing event as a coda
trigger_event = fp2_struggle.0902
}
cost = {}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = { always = yes }
ai_will_do = { base = 100 }
}
#############################################
# Eat a Cheese
# by Daniel "yes I know what exciting content is stop bullying me" Moore
###########################################################################
eat_cheese_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
}
desc = eat_cheese_decision_desc
is_shown = {
any_character_artifact = {
has_variable = has_cheese_artifact
}
}
effect = {
custom_tooltip = eat_cheese_effect_tt
trigger_event = fp2_yearly.1008
}
ai_check_interval = 0
ai_potential = {
}
ai_will_do = {
base = 100
}
}
###################################
# Sponsor Jewish Sciences
# By Hugo Cortell
###################################
golden_age_jewish_science_in_iberia_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds"
}
desc = golden_age_jewish_science_in_iberia_decision_desc
decision_group_type = struggle
is_shown = {
has_fp2_dlc_trigger = yes
top_liege = root
top_liege = this # (Redundancy check)
is_landed_or_landless_administrative = yes
AND = {
exists = struggle:iberian_struggle
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_golden_age_jewish_science_decision
}
}
}
is_valid = {
OR = { # Either the var does not exist (no current golden age) or you are not the sponsor of the current golden age
NOT = { exists = global_var:fp2_current_jewish_science_sponsor }
trigger_if = {
limit = { exists = global_var:fp2_current_jewish_science_sponsor }
custom_tooltip = {
text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.b
NOT = { root = global_var:fp2_current_jewish_science_sponsor }
is_ai = no # Prevents the AI from stealing the golden age, players can steal each other's golden age
}
}
}
trigger_if = { # If you are not your culture's head, you must earn their approval
limit = {
exists = culture.culture_head # Redundancy check!
culture.culture_head != root
}
custom_tooltip = {
text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.a
culture.culture_head = {
save_temporary_opinion_value_as = {
name = target_opinion
target = root
}
scope:target_opinion > 0
}
}
}
}
effect = {
hidden_effect = { # Prevent any case in which modifiers could be stacked
struggle:iberian_struggle = {
every_involved_ruler = {
remove_character_modifier = fp2_sponsored_golden_age_modifier
remove_character_modifier = fp2_part_of_golden_age_modifier
}
}
}
send_interface_toast = {
type = event_toast_effect_good
title = golden_age_jewish_science_in_iberia_decision.player_notif.t
right_icon = root
play_music_cue = mx_cue_meadandwine
add_character_modifier = {
modifier = fp2_sponsored_golden_age_modifier
years = 120
}
capital_county = {
add_county_modifier = {
modifier = fp2_epicenter_of_golden_age_modifier
years = 60
}
}
}
culture = { add_to_list = already_involved_cultures } # Ensures that only one top ruler for each involved culture is picked
struggle:iberian_struggle = {
every_involved_ruler = {
custom = fp2_one_independent_ruler_of_each_culture_notifier
limit = {
culture = { save_temporary_scope_as = current_culture }
NOT = { # Checks that it is not in the list of "I am already benefiting from this"
this = root # (Also must not be root)
any_in_list = {
list = already_involved_cultures
this = scope:current_culture
}
}
top_liege = this # Redundancy checks, vital to ensuring this has a 110% success rate
top_liege = this # Redundancy check
}
if = {
limit = { NOT = { has_character_modifier = fp2_part_of_golden_age_modifier } }
culture = { add_to_list = already_involved_cultures }
send_interface_toast = {
type = event_toast_effect_good
title = golden_age_jewish_science_in_iberia_decision.player_notif.t
right_icon = root # Showing root is WAD, lets other players know who started it
add_character_modifier = {
modifier = fp2_part_of_golden_age_modifier
years = 120
}
}
}
}
}
hidden_effect = {
random_list = {
100 = {
trigger_event = { # Translator/book retailer event
id = iberia_north_africa.2001
days = { 4 32 }
}
}
110 = {
trigger_event = { # Cataract Surgery event
id = iberia_north_africa.2002
days = { 4 32 }
}
}
90 = {
trigger_event = { # Bickering scholars event
id = iberia_north_africa.2003
days = { 4 32 }
}
}
}
}
set_global_variable = {
name = fp2_current_jewish_science_sponsor
value = root
years = 120
}
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = major_gold_value
multiply = 2.25
round = yes
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = major_gold_value
multiply = 2.25
round = yes
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 730
empire = 730
hegemony = 730
}
ai_potential = {}
ai_will_do = {
