N3OW/common/decisions/dlc_decisions/fp3_decisions.txt
2026-05-24 05:01:46 -04:00

1181 lines
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Text

###################################
# Defend Caliphate Ending
###################################
#
## Make it a Pious playthrough that encourage the Caliph to get support from the Muslim world
#### Struggle Persia Ending Assertion Decision ###
#struggle_persia_ending_assertion_decision = {
# decision_group_type = major
# title = struggle_persia_ending_assertion
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_supremacy.dds"
# }
# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_strength.dds"
# desc = struggle_persia_ending_assertion_decision_desc
# selection_tooltip = struggle_persia_ending_assertion_tooltip
# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
# is_invisible = yes
# sort_order = 80
#
# is_valid = {
# custom_tooltip = {
# text = struggle_persia_ending_tension_decision_correct_phase_tt
# any_character_struggle = {
# involvement = involved
# is_struggle_type = persian_struggle
# is_struggle_phase = struggle_persia_phase_stabilisation
# }
# }
# has_trait = fp3_struggle_supporter
#
# custom_tooltip = {
# text = struggle_persia_ending_decision_caliphate_exists_tt
# exists = title:e_arabia.holder
# title:d_sunni.holder ?= title:e_arabia.holder
# }
#
# # > 50% of involved rulers are supporters of the Caliph
# custom_tooltip = {
# text = struggle_persia_ending_assertion.l
# fp3_persia_supporter_rulers_count_value > fp3_persia_supporter_rulers_half_value
# }
#
# custom_tooltip = {
# text = struggle_persia_ending_assertion.2
# struggle:persian_struggle = {
# NOT = {
# any_involved_ruler = {
# top_liege = this
# is_landed = yes
# highest_held_title_tier >= tier_duchy
# has_trait = fp3_struggle_detractor
# }
# }
# }
# }
#
# custom_tooltip = {
# text = struggle_persia_ending_assertion.3
# struggle:persian_struggle = {
# NOT = {
# any_involved_ruler = {
# top_liege = this
# is_landed = yes
# highest_held_title_tier >= tier_duchy
# faith = {
# NOT = {
# has_doctrine = muhammad_succession_sunni_doctrine
# }
# }
# }
# }
# }
# }
#
#
# # They need to be super pious
# piety_level >= very_high_piety_level
#
# # Specific to the caliph themselves
# trigger_if = {
# limit = { fp3_struggle_is_the_caliph = yes }
# # They need to fully control the abbasids empire
# completely_controls = title:e_arabia
# }
# trigger_else = {
# custom_tooltip = {
# text = struggle_persia_strengthen_decision_right_hof_tt
# faith.religious_head = title:d_sunni.holder
# }
# custom_tooltip = {
# text = struggle_persia_strengthen_decision_alliance_tt
# any_ally = {
# this = title:e_arabia.holder
# }
# }
# }
# }
#
# is_valid_showing_failures_only = {
# is_available_adult = yes
# }
#
# effect = {
# if = {
# limit = { has_dlc_feature = legends }
# legend_seed_struggle_ending_effect = {
# ENDER = root
# STRUGGLE = persian_struggle
# }
# }
# if = {
# limit = { has_ach_dlc_trigger = yes }
# add_character_flag = ach_ended_struggle
# }
# show_as_tooltip = {
# fp3_ending_effects_assertion = yes
# }
# trigger_event = fp3_struggle.0071
#
# if = { # If you can adopt admin government, show a tooltip to explain it - Actual effect is executed in the event
# limit = {
# has_dlc_feature = roads_to_power
# fp3_struggle_is_the_caliph = yes
# NOT = { government_has_flag = government_is_administrative }
# }
# custom_tooltip = adopt_admin_government_tt
# }
#
# title:d_sunni = { remove_variable = struggle_block_dissolution_faction }
# title:e_arabia = { remove_variable = struggle_block_dissolution_faction }
#
# # Silk Road bonus towards prosperity if and when Persia's turmoil comes to an end
# tgp_silk_road_iranian_intermezzo_ending_effect = yes
# }
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 36
# kingdom = 36
# empire = 36
# hegemony = 36
# }
# ai_potential = { always = yes }
# ai_will_do = { base = 100 }
#}
#
#
####################################
## Humiliate Caliphate Ending
####################################
#
#### Struggle Persia Ending Foundation Decision ###
#struggle_persia_ending_foundation_decision = {
# decision_group_type = major
# title = struggle_persia_ending_foundation
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds"
# }
# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_temper.dds"
