N3OW/common/decisions/dlc_decisions/bp3/00_bp3_other_decisions.txt
2026-05-24 05:01:46 -04:00

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### End Pious Investments ###
end_investments_minor_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds"
}
sort_order = 1
is_shown = {
has_character_modifier = church_investment_cost_modifier
}
effect = {
remove_character_modifier = church_investment_modifier
remove_character_modifier = church_investment_cost_modifier
}
ai_potential = {
always = no
}
ai_check_interval = 0
}
### Designated Terrain ###
choose_designated_terrain_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 0
empire = 0
hegemony = 0
}
picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds" }
sort_order = 10
decision_group_type = major
is_shown = {
OR = {
is_landed = no
government_has_flag = government_is_nomadic
}
has_perk = mustering_the_troops_perk
NOR = {
landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
landless_inspector_terrain_master_trigger = { TERRAIN = highlands }
landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
landless_inspector_terrain_master_trigger = { TERRAIN = drylands }
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_DESIGNATED_TERRAIN_DECISION_NEXT_STEP_BUTTON"
show_from_start = yes
item = { # Woodlands
value = master_forest_terrain
current_description = designated_terrain_forest_decision
localization = designated_terrain_forest_decision
icon = "gfx/interface/icons/terrain_types/forest.dds"
ai_chance = {
value = 0
if = {
limit = {
location = {
OR = {
terrain = forest
terrain = jungle
terrain = taiga
terrain = wetlands
}
}
}
add = 100
}
}
}
item = { # Highlands
value = master_mountain_terrain
current_description = designated_terrain_mountain_decision
localization = designated_terrain_mountain_decision
icon = "gfx/interface/icons/terrain_types/mountains.dds"
ai_chance = {
value = 0
if = {
limit = {
location = {
OR = {
terrain = mountains
terrain = hills
terrain = desert_mountains
terrain = terraced_hills
}
}
}
add = 100
}
}
}
item = { # Lowlands
value = master_plains_terrain
current_description = designated_terrain_plains_decision
localization = designated_terrain_plains_decision
icon = "gfx/interface/icons/terrain_types/plains.dds"
ai_chance = {
value = 5
if = {
limit = {
location = {
OR = {
terrain = plains
terrain = steppe
terrain = farmlands
terrain = floodplains
}
}
}
add = 100
}
}
}
item = { # Drylands
value = master_drylands_terrain
current_description = designated_terrain_drylands_decision
localization = designated_terrain_drylands_decision
icon = "gfx/interface/icons/terrain_types/drylands.dds"
ai_chance = {
value = 0
if = {
limit = {
location = {
OR = {
terrain = drylands
terrain = desert
terrain = oasis
}
}
}
add = 100
}
}
}
}
effect = {
switch = {
trigger = yes
scope:master_forest_terrain = {
custom_tooltip = master_forest_terrain_effect_tooltip
landless_inspector_assign_terrain_effect = { TERRAIN = woodlands }
}
scope:master_mountain_terrain = {
custom_tooltip = master_mountain_terrain_effect_tooltip
landless_inspector_assign_terrain_effect = { TERRAIN = highlands }
}
scope:master_plains_terrain = {
custom_tooltip = master_plains_terrain_effect_tooltip
landless_inspector_assign_terrain_effect = { TERRAIN = lowlands }
}
scope:master_drylands_terrain = {
custom_tooltip = master_drylands_terrain_effect_tooltip
landless_inspector_assign_terrain_effect = { TERRAIN = drylands }
}
}
}
ai_potential = {
location = {
NOR = {
terrain = sea
terrain = coastal_sea
}
}
}
ai_will_do = { base = 10 }
}
### Master Terrain ###
choose_master_terrain_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 0
empire = 0
hegemony = 0
}
picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds" }
sort_order = 10
decision_group_type = major
is_shown = {
is_landed = no
has_perk = personal_touch_perk
NOR = {
# Woodlands
has_character_modifier = master_terrain_forest_modifier
has_character_modifier = master_terrain_jungle_modifier
has_character_modifier = master_terrain_taiga_modifier
has_character_modifier = master_terrain_wetlands_modifier
# Highlands
has_character_modifier = master_terrain_mountains_modifier
has_character_modifier = master_terrain_hills_modifier
has_character_modifier = master_terrain_desert_mountains_modifier
# Lowlands
has_character_modifier = master_terrain_plains_modifier
has_character_modifier = master_terrain_steppe_modifier
has_character_modifier = master_terrain_farmlands_modifier
has_character_modifier = master_terrain_floodplains_modifier
# Drylands
has_character_modifier = master_terrain_drylands_modifier
has_character_modifier = master_terrain_desert_modifier
has_character_modifier = master_terrain_oasis_modifier
