# These have to be duplicated for each of the 4 Kurultai. In other words, if you make a change in one of them, reflect it across all of them # Kurultai 1 task_kurultai_default_1 = { default_task = yes position = councillor_kurultai_1 asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_default.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } council_owner_modifier = { name = task_kurultai_default_modifier herd_gain_mult = 0.01 herd_capacity_mult = 0.01 scale = kurultai_manage_herd_final_value } task_type = task_type_general task_progress = task_progress_infinite effect_desc = { desc = task_kurultai_default_effect_desc desc = task_kurultai_default_herd_gain_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Herd triggered_desc = { trigger = { scope:councillor = { diplomacy >= low_skill_rating } } desc = task_kurultai_default_gain_herd } # Bonus Army triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { diplomacy >= high_skill_rating } } desc = task_kurultai_default_bonus_army } ## Negative # Lose Herd triggered_desc = { trigger = { scope:councillor = { diplomacy <= very_high_skill_rating } } desc = task_kurultai_default_lose_herd } # Lose Control triggered_desc = { trigger = { is_landed = yes scope:councillor = { diplomacy <= decent_skill_rating } } desc = task_kurultai_default_lose_control } } } monthly_on_action = task_help_herders_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 500 if = { # limit = { scope:councillor = { highest_skill = diplomacy } } add = 500 } } } task_kurultai_fertility_1 = { position = councillor_kurultai_1 task_type = task_type_county county_target = realm ai_county_target = domain task_progress = task_progress_value task_current_value = scope:county.county_fertility task_max_value = 100 # Highest possible county fertility highlight_own_realm = yes asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_fertility.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } county_modifier = { name = task_kurultai_fertility_modifier county_fertility_growth_mult = 0.01 scale = kurultai_increased_fertility_scale_value } potential_county = { exists = scope:county.holder scope:county = { is_landless_type_title = no } custom_tooltip = { text = task_kurultai_use_fertility scope:county.holder = { OR = { government_has_flag = government_is_nomadic government_has_flag = government_is_herder } } } custom_tooltip = { text = task_kurultai_fertility_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_fertility_2 is_target_of_council_task = task_kurultai_fertility_3 is_target_of_council_task = task_kurultai_fertility_4 } } } custom_tooltip = { text = task_kurultai_exploited_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_exploit_area_2 is_target_of_council_task = task_kurultai_exploit_area_3 is_target_of_council_task = task_kurultai_exploit_area_4 } } } } effect_desc = { desc = task_kurultai_fertility_effect_desc desc = task_kurultai_fertility_gain_desc desc = { desc = council_task_possible_side_effects ## Positive # Increase Fertility triggered_desc = { trigger = { scope:councillor = { stewardship >= low_skill_rating } } desc = task_kurultai_fertility_increase_fertility } # Increase Popular Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { stewardship >= high_skill_rating } } desc = task_kurultai_fertility_county_opinion } ## Negative # Lose Fertility triggered_desc = { trigger = { scope:councillor = { stewardship <= very_high_skill_rating } } desc = task_kurultai_fertility_reduce_fertