nation_fracturing_faction = { casus_belli = nation_fracturing_faction_war short_effect_desc = nation_fracturing_faction_short_effect_desc sort_order = 0 is_shown = { NAND = { tgp_is_ceremonial_liege_trigger = yes tgp_is_ceremonial_regent_trigger = no } } discontent_progress = { base = 0 common_discontent_progress_modifier = yes } power_threshold = { base = 80 modifier = { add = 20 faction_target = { has_perk = hard_rule_perk } desc = "FACTION_POWER_HARD_RULE" } dynamic_power_threshold_scripted_modifier = { FACTION_TYPE1 = claimant_faction FACTION_TYPE2 = liberty_faction FACTION_TYPE3 = populist_faction } } is_character_valid = { common_character_validity_trigger = { FACTION_TARGET = scope:faction.faction_target } has_valid_faction_members_trigger = yes } demand = { save_scope_as = faction faction_leader = { save_scope_as = faction_leader } faction_target = { save_scope_as = faction_target } # Let the human players in the faction know that the demand will be sent every_faction_member = { limit = { is_ai = no this != scope:faction.faction_leader } trigger_event = faction_demand.1005 } # Send the actual demand in 5 days faction_target = { trigger_event = { id = faction_demand.1000 days = 5 } } } can_character_create_ui = { base_faction_trigger = { FACTION_TYPE = nation_fracturing_faction } common_can_character_create_trigger = { FACTION_TARGET = scope:target } # Bloc Cohesion requirement japan_faction_cohesion_trigger = yes liege = { top_liege = this NOT = { government_has_flag = government_is_theocracy } custom_tooltip = { text = nation_fracturing_faction.can_character_create_ui.blocked_by_struggle # We could use a parameter but this is just infinitely more performant. NOT = { any_held_title = { has_variable = struggle_block_dissolution_faction } } } } # Only powerful vassals can create such factions and they need to have either another culture or faith OR = { is_powerful_vassal = yes government_has_flag = government_is_nomadic is_ai = no } trigger_if = { limit = { faith.religion = religion:islam_religion liege = { has_title = title:d_sunni } title:d_sunni = { has_variable = dar_al_islam } } liege = { NOT = { has_title = title:d_sunni } } } # Muslims vassals cannot create or join against Dar al-Islam trigger_if = { limit = { scope:target = { has_title = title:h_dar_al_islam } } custom_tooltip = { text = dar_al_islam_faction_block_desc NOT = { faith.religion = religion:islam_religion } } } } can_character_create = { common_can_character_create_trigger = { FACTION_TARGET = scope:target } # Bloc Cohesion requirement japan_faction_cohesion_trigger = yes liege = { top_liege = this NOT = { government_has_flag = government_is_theocracy } custom_tooltip = { text = nation_fracturing_faction.can_character_create_ui.blocked_by_struggle # We could use a parameter but this is just infinitely more performant. NOT = { any_held_title = { has_variable = struggle_block_dissolution_faction } } } } # Only powerfull vassals can create such factions and they need to have either another culture or faith OR = { is_powerful_vassal = yes is_ai = no } trigger_if = { limit = { faith.religion = religion:islam_religion liege = { has_title = title:d_sunni } title:d_sunni = { has_variable = dar_al_islam } } liege = { NOT = { has_title = title:d_sunni } } } # Muslims vassals cannot create or join against Dar al-Islam trigger_if = { limit = { scope:target = { has_title = title:h_dar_al_islam } } custom_tooltip = { text = dar_al_islam_faction_block_desc NOT = { faith.religion = religion:islam_religion } } } } ai_create_score = { base = -200 # Base reluctance value we must overcome to start an Independence Faction. ############ # BLOCKERS # common_create_faction_blockers = { FACTION_TARGET = scope:target FLAG = recent_nation_fracturing_faction_war } nation_fracturing_faction_blockers = { FACTION_TARGET = scope:target } ####################### # Standard AI Weights # common_faction_modifiers = { FACTION_TARGET = scope:target OPINION_MULTIPLIER = -2 MAX_OPINION = 200 POWER = 0 THRESHOLD = 80 } nation_fracturing_faction_modifiers = { FACTION_TARGET = scope:target } #House Hostility from Armenian tradition modifier = { desc = "FACTION_REASON_HOUSE_HOSTILITY" scope:target.house ?