# desc = struggle_persia_ending_foundation_decision_desc
# selection_tooltip = struggle_persia_ending_foundation_tooltip
# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
# is_invisible = yes
# sort_order = 80
#
# is_valid_showing_failures_only = {
# is_available_adult = yes
# # Independent
# top_liege = this
# # Muslim
# custom_tooltip = {
# text = struggle_persia_ending_decision_caliphate_muslim_tt
# religion = religion:islam_religion
# }
# trigger_if = {
# limit = { exists = title:d_sunni.holder }
# NOT = { title:d_sunni.holder = root }
# }
# trigger_else = {
# custom_tooltip = {
# text = struggle_persia_strengthen_decision_right_hof_tt
# faith.religious_head = title:d_sunni.holder
# }
# }
#
# # HERE GOES THE SPECIFIC TRIGGERS FOR EACH OPTION - It goes here to make the buttons selectable (UI issue workaround)
# trigger_if = { # CHALLENGER
# limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes }
# # Only valid if faith permits HoF
# custom_tooltip = {
# text = struggle_persia_ending_foundation_decision_option_hof_tt
# NOT = {
# faith = { has_doctrine = doctrine_no_head }
# }
# }
# }
# }
#
# is_valid = { # We can skip some of the more elementary checks due to this being struggle-only
# # Involved & Unrest phase
# custom_tooltip = {
# text = struggle_persia_ending_anarchy_decision_correct_phase_tt
# any_character_struggle = {
# involvement = involved
# is_struggle_type = persian_struggle
# is_struggle_phase = struggle_persia_phase_unrest
# }
# }
# # Detractor
# has_trait = fp3_struggle_detractor
# trigger_if = { # CHALLENGER
# limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes }
# # Only valid if not Ashari
# custom_tooltip = {
# text = struggle_persia_ending_foundation_decision_option_succession_tt
# NOT = {
# faith = { has_doctrine = muhammad_succession_sunni_doctrine }
# }
# }
# }
# # King or above
# highest_held_title_tier >= tier_kingdom
# # Realm must be bigger than the Caliphate
# trigger_if = {
# limit = {
# exists = title:d_sunni.holder
# }
# custom_tooltip = {
# text = larger_realm_than_caliph
# sub_realm_size >= title:d_sunni.holder.realm_size
# }
# }
# # At least 2 king tier allies
# OR = {
# custom_tooltip = {
# text = struggle_persia_ending_foundation_decision_nb_ally_tt
# any_ally = {
# count >= 2
# highest_held_title_tier >= tier_kingdom
# }
# }
# sub_realm_size >= 50
# }
#
# # HERE GOES THE SPECIFIC TRIGGERS FOR EACH OPTION - It goes here to make the buttons selectable (UI issue workaround)
# trigger_if = {
# # CHALLENGER - if you change this, also change the `ai_chance = {}` of the specific widget option below!
# limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes }
# OR = {
# any_realm_province = {
# OR = {
# custom_tooltip = {
# text = holy_site_of_root_faith_tt
# barony = {
# is_holy_site_of = root.faith
# }
# }
# has_building_or_higher = the_friday_mosque_01
# has_building_or_higher = house_of_wisdom_01
# has_building_or_higher = holy_site_great_mosque_of_samarra_01
# trigger_if = {
# limit = {
# root.faith = {
# has_doctrine = muhammad_succession_shia_doctrine
# }
# }
# has_building_or_higher = holy_site_imam_ali_mosque_01
# }
# trigger_if = {
# limit = {
# root.faith = {
# has_doctrine = muhammad_succession_shia_doctrine
# }
# }
# has_building_or_higher = imam_reza_shrine_01
# }
# }
# }
# }
# # Muhakkima
# trigger_if = {
# limit = {
# faith = { has_doctrine = muhammad_succession_muhakkima_doctrine }
# }
# fp3_valid_muhakkima_head = yes
# }
# # Shia/Zandaqa
# trigger_else = { fp3_valid_shia_head = yes }
# # HoF does not already exist, or isn't of your faith
# OR = {
# custom_tooltip = {
# text = hof_must_not_exist_tt
# NOT = { exists = faith.religious_head }
# }
# custom_tooltip = {
# text = hof_must_not_be_your_faith_tt
# faith.religious_head.faith != root.faith
# }
# faith.religious_head = root
# }
# }
# trigger_if = { # VASSALIZE - if you change this, also change the `ai_chance = {}` of the specific widget option below!