base = 0
modifier = {
add = {
value = learning
multiply = 5
round = yes
}
always = yes
}
}
}
#############################################
# Convene Council of Toledo #
# by Joe Parkin and Ola Jentzsch #
#############################################
council_of_toledo_decision = {
title = council_of_toledo_decision_title
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
desc = {
first_valid = {
triggered_desc = {
trigger = { exists = global_var:council_of_toledo_counter }
desc = council_of_toledo_decision_desc_count
}
desc = council_of_toledo_decision_desc
}
}
selection_tooltip = council_of_toledo_decision_tooltip
cooldown = { years = council_of_toledo_decision_decision_cooldown_value }
decision_group_type = major
sort_order = 80
is_shown = {
# DLC check
has_fp2_dlc_trigger = yes
# Is Mozarabic (or reformed Mozarabic)
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
}
any_vassal = { }
}
is_valid = {
# Owns Toledo
custom_tooltip = {
text = council_of_toledo_decision_toledo_holder_trigger
is_toledo_ownership_valid_trigger = yes
}
any_vassal = {
count >= 3
is_powerful_vassal = yes
custom_tooltip = {
text = council_of_toledo_decision_toledo_faith_trigger
faith = root.faith
}
}
realm_size >= council_of_toledo_realm_size_value
# update fp2_struggle_council_toledo_decision_trigger if changing this
}
is_valid_showing_failures_only = {
is_landed = yes
# Not at war
is_at_war = no
}
effect = {
custom_tooltip = council_of_toledo_decision_tt
faith:mozarabic_church = {
change_fervor = {
value = 10
desc = fervor_gain_ascetic_example
}
}
# Council counter
if = {
limit = { exists = global_var:council_of_toledo_counter }
change_global_variable = {
name = council_of_toledo_counter
add = 1
}
}
else = {
set_global_variable = {
name = council_of_toledo_counter
value = 19
}
}
if = {
limit = {
any_character_struggle = { is_struggle_type = iberian_struggle }
}
custom_tooltip = council_of_toledo_decision_catalyst_tt
}
trigger_event = {
on_action = fp2_struggle_council_toledo_organize
days = 1
}
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = council_of_toledo_gold_cost_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = council_of_toledo_gold_cost_value
}
}
piety = council_of_toledo_piety_cost_value
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 60
empire = 60
hegemony = 60
}
ai_potential = {
is_ruler = yes
short_term_gold >= council_of_toledo_gold_cost_value
}
ai_will_do = {
base = 100
}
}
#############################################
# Secure Iberian Foothold
# by Joe Parkin and Ola Jentzsch
#############################################
secure_iberian_foothold_decision = {
title = secure_iberian_foothold_decision_title
picture = {
reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
}
desc = secure_iberian_foothold_decision_desc
selection_tooltip = secure_iberian_foothold_decision_tooltip
sort_order = 80
decision_group_type = struggle
is_shown = {
is_landless_adventurer = no
# DLC check
has_fp2_dlc_trigger = yes
# Struggle is active
exists = struggle:iberian_struggle
# Not Involved and capital lies outside Iberia
custom_tooltip = {
text = fp2_struggle_uninvolved_or_external_tt
NOR = {
any_character_struggle = {
is_struggle_type = iberian_struggle
involvement = involved
}
}
}
# Hold land near Iberia
any_sub_realm_county = {
title_province = {
OR = {
geographical_region = world_europe_west_iberia # Iberia
geographical_region = ghw_region_southern_france # Aquitaine
geographical_region = world_africa_north_west # Maghreb
}
}
}
NOT = { has_title = title:e_spain }
}
is_valid = {
##### General triggers #####
# Struggle phase must be right
custom_tooltip = {
text = fp2_struggle_uninvolved_or_external_tt
NOT = {
capital_province = { geographical_region = world_europe_west_iberia }
}
}
custom_tooltip = {
text = fp2_struggle_secure_iberian_foothold_empire_tt
any_held_title = {
title_tier >= empire
NOT = { this = title:e_spain }
}
}
# If my religion is involved, I need to own the better portion of those counties
trigger_if = {
limit = {
religion = {
any_faith = {
struggle:iberian_struggle = { is_faith_involved_in_struggle = prev }
}
}
}
custom_tooltip = {
text = fp2_struggle_secure_iberian_foothold_religion_tt
fp2_struggle_secure_iberian_foothold_religion_percent_value >= fp2_struggle_secure_iberian_foothold_religion_target_percent_value
}
}
# Otherwise, I need to own a big chunk of the peninsula
trigger_else = {
custom_tooltip = {
text = fp2_struggle_secure_iberian_foothold_outsider_tt
any_county_in_region = {
region = world_europe_west_iberia
percent >= fp2_struggle_secure_iberian_foothold_outsider_target_percent_decimal_value
holder.top_liege = root
}
}
}