= { this != root.house } culture = { has_cultural_parameter = house_hostility_more_common } factor = 1.25 } } can_character_join = { common_can_character_join_trigger = { FACTION_TARGET = scope:faction.faction_target } trigger_if = { limit = { faith.religion = religion:islam_religion liege = { has_title = title:d_sunni } title:d_sunni = { has_variable = dar_al_islam } } liege = { NOT = { has_title = title:d_sunni } } } # Muslims vassals cannot create or join against Dar al-Islam trigger_if = { limit = { scope:faction.faction_target = { has_title = title:h_dar_al_islam } } custom_tooltip = { text = dar_al_islam_faction_block_desc NOT = { faith.religion = religion:islam_religion } } } } can_character_become_leader = { can_become_leader_of_faction_trigger = yes } ai_join_score = { base = -150 # Base reluctance value we must overcome to join an Independence Faction. ############ # BLOCKERS # common_join_faction_blockers = { FACTION_TARGET = scope:faction.faction_target } nation_fracturing_faction_blockers = { FACTION_TARGET = scope:faction.faction_target } ####################### # Standard AI Weights # common_faction_modifiers = { FACTION_TARGET = scope:faction.faction_target OPINION_MULTIPLIER = -2 MAX_OPINION = 100 POWER = scope:faction.faction_power THRESHOLD = scope:faction.faction_power_threshold } nation_fracturing_faction_modifiers = { FACTION_TARGET = scope:faction.faction_target } modifier = { # CE1 Divine Mandate perk desc = "FACTION_REASON_LEGITIMACY_LEGACY_4" liege.dynasty = { has_dynasty_perk = ce1_legitimacy_legacy_4 } add = -35 } #House Hostility from Armenian tradition modifier = { desc = "FACTION_REASON_HOUSE_HOSTILITY" scope:target.house ?= { this != root.house } culture = { has_cultural_parameter = house_hostility_more_common } factor = 1.25 } #EP3 admin legitimacy event modifier = { desc = "FACTION_REASON_LOW_LEGITIMACY_CHALLENGER" add = 25 scope:faction = { any_faction_member = { has_character_flag = low_legitimacy_admin_factions_flag } } } } ai_demand_chance = { base = 0 # 40% base chance at minimum power (80%), increasing linearly compare_modifier = { value = faction_power multiplier = 0.5 } # Once the faction has a good chance to win (10% stronger than liege) demand chance increases much more rapidly. compare_modifier = { trigger = { faction_power > 110 } value = faction_power multiplier = 1 } modifier = { add = 100 faction_target = { is_at_war = yes # Independence Factions are opportunistic bastards! } } modifier = { add = -1000 faction_target = { involved_activity ?= { has_activity_type = activity_coronation activity_host = prev } } } } county_join_score = { base = 0 compare_modifier = { desc = "FACTION_REASON_COUNTY_OPINION" value = county_opinion multiplier = -1.0 } } is_county_valid = { holder = scope:faction.faction_target OR = { culture != scope:faction.faction_target.culture faith != scope:faction.faction_target.faith } } on_creation = { save_scope_as = faction if = { limit = { any_player = { has_government = landless_adventurer_government is_within_diplo_range = { CHARACTER = scope:faction.faction_target } NOT = { has_contact = scope:faction.faction_target } OR = { faith = scope:faction.faction_target.faith culture = scope:faction.faction_target.culture } any_character_task_contract = { task_contract_type = laamp_join_faction_contract count <= 3 } can_create_task_contract = { type_name = laamp_join_faction_contract employer = scope:faction.faction_leader } save_temporary_scope_as = player_laamp } } scope:player_laamp = { create_task_contract = { task_contract_type = laamp_join_faction_contract task_contract_tier = scope:faction.faction_leader.task_contract_tier_value location = scope:faction.faction_leader.primary_title.title_province task_contract_employer = scope:faction.faction_leader target = scope:faction.faction_target } } } } county_allow_join = yes county_allow_create = no }