# limit = { scope:struggle_persia_ending_foundation_decision_option_vassalize = yes }
# # Sunni Caliph still holds Arabia
# custom_tooltip = {
# text = struggle_persia_ending_decision_caliphate_exists_tt
# exists = title:d_sunni.holder
# exists = title:e_arabia.holder
# title:d_sunni.holder = title:e_arabia.holder
# }
# # Piety
# prestige_level >= high_piety_level
# # Control historic capital of Caliph
# completely_controls = title:d_samarra
# custom_tooltip = {
# text = fp3_struggle_ending_vassalize_caliph_control_samarra_tt
# title:c_samarra = {
# title_held_years >= 5
# holder = root
# }
# }
# OR = {
# custom_tooltip = {
# text = fp3_struggle_ending_vassalize_caliph_control_baghdad_tt
# title:c_baghdad.holder = root
# }
# title:d_sunni.holder = { is_imprisoned_by = root }
# has_strong_hook = title:d_sunni.holder
# }
# }
# }
#
# widget = {
# gui = "decision_view_widget_fp3_foundation_ending"
# controller = decision_option_list_controller
# decision_to_second_step_button = "struggle_persia_ending_foundation_button_text"
# show_from_start = yes
#
# item = { # SHIA CALIPHATE
# value = struggle_persia_ending_foundation_decision_option_shia
#
# current_description = struggle_persia_ending_foundation_decision_option_shia_desc
# localization = struggle_persia_ending_foundation_decision_option_shia
# icon = "gfx/interface/icons/faith/shia.dds"
#
# # ADD THE OPTION-SPECIFIC REQUIREMENTS FOR THE OPTION - This makes the AI actually be select the 'second' option if it is available
# # ALSO - This also fixes alerts for Players, since their default option will be the one with the highest score
# ai_chance = {
# value = ai_zeal
#
# if = { # CHALLENGER - if you change this, also change the `is_valid = {}` of the decision!
# limit = {
# OR = {
# any_realm_province = {
# OR = {
# custom_tooltip = {
# text = holy_site_of_root_faith_tt
# barony = {
# is_holy_site_of = root.faith
# }
# }
# has_building_or_higher = the_friday_mosque_01
# has_building_or_higher = house_of_wisdom_01
# has_building_or_higher = holy_site_great_mosque_of_samarra_01
# trigger_if = {
# limit = {
# root.faith = {
# has_doctrine = muhammad_succession_shia_doctrine
# }
# }
# has_building_or_higher = holy_site_imam_ali_mosque_01
# }
# trigger_if = {
# limit = {
# root.faith = {
# has_doctrine = muhammad_succession_shia_doctrine
# }
# }
# has_building_or_higher = imam_reza_shrine_01
# }
# }
# }
# }
# # Muhakkima
# trigger_if = {
# limit = {
# faith = { has_doctrine = muhammad_succession_muhakkima_doctrine }
# }
# fp3_valid_muhakkima_head = yes
# }
# # Shia/Zandaqa
# trigger_else = { fp3_valid_shia_head = yes }
# # HoF does not already exist, or isn't of your faith
# OR = {
# custom_tooltip = {
# text = hof_must_not_exist_tt
# NOT = { exists = faith.religious_head }
# }
# custom_tooltip = {
# text = hof_must_not_be_your_faith_tt
# faith.religious_head.faith != root.faith
# }
# faith.religious_head = root
# }
# }
# add = 100
# }
# }
# }
#
# item = { # VASSALIZE THE CALIPH
# value = struggle_persia_ending_foundation_decision_option_vassalize
#
# current_description = struggle_persia_ending_foundation_decision_option_vassalize_desc
# localization = struggle_persia_ending_foundation_decision_option_vassalize
# icon = "gfx/interface/icons/faith/sunni.dds"
#
# # ADD THE OPTION-SPECIFIC REQUIREMENTS FOR THE OPTION - This makes the AI actually be select the 'second' option if it is available