##### Iberian kingdom triggers #####
# Any de jure kingdom of Iberia is completely controlled
custom_tooltip = {
text = fp2_struggle_secure_iberian_foothold_kingdom_iberian_tt
any_held_title = { fp2_struggle_secure_iberian_foothold_iberian_kingdom_trigger = yes }
}
# Real tooltips
trigger_if = {
limit = { exists = scope:iberian_kingdom_temp }
# That kingdom is mostly my faith
custom_tooltip = {
text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt
fp2_struggle_secure_iberian_foothold_faith_trigger = yes
}
# Borders held lands in a non-Iberian kingdom you hold
custom_tooltip = {
text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt
scope:iberian_kingdom_temp = { fp2_struggle_secure_iberian_foothold_outsider_kingdom_trigger = yes }
}
# Held that kingdom for a while
custom_tooltip = {
text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt
scope:iberian_kingdom_temp = { title_held_years >= fp2_struggle_secure_iberian_foothold_years_value }
}
}
# Fake tooltips
trigger_else = {
custom_tooltip = {
text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt
always = no
}
# Borders held lands in a non-Iberian kingdom you hold
custom_tooltip = {
text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt
always = no
}
custom_tooltip = {
text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt
always = no
}
}
}
is_valid_showing_failures_only = {
trigger_if = {
limit = { exists = struggle:iberian_struggle }
custom_tooltip = {
text = fp2_struggle_phase_hostility_or_opportunity_tt
struggle:iberian_struggle = {
has_struggle_phase_parameter = unlocks_secure_iberian_foothold_decision
}
}
}
}
effect = {
legend_seed_struggle_ending_effect = {
ENDER = root
STRUGGLE = iberian_struggle
}
if = {
limit = { has_ach_dlc_trigger = yes }
add_character_flag = ach_ended_struggle
}
if = {
limit = {
any_held_title = { title_tier = empire }
}
custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_held_effect_tt
}
else = { custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_dejure_effect_tt }
trigger_event = {
id = fp2_other_decisions.1000
}
custom_tooltip = fp2_struggle_secure_iberian_foothold_ends_the_struggle_tt
}
cost = {}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = {}
ai_will_do = {
base = 100
}
}
###################################
# Build Pilgrim Roads
# By Hugo Cortell
###################################
build_holy_pilgrim_roads_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_opening.dds"
}
sort_order = 300
decision_group_type = struggle
is_shown = {
faith = {
any_holy_site = {
holder.top_liege = root
count > 0
}
}
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_build_pilgrim_roads_decision
}
}
is_valid = {
custom_tooltip = {
text = build_holy_pilgrim_roads_decision_hardcoded_trigger_text.a
faith = {
any_holy_site = {
holder.top_liege = root
NOT = { county = { has_county_modifier = fp2_pilgrim_roads_modifier } }
count > 0
}
}
}
}
effect = {
hidden_effect = {
faith = {
random_holy_site = {
limit = {
holder.top_liege = root
NOT = { county = { has_county_modifier = fp2_pilgrim_roads_modifier } }
}
save_scope_as = chosen_holy_site_for_pilgrim_roads
county = {
save_scope_as = chosen_location_for_pilgrim_roads
add_county_modifier = {
modifier = fp2_pilgrim_roads_modifier
years = 50
}
}
}
}
}
send_interface_toast = {
type = event_toast_effect_good
title = build_holy_pilgrim_roads_decision_construction_notif.t
desc = build_holy_pilgrim_roads_decision_construction_notif.desc
add_piety = major_piety_gain
show_as_tooltip = {
scope:chosen_location_for_pilgrim_roads = {
add_county_modifier = {
modifier = fp2_pilgrim_roads_modifier
years = 50
}
}
}
}
if = { # QA QoL
limit = { debug_only = yes }
custom_tooltip = debug_generic_option_shortened_trigger_can_disable
hidden_effect = {
random_list = {
1 = {
trigger_event = {
id = iberia_north_africa.2011
days = 4
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2012
days = 4
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2013
days = 4
}
}
}
}
}
else = {
hidden_effect = {
random_list = {
1 = {
trigger_event = {
id = iberia_north_africa.2011
days = { 32 2048 }
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2012
days = { 32 2048 }
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2013
days = { 32 2048 }
}
}
}
}
}
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = massive_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = massive_gold_value
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 730
duchy = 730
kingdom = 730
empire = 730
hegemony = 730
}
ai_potential = {}
ai_will_do = {
base = 50
modifier = {
add = learning
always = yes
}
modifier = {
add = -50
has_trait = cynical
}
modifier = {
add = 10