}
OR = {
landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
landless_inspector_terrain_master_trigger = { TERRAIN = highlands }
landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
landless_inspector_terrain_master_trigger = { TERRAIN = drylands }
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_MASTER_TERRAIN_DECISION_NEXT_STEP_BUTTON"
show_from_start = yes
### Woodlands
item = { # Forest
value = master_terrain_forest_terrain
current_description = master_terrain_forest_decision
localization = master_terrain_forest_decision
icon = "gfx/interface/icons/terrain_types/forest.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = forest }
}
add = 100
}
}
}
item = { # Jungle
value = master_terrain_jungle_terrain
current_description = master_terrain_jungle_decision
localization = master_terrain_jungle_decision
icon = "gfx/interface/icons/terrain_types/jungle.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = jungle }
}
add = 100
}
}
}
item = { # Taiga
value = master_terrain_taiga_terrain
current_description = master_terrain_taiga_decision
localization = master_terrain_taiga_decision
icon = "gfx/interface/icons/terrain_types/taiga.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = taiga }
}
add = 100
}
}
}
item = { # Wetlands
value = master_terrain_wetlands_terrain
current_description = master_terrain_wetlands_decision
localization = master_terrain_wetlands_decision
icon = "gfx/interface/icons/terrain_types/wetlands.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = wetlands }
}
add = 100
}
}
}
### Highlands
item = { # Mountains
value = master_terrain_mountains_terrain
current_description = master_terrain_mountains_decision
localization = master_terrain_mountains_decision
icon = "gfx/interface/icons/terrain_types/mountains.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = highlands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = mountains }
}
add = 100
}
}
}
item = { # Hills
value = master_terrain_hills_terrain
current_description = master_terrain_hills_decision
localization = master_terrain_hills_decision
icon = "gfx/interface/icons/terrain_types/hills.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = highlands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = hills }
}
add = 100
}
}
}
item = { # Desert Mountains
value = master_terrain_desert_mountains_terrain
current_description = master_terrain_desert_mountains_decision
localization = master_terrain_desert_mountains_decision
icon = "gfx/interface/icons/terrain_types/desert_mountains.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = highlands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = desert_mountains }
}
add = 100
}
}
}
### Lowlands
item = { # Plains
value = master_terrain_plains_terrain
current_description = master_terrain_plains_decision
localization = master_terrain_plains_decision
icon = "gfx/interface/icons/terrain_types/plains.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = plains }
}
add = 100
}
}
}
item = { # Steppe
value = master_terrain_steppe_terrain
current_description = master_terrain_steppe_decision
localization = master_terrain_steppe_decision
icon = "gfx/interface/icons/terrain_types/steppe.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = steppe }
}
add = 100
}
}
}
item = { # Farmlands
value = master_terrain_farmlands_terrain
current_description = master_terrain_farmlands_decision
localization = master_terrain_farmlands_decision
icon = "gfx/interface/icons/terrain_types/farmlands.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = farmlands }
}
add = 100
}
}
}
item = { # Floodplains
value = master_terrain_floodplains_terrain
current_description = master_terrain_floodplains_decision
localization = master_terrain_floodplains_decision
icon = "gfx/interface/icons/terrain_types/floodplains.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = floodplains }
}
add = 100
}
}
}
### Drylands
item = { # Drylands
value = master_terrain_drylands_terrain
current_description = master_terrain_drylands_decision
localization = master_terrain_drylands_decision
icon = "gfx/interface/icons/terrain_types/drylands.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = drylands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = drylands }
}
add = 100
}
}
}
item = { # Desert
value = master_terrain_desert_terrain
current_description = master_terrain_desert_decision
localization = master_terrain_desert_decision
icon = "gfx/interface/icons/terrain_types/desert.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = drylands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = desert }
}
add = 100
}
}
}
item = { # Oasis