# # ALSO - This also fixes alerts for Players, since their default option will be the one with the highest score
# ai_chance = {
# value = ai_zeal
#
# if = { # VASSALIZE - if you change this, also change the `is_valid = {}` of the decision!
# limit = {
# # Sunni Caliph still holds Arabia
# custom_tooltip = {
# text = struggle_persia_ending_decision_caliphate_exists_tt
# exists = title:d_sunni.holder
# exists = title:e_arabia.holder
# title:d_sunni.holder = title:e_arabia.holder
# }
# # Piety
# prestige_level >= high_piety_level
# # Control historic capital of Caliph
# completely_controls = title:d_samarra
# custom_tooltip = {
# text = fp3_struggle_ending_vassalize_caliph_control_samarra_tt
# title:c_samarra = {
# title_held_years >= 5
# holder = root
# }
# }
# OR = {
# custom_tooltip = {
# text = fp3_struggle_ending_vassalize_caliph_control_baghdad_tt
# title:c_baghdad.holder = root
# }
# title:d_sunni.holder = { is_imprisoned_by = root }
# has_strong_hook = title:d_sunni.holder
# }
# }
# add = 100
# }
# }
# }
# }
#
# effect = {
# if = {
# limit = { has_dlc_feature = legends }
# legend_seed_struggle_ending_effect = {
# ENDER = root
# STRUGGLE = persian_struggle
# }
# }
# if = {
# limit = { has_ach_dlc_trigger = yes }
# add_character_flag = ach_ended_struggle
# }
# if = { # Shia Caliphate
# limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes }
# custom_tooltip = struggle_persia_ending_foundation_decision_option.t.shia
#
# trigger_event = fp3_struggle.0095
#
# show_as_tooltip = {
# fp3_struggle_ending_shia_caliphate_effects = yes
# struggle:persian_struggle = { end_struggle = yes }
# }
# }
# else_if = { # Vassalize Caliphate
# limit = { scope:struggle_persia_ending_foundation_decision_option_vassalize = yes }
# custom_tooltip = struggle_persia_ending_foundation_decision_option.t.vassalize
#
# trigger_event = fp3_struggle.0100
#
# show_as_tooltip = {
# fp3_struggle_ending_vassalize_caliph_effects = yes
# struggle:persian_struggle = { end_struggle = yes }
# }
# }
# else = {
# custom_tooltip = struggle_persia_ending_foundation_decision_option.t_selected_foundation.none # QoL addition
# assert_if = { # Just in case
# limit = { always = yes }
# text = "Persian Struggle ended with foundation ending but had an invalid or missing widget item value!"
# }
# }
#
# title:d_sunni = { remove_variable = struggle_block_dissolution_faction }
# title:e_arabia = { remove_variable = struggle_block_dissolution_faction }
#
# # Silk Road bonus towards prosperity if and when Persia's turmoil comes to an end
# tgp_silk_road_iranian_intermezzo_ending_effect = yes
# }
#
# # Kingdom+ only
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 36
# empire = 36
# hegemony = 36
# }
# ai_potential = { always = yes }
# ai_will_do = { base = 100 }
#}
#
####################################
## Resurgent Persia Ending
####################################
#
#### Struggle Persia Ending Rekindle Iran Decision ###
#struggle_persia_ending_rekindle_iran_decision = {
# decision_group_type = major
# title = struggle_persia_ending_rekindle_iran
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds"
# }
# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_foundation.dds"
# desc = struggle_persia_ending_rekindle_iran_decision_desc
# selection_tooltip = struggle_persia_ending_rekindle_iran_tooltip
# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