has_trait = zealous
}
modifier = {
add = -40
short_term_gold < massive_gold_value
}
}
}
#############################################
# Found Kingdom of Toledo
# by Joe Parkin
#############################################
found_kingdom_toledo_decision = {
title = found_kingdom_toledo_decision_title
picture = {
reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
}
desc = found_kingdom_toledo_decision_desc
selection_tooltip = found_kingdom_toledo_decision_tooltip
sort_order = 80
decision_group_type = major
is_shown = {
# DLC check
has_fp2_dlc_trigger = yes
culture = { has_cultural_pillar = heritage_iberian }
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
}
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:form_toledo_decision
}
}
title:e_spain = {
any_in_de_jure_hierarchy = {
any_title_to_title_neighboring_and_across_water_duchy = { this = title:d_toledo }
de_jure_liege = {
any_in_de_jure_hierarchy = {
count > 2
tier = tier_duchy
}
}
}
}
}
is_valid = {
top_liege = this
custom_tooltip = {
text = found_kingdom_toledo_capital_tt
capital_county = title:c_toledo
}
custom_tooltip = {
text = found_kingdom_toledo_culture_tt
culture = { has_cultural_pillar = heritage_iberian }
}
custom_tooltip = {
text = found_kingdom_toledo_faith_tt
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
}
}
completely_controls = title:d_toledo
custom_tooltip = {
text = found_kingdom_toledo_duchy_tt
any_held_title = {
title_tier = duchy
is_titular = no
NOT = { this = title:d_toledo }
root = { completely_controls = prev }
any_title_to_title_neighboring_and_across_water_duchy = { this = title:d_toledo }
}
}
}
is_valid_showing_failures_only = {
is_landed = yes
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = 250
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = 250
}
}
}
effect = {
save_scope_as = toledo_former
gain_heroic_legend_seed_tooltip_effect = yes
fp2_struggle_found_kingdom_toledo_empire_effect = yes
save_scope_value_as = {
name = has_kingdom_toledo_absorb_list_been_created
value = yes
}
trigger_event = fp2_other_decisions.1100
#Can only happen once
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:form_toledo_decision
}
set_global_variable = {
name = form_toledo_decision
value = scope:toledo_former
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = {}
ai_will_do = {
base = 100
}
}
#############################################
# Develop a city
# by Maxence Voleau
#############################################
improve_city_province_decision = {
title = improve_city_province_decision_name
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
desc = improve_city_province_decision_desc
selection_tooltip = improve_city_province_decision_tooltip
cooldown = { years = 50 }
sort_order = 90
is_shown = {
is_landless_adventurer = no
dynasty ?= {
has_dynasty_perk = fp2_urbanism_legacy_5
}
}
is_valid_showing_failures_only = {
custom_tooltip = {
text = improve_city_province_decision_at_least_one_city_tt
any_sub_realm_county = {
count > 0
holder = root
any_county_province = {
building_slots <= 5
has_holding_type = city_holding
}
}
}
}
effect = {
#Generate intelligible effect
if = {
limit = {
any_sub_realm_county = {
count > 0
holder = root
any_county_province = {
building_slots <= 5
has_holding_type = city_holding
}
}
}
every_sub_realm_county = {
# only county directly owned by the character
limit = { holder = root }
every_county_province = {
limit = {
has_holding_type = city_holding
building_slots <= 5
}
save_scope_as = current_province
prev.holder = {
send_interface_toast = {
type = event_toast_effect_good
title = city_gained_building_slots
left_icon = scope:current_province.barony
scope:current_province = {
add_province_modifier = extra_building_slot
}
}
}
}
}
}
else = {
custom_tooltip = improve_city_province_decision_decision_no_effect
}
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = improve_city_province_decision_cost
multiply = {
value = 1
every_sub_realm_county = {
# only county directly owned by the character
limit = { holder = root }
every_county_province = {
limit = {
building_slots <= 5
has_holding_type = city_holding
}
add = 1
}
}
}
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = improve_city_province_decision_cost
multiply = {
value = 1
every_sub_realm_county = {
# only county directly owned by the character
limit = { holder = root }
every_county_province = {
limit = {
building_slots <= 5
has_holding_type = city_holding
}
add = 1
}
}
}
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = {
is_at_war = no
# Has enough gold.
short_term_gold >= ai_war_chest_desired_gold_value
NOR = {
has_trait = lazy
has_trait = callous
}
}
ai_will_do = {
base = 100
}
}