value = master_terrain_oasis_terrain
current_description = master_terrain_oasis_decision
localization = master_terrain_oasis_decision
icon = "gfx/interface/icons/terrain_types/oasis.dds"
is_shown = {
landless_inspector_terrain_master_trigger = { TERRAIN = drylands }
}
ai_chance = {
value = 0
if = {
limit = {
location = { terrain = oasis }
}
add = 100
}
}
}
}
effect = {
if = {
limit = {
landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
}
switch = {
trigger = yes
scope:master_terrain_forest_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = forest }
}
scope:master_terrain_jungle_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = jungle }
}
scope:master_terrain_taiga_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = taiga }
}
scope:master_terrain_wetlands_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = wetlands }
}
}
}
else_if = {
limit = {
landless_inspector_terrain_master_trigger = { TERRAIN = highlands }
}
switch = {
trigger = yes
scope:master_terrain_mountains_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = mountains }
}
scope:master_terrain_hills_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = hills }
}
scope:master_terrain_desert_mountains_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = desert_mountains }
}
}
}
else_if = {
limit = {
landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
}
switch = {
trigger = yes
scope:master_terrain_plains_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = plains }
}
scope:master_terrain_steppe_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = steppe }
}
scope:master_terrain_farmlands_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = farmlands }
}
scope:master_terrain_floodplains_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = floodplains }
}
}
}
else_if = {
limit = {
landless_inspector_terrain_master_trigger = { TERRAIN = drylands }
}
switch = {
trigger = yes
scope:master_terrain_drylands_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = drylands }
}
scope:master_terrain_desert_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = desert }
}
scope:master_terrain_oasis_terrain = {
landless_inspector_master_terrain_effect = { TERRAIN = oasis }
}
}
}
}
ai_potential = {
location = {
NOR = {
terrain = sea
terrain = coastal_sea
}
}
}
ai_will_do = { base = 10 }
}
## Form Bosporan Kingdom
#### Restore the Bosporan Kingdom ###
#form_bosporan_kingdom_decision = {
# picture = {
# reference = "gfx/interface/illustrations/event_scenes/ep3_medi_estate.dds"
# }
# decision_group_type = major
# sort_order = 50
#
# is_shown = {
# NOT = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_bosporan_kingdom
# }
# }
# culture = {
# OR = {
# has_cultural_pillar = heritage_central_germanic
# has_cultural_pillar = heritage_byzantine
# }
# }
# highest_held_title_tier <= tier_kingdom
# any_held_title = {
# OR = {
# de_jure_liege = title:d_crimea
# de_jure_liege = title:d_azov
# this = title:d_crimea
# this = title:d_azov
# }
# }
# }
#
# is_valid = {
# completely_controls = title:d_crimea
# completely_controls = title:d_azov
# top_liege = this
# prestige_level >= 3
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# }
#
# effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_bosporan_kingdom
# }
#
# house = {
# add_house_modifier = {
# modifier = bp3_bosporan_kingdom_modifier
# years = 100
# }
# }
#
# custom_tooltip = unlocks_black_sea_naval_conquest
#
# hidden_effect = {
# title:k_bosporan_kingdom = { set_de_jure_liege_title = title:d_crimea.empire }
# }
#
# create_title_and_vassal_change = {
# type = created
# save_scope_as = title_change
# add_claim_on_loss = yes
# }
# title:k_bosporan_kingdom = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# }
# resolve_title_and_vassal_change = scope:title_change
#
# add_character_modifier = bp3_conqueror_black_sea_modifier
#
# title:d_crimea = { set_de_jure_liege_title = title:k_bosporan_kingdom }
# title:d_azov = { set_de_jure_liege_title = title:k_bosporan_kingdom }
# # Additional DeJures
# adjust_de_jure_effect = {
# TITLE = title:d_bugeac
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {
# TITLE = title:d_yedisan
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {
# TITLE = title:d_levedia
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {
# TITLE = title:d_don_valley
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {
# TITLE = title:d_kizilyedisan
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {
# TITLE = title:d_red_levedia
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {
# TITLE = title:d_tana
# DE_JURE = title:k_bosporan_kingdom
# }
# if = {
# limit = {
# province:5330 = {
# has_holding_type = castle_holding
# }
# province:5277 = {
# has_holding = no
# }
# }
# province:5277 = {
# begin_create_holding = castle_holding
# }
# }
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# }
# add = 250
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# }
# add = 250
# }
# }
# prestige = {
# value = 2000
# }
# }
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 60
# kingdom = 0
# empire = 0
# hegemony = 0
# }
#
# ai_potential = {
# is_ruler = yes
# short_term_gold >= {
# value = major_gold_value
# multiply = 1.5
# round = yes
# }
# prestige >= {
# value = major_prestige_gain
# multiply = 3
# round = yes
# }
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
## Merging France and Aquitaine
#### France as One ###
#merge_aquitaine_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
# }
# title = {
# first_valid = {
# triggered_desc = {
# trigger = {
# primary_title = title:k_aquitaine
# }
# desc = merge_aquitaine_decision_alt
# }
# desc = merge_aquitaine_decision
# }
# }
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = {
# primary_title = title:k_aquitaine
# }
# desc = merge_aquitaine_decision_desc_aquitaine
# }
# desc = merge_aquitaine_decision_desc
# }
# desc = merge_aquitaine_decision_desc_outro
# }
# decision_group_type = major
# sort_order = 50
#
# is_shown = {
# NOT = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:merged_aquitaine
# }
# }
# culture = { has_cultural_pillar = heritage_frankish }
# OR = {
# has_title = title:k_aquitaine
# has_title = title:k_france
# }
# NOR = {
# title:k_aquitaine = { is_titular = yes }
# title:k_france = { is_titular = yes }
# }
# }
#
# is_valid = {
# has_title = title:k_aquitaine
# has_title = title:k_france
# top_liege = this
# prestige_level >= 3
# }
#
# effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:merged_aquitaine
# }
#
# save_scope_as = rightful_liege
#
# add_legitimacy_effect = { LEGITIMACY = massive_legitimacy_gain }
# dynasty ?= { add_dynasty_prestige = massive_dynasty_prestige_value }
#
# if = {
# limit = {
# primary_title = { this = title:k_aquitaine}
# }
# merge_aquitaine_effect = {
# PRIMARY = k_aquitaine
# SECONDARY = k_france
# TEXT = alt
# }
# }
# else = {
# merge_aquitaine_effect = {
# PRIMARY = k_france
# SECONDARY = k_aquitaine
# TEXT = original
# }
# }
#
# trigger_event = major_decisions.3200
# every_vassal_or_below = {
# trigger_event = major_decisions.3200
# }
# }
#
# cost = {
# prestige = {
# if = {
# limit = {
# is_ai = no
# }
# value = 1000
# }
# else = {
# value = 0
# }
# }
# }
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 60
# empire = 60
# hegemony = 60
# }
#
# ai_potential = {
# is_ruler = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
# The Legacy of the Adventurer
# By Ariana Tranumn
### Legacy of [GetPlayer.GetHouse.GetBaseNameNoTooltip] ###
enact_legacy_of_adventurer_decision = {
picture = { # pic
reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds"
}
desc = enact_legacy_of_adventurer_decision_desc
decision_group_type = adventurer
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 36
kingdom = 0
empire = 0
hegemony = 0
}
ai_potential = {
government_has_flag = government_is_landless_adventurer
}
is_shown = {
# DLC check.
has_ep3_dlc_trigger = yes
is_landless_adventurer = yes
NOT = { has_trait = gallowsbait }
NOT = {
house = {
has_house_modifier = legacy_adventurer_house_modifier
}
}
}
is_valid = {
prestige_level >= 4
custom_tooltip = {
text = have_enough_followers_tt
any_courtier = { count >= 15 }
}
custom_tooltip = {
text = have_enough_patrons_tt
any_contact = { count >= 5 }
}
custom_tooltip = {
text = has_max_level_pavilion_tt
domicile = { has_domicile_building_or_higher = camp_main_04 }
}
trigger_if = {
limit = {
has_variable = laamp_total_noncrim_contracts_successfully_completed
}
save_temporary_scope_value_as = {
name = contract_tally
value = var:laamp_total_noncrim_contracts_successfully_completed
}
}
trigger_else = {
save_temporary_scope_value_as = {
name = contract_tally
value = 0
}
}
custom_tooltip = {
text = has_enough_contracts_tt
has_variable = laamp_total_noncrim_contracts_successfully_completed
var:laamp_total_noncrim_contracts_successfully_completed >= 50
}
}
is_valid_showing_failures_only = {
is_alive = yes
is_available_adult = yes
}
cost = {
prestige = 1000
}
effect = {
custom_tooltip = criminal_contracts_blocked_tt
show_as_tooltip = {
house = {
add_house_modifier = {
modifier = legacy_adventurer_house_modifier
}
}
}
custom_tooltip = legacy_adventurer_legitimacy_on_landing
trigger_event = bp3_decisions.0100
}
ai_will_do = {
base = 100
modifier = {
factor = 0.5
has_trait = ambitious
}
modifier = {
factor = 1.5
has_trait = lifestyle_traveler
}
}
}