# is_invisible = yes
# sort_order = 80
#
# is_valid_showing_failures_only = {
# is_available_adult = yes
# # Independent
# top_liege = this
# }
#
# is_valid = { # We can skip some of the more elementary checks due to this being struggle-only
# # Involved
# custom_tooltip = {
# text = struggle_ending_decision_correct_involvement_tt
# any_character_struggle = {
# involvement = involved
# is_struggle_type = persian_struggle
# }
# }
# # Iranian
# custom_tooltip = {
# text = struggle_persia_ending_rekindle_iran_decision_heritage_tt
# culture = { has_cultural_pillar = heritage_iranian }
# }
# # At least a king
# highest_held_title_tier >= tier_kingdom
# # Famed
# prestige_level >= very_high_prestige_level
# # Control enough of Persia
# custom_tooltip = {
# text = struggle_persia_ending_rekindle_iran_decision_region_control_tt
# any_county_in_region = {
# region = world_persian_empire
# percent >= fp3_persia_owned_for_rekindle_persia_decimal_value
# holder.top_liege = root
# }
# }
# OR = {
# # Iranian allies
# custom_tooltip = {
# text = struggle_persia_ending_rekindle_iran_decision_nb_ally_tt
# any_ally = {
# count >= 2
# top_liege = this
# primary_title = { is_mercenary_company = no }
# primary_title = { is_holy_order = no }
# highest_held_title_tier = tier_kingdom
# culture = { has_cultural_pillar = heritage_iranian }
# }
# }
# custom_tooltip = {
# text = struggle_persia_ending_rekindle_iran_decision_iranian_sub_realm_counties_tt
# any_sub_realm_county = {
# count >= 40
# culture = { has_cultural_pillar = heritage_iranian }
# }
# }
# }
# # Iranian rulers
# custom_tooltip = {
# text = struggle_persia_ending_rekindle_iran_decision_iranian_rulers_tt
# fp3_persia_iranian_rulers_count_value >= fp3_persia_all_rulers_requirement_value
# }
#
# trigger_if = {
# limit = { scope:struggle_persia_ending_rekindle_iran_decision_option_secret_faith = yes }
# custom_tooltip = {
# text = struggle_persia_ending_rekindle_iran_decision_secret_tt
# any_secret = { type = secret_crypto_religionist }
# }
# }
# }
#
# widget = {
# gui = "decision_view_widget_fp3_foundation_ending"
# controller = decision_option_list_controller
# decision_to_second_step_button = "struggle_persia_ending_rekindle_iran_button_text"
#
# item = { # PUBLIC FAITH
# value = struggle_persia_ending_rekindle_iran_decision_option_public_faith
#
# current_description = struggle_persia_ending_rekindle_iran_decision_option_public_faith_desc
# localization = struggle_persia_ending_rekindle_iran_decision_option_public_faith
# icon = "gfx/interface/icons/character_interactions/religious.dds"
# ai_chance = { value = ai_zeal }
# }
#
# item = { # SECRET FAITH
# value = struggle_persia_ending_rekindle_iran_decision_option_secret_faith
# is_valid = {
# exists = secret_faith
# }
# current_description = struggle_persia_ending_rekindle_iran_decision_option_secret_faith_desc
# localization = struggle_persia_ending_rekindle_iran_decision_option_secret_faith
# icon = "gfx/interface/icons/character_interactions/icon_scheme_crypto_religion.dds"
# ai_chance = { value = ai_zeal }
# }
# }
#
# effect = {
# if = {
# limit = { has_dlc_feature = legends }
# legend_seed_struggle_ending_effect = {
# ENDER = root
# STRUGGLE = persian_struggle
# }
# }
# if = {
# limit = { has_ach_dlc_trigger = yes }
# add_character_flag = ach_ended_struggle
# }
# if = {
# limit = { scope:struggle_persia_ending_rekindle_iran_decision_option_secret_faith = yes }
# if = {
# limit = { exists = secret_faith }
# secret_faith = { save_scope_as = propagated_faith }
# }
# else = {
# faith = { save_scope_as = propagated_faith }
# }
# }
# else = {
# faith = { save_scope_as = propagated_faith }
# }
# trigger_event = fp3_struggle.0091
# show_as_tooltip = { # Fake effects, custom-made to be readable (and also a summary of what happens across several events for OOP/UX reasons)
# struggle:persian_struggle = { end_struggle = yes }
#
# fp3_struggle_rekindle_iran_effects = yes
# }
#
# title:d_sunni = { remove_variable = struggle_block_dissolution_faction }
# title:e_arabia = { remove_variable = struggle_block_dissolution_faction }
#
# # Silk Road bonus towards prosperity if and when Persia's turmoil comes to an end
# tgp_silk_road_iranian_intermezzo_ending_effect = yes
# }
#
# # Kingdom+ only
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 36
# empire = 36
# hegemony = 36
# }
# ai_potential = { always = yes }
# ai_will_do = { base = 100 }
#}
#
###################################
# Favour Skilled Outsiders
# By Ewan Cowhig Croft
###################################
# Bring in skilled characters that like you at the cost of offending your other vassals.
### Favor Skilled Outsiders ###
favour_skilled_outsiders_decision = {
desc = favour_skilled_outsiders_decision_desc
confirm_text = favour_skilled_outsiders_decision_confirm
selection_tooltip = favour_skilled_outsiders_decision_tooltip
picture = {
reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds"
}
sort_order = 90
decision_group_type = courtier
is_shown = {
has_fp3_dlc_trigger = yes
is_landed = yes
favour_skilled_outsiders_decision_valid_character_to_take_trigger = yes
}
is_valid = {
any_sub_realm_county = { favour_skilled_outsiders_decision_valid_county_to_generate_trigger = yes }
favour_skilled_outsiders_decision_valid_character_to_take_trigger = yes
realm_size >= medium_realm_size
}
is_valid_showing_failures_only = {
is_available_adult = yes
is_at_war = no
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "favour_skilled_outsiders_decision.second_step"
# Diplomacy-Martial: Eloquent Captains
item = {
value = outsider_diplomacy_martial
current_description = favour_skilled_outsiders_decision.tt.diplomacy_martial
localization = favour_skilled_outsiders_decision.tt.diplomacy_martial
icon = "gfx/interface/icons/message_feed/a_catch_all_councillor_icon.dds"
is_valid = {
custom_tooltip = {
text = COUNCILLOR_MISSING_CHANCELLOR
exists = cp:councillor_chancellor
}
trigger_if = {
limit = { exists = cp:councillor_chancellor }
cp:councillor_chancellor = { diplomacy < favour_skilled_outsiders_decision_skill_threshold_value }
# And an extra tooltip for narrative clarity.
custom_tooltip = {
text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house
cp:councillor_chancellor = { diplomacy < favour_skilled_outsiders_decision_skill_threshold_value }
}
}
}
ai_chance = {
# The AI wants to recruit characters that compensate for their skills.
## So we set a high base.
value = 100
## Then we subtract root's relevant skills.
subtract = diplomacy
subtract = martial
}
}
# Martial-Prowess: Career Soldiers
item = {
value = outsider_martial_prowess
current_description = favour_skilled_outsiders_decision.tt.martial_prowess
localization = favour_skilled_outsiders_decision.tt.martial_prowess
icon = "gfx/interface/icons/message_feed/mercenary.dds"
is_valid = {
custom_tooltip = {
text = COUNCILLOR_MISSING_MARSHAL
exists = cp:councillor_marshal
}
trigger_if = {
limit = { exists = cp:councillor_marshal }
cp:councillor_marshal = { martial < favour_skilled_outsiders_decision_skill_threshold_value }
# And an extra tooltip for narrative clarity.
custom_tooltip = {
text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house
cp:councillor_marshal = { martial < favour_skilled_outsiders_decision_skill_threshold_value }
}
}
}
ai_chance = {
# The AI wants to recruit characters that compensate for their skills.
## So we set a high base.
value = 100
## Then we subtract root's relevant skills.
subtract = martial
subtract = prowess
}
}
# Prowess-Learning: Fringe Nobility
item = {
value = outsider_prowess_learning
current_description = favour_skilled_outsiders_decision.tt.prowess_learning
localization = favour_skilled_outsiders_decision.tt.prowess_learning
icon = "gfx/interface/icons/message_feed/tier_down.dds"
# Always valid.
ai_chance = {
# The AI wants to recruit characters that compensate for their skills.
## So we set a high base.
value = 100
## Then we subtract root's relevant skills.
subtract = prowess
subtract = learning
}
}
# Learning-Intrigue: Dedicated Functionaries
item = {
value = outsider_learning_intrigue
current_description = favour_skilled_outsiders_decision.tt.learning_intrigue
localization = favour_skilled_outsiders_decision.tt.learning_intrigue
icon = "gfx/interface/icons/message_feed/secret.dds"
is_valid = {
custom_tooltip = {
text = COUNCILLOR_MISSING_COURT_CHAPLAIN
exists = cp:councillor_court_chaplain
}
trigger_if = {
limit = { exists = cp:councillor_court_chaplain }
cp:councillor_court_chaplain = { learning < favour_skilled_outsiders_decision_skill_threshold_value }
# And an extra tooltip for narrative clarity.
custom_tooltip = {
text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house
cp:councillor_court_chaplain = { learning < favour_skilled_outsiders_decision_skill_threshold_value }
}
}
}
ai_chance = {
# The AI wants to recruit characters that compensate for their skills.
## So we set a high base.
value = 100
## Then we subtract root's relevant skills.
subtract = learning
subtract = intrigue
}
}
# Intrigue-Stewardship: Cunning Officials
item = {
value = outsider_intrigue_stewardship
current_description = favour_skilled_outsiders_decision.tt.intrigue_stewardship
localization = favour_skilled_outsiders_decision.tt.intrigue_stewardship
icon = "gfx/interface/icons/message_feed/spy_master.dds"
is_valid = {
custom_tooltip = {
text = COUNCILLOR_MISSING_SPYMASTER
exists = cp:councillor_spymaster
}
trigger_if = {
limit = { exists = cp:councillor_spymaster }
cp:councillor_spymaster = { intrigue < favour_skilled_outsiders_decision_skill_threshold_value }
# And an extra tooltip for narrative clarity.
custom_tooltip = {
text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house
cp:councillor_spymaster = { intrigue < favour_skilled_outsiders_decision_skill_threshold_value }
}
}
}
ai_chance = {
# The AI wants to recruit characters that compensate for their skills.
## So we set a high base.
value = 100
## Then we subtract root's relevant skills.
subtract = intrigue
subtract = stewardship
}
}
# Stewardship-Diplomacy: Skilled Administrators
item = {
value = outsider_stewardship_diplomacy
current_description = favour_skilled_outsiders_decision.tt.stewardship_diplomacy
localization = favour_skilled_outsiders_decision.tt.stewardship_diplomacy
icon = "gfx/interface/icons/message_feed/money.dds"
is_valid = {
custom_tooltip = {
text = COUNCILLOR_MISSING_STEWARD
exists = cp:councillor_steward
}
trigger_if = {
limit = { exists = cp:councillor_steward }
cp:councillor_steward = { stewardship < favour_skilled_outsiders_decision_skill_threshold_value }
# And an extra tooltip for narrative clarity.
custom_tooltip = {
text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house
cp:councillor_steward = { stewardship < favour_skilled_outsiders_decision_skill_threshold_value }
}
}
}
ai_chance = {
# The AI wants to recruit characters that compensate for their skills.
## So we set a high base.
value = 100
## Then we subtract root's relevant skills.
subtract = stewardship
subtract = diplomacy
}
}
}
effect = {
# So here's what'll happen.
custom_tooltip = favour_skilled_outsiders_decision.tt.promote_minorities_from_within_realm
custom_tooltip = favour_skilled_outsiders_decision.tt.two_batches_to_choose_from
# And how people will react.
show_as_tooltip = { favour_skilled_outsiders_decision_apply_opinions_effect = yes }
# Save how much prestige we paid in case we back out.
save_scope_value_as = {
name = prestige_cost
value = favour_skilled_outsiders_decision_prestige_cost_value
}
# Now fire the actual event.
trigger_event = fp3_misc_decisions.0032
}
cooldown = { years = 25 }
cost = { prestige = favour_skilled_outsiders_decision_prestige_cost_value }
ai_check_interval = 0
ai_potential = {
# Check this stuff early, else we'll go through a bunch of county checks unnecessarily.
favour_skilled_outsiders_decision_valid_character_to_take_trigger = yes
# Plus simple validity checks.
is_adult = yes
is_at_war = no
}
ai_will_do = {
# We don't want to use this too much - the AI is gonna have trouble utilising such characters correctly.
base = -50
# Missing councillors.
## Chancellor
modifier = {
add = 50
NOT = { exists = cp:councillor_chancellor }
}
## Steward
modifier = {
add = 50
NOT = { exists = cp:councillor_steward }
}
## Marshal
modifier = {
add = 50
NOT = { exists = cp:councillor_marshal }
}
## Spymaster
modifier = {
add = 50
NOT = { exists = cp:councillor_spymaster }
}
## Court_chaplain
modifier = {
add = 50
NOT = { exists = cp:councillor_court_chaplain }
}
modifier = {
add = 50
has_any_kurultai_trigger = no
}
# Government.
## Teensy upweight for clans, as the model for the decision.
modifier = {
add = 20
government_has_flag = government_is_clan
}
# Traits.
## Calm
modifier = {
add = 15
has_trait = calm
}
## Humble
modifier = {
add = 15
has_trait = humble
}
## Ambitious
modifier = {
add = 15
has_trait = ambitious
}
}
}
####################################
## Sunder Caliphate Ending
####################################
#### Destroy the Caliphate ###
#fp3_sunder_the_caliphate_decision = {
# decision_group_type = major
# title = fp3_sunder_the_caliphate_decision
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_strength.dds"
# }
# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_assertion.dds" # Does this need to be updated?
# desc = fp3_sunder_the_caliphate_decision_desc
# selection_tooltip = fp3_sunder_the_caliphate_decision_tooltip
# sort_order = 80
#
# is_shown = {
# is_landless_adventurer = no
# exists = title:d_sunni.holder
# NOR = {
# this = title:d_sunni.holder
# house = title:d_sunni.holder.house
# }
# any_character_struggle = {
# involvement = involved
# is_struggle_type = persian_struggle
# }
# }
#
# is_valid = {
# highest_held_title_tier >= tier_kingdom
# custom_tooltip = {
# text = struggle_persia_ending_foundation_decision_option_succession_tt
# NOT = {
# faith = { has_doctrine = muhammad_succession_sunni_doctrine }
# }
# }
# custom_tooltip = {
# text = fp3_caliph_is_imprisoned_by_you
# any_prisoner = {
# any_held_title = {
# this = title:d_sunni
# }
# }
# }
# custom_tooltip = {
# text = fp3_caliph_faith_is_hostile_or_higher
# faith = {
# faith_hostility_level = {
# target = title:d_sunni.holder.faith
# value >= religious_cb_enabled_hostility_level
# }
# }
# }
#
#
# piety_level >= high_piety_level
#
# completely_controls = title:d_samarra
# }
#
# is_valid_showing_failures_only = {
# is_available_adult = yes
# }
#
# effect = {
# if = {
# limit = { has_dlc_feature = legends }
# legend_seed_struggle_ending_effect = {
# ENDER = root
# STRUGGLE = persian_struggle
# }
#
# }
# if = {
# limit = { has_ach_dlc_trigger = yes }
# add_character_flag = ach_ended_struggle
# }
#
# title:d_sunni.holder = {
# save_scope_as = the_caliph
# }
# show_as_tooltip = {
# fp3_sundered_caliphate_effects = yes
# }
# trigger_event = fp3_struggle.0191
#
# title:d_sunni = { remove_variable = struggle_block_dissolution_faction }
# title:e_arabia = { remove_variable = struggle_block_dissolution_faction }
# }
#
# cost = {
# piety = massive_piety_value
# }
#
# 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 }
#}
#
###################################
# Become a Clan Government
###################################
### Adopt Clan Ways through House ###
fp3_become_clan_government_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/friendly.dds"
}
desc = fp3_become_clan_government_decision_desc
selection_tooltip = fp3_become_clan_government_decision_tooltip
ai_check_interval_by_tier = {
barony = 0
county = 64
duchy = 64
kingdom = 64
empire = 64
hegemony = 64
}
cost = { prestige = major_prestige_value }
is_shown = {
has_fp3_dlc_trigger = yes
# You are Feudal
government_has_flag = government_is_feudal
# Has a House and is not House Head
exists = house
house.house_head != root
# Religion is Islam (Clan)
religion = religion:islam_religion
# House head is Clan
house.house_head = { government_has_flag = government_is_clan }
}
is_valid = {
# You are Feudal
custom_tooltip = {
text = government_is_feudal_tt
government_has_flag = government_is_feudal
}
# Religion is Islam (Clan)
religion = religion:islam_religion
# House head is Clan
custom_tooltip = {
text = fp3_become_clan_government_decision_house_head_tt
house.house_head = { government_has_flag = government_is_clan }
}
}
effect = {
legend_seed_struggle_ending_effect = {
ENDER = root
STRUGGLE = persian_struggle
}
if = {
limit = { has_ach_dlc_trigger = yes }
add_character_flag = ach_ended_struggle
}
show_as_tooltip ={
change_government = clan_government
# Increase unity, uses this effect since both chars are not clan when script is evaluated
house.house_head = {
apply_clan_unity_interaction_effect = {
CHARACTER = root
TARGET = root.house.house_head
DESC = clan_unity_adopt_clan.desc
VALUE = medium_unity_gain
VALUE_REVERSED = no
}
}
}
trigger_event = fp3_misc_decisions.0051
}
ai_will_do = {
base = -25
# More likely if Clan preferred culture
modifier = {
add = 10
culture = {
OR = {
has_cultural_pillar = heritage_arabic
has_cultural_pillar = heritage_iranian
has_cultural_pillar = heritage_turkic
}
}
}
# More likely if a fan of House Head
opinion_modifier = {
opinion_target = house.house_head
multiplier = 0.5
}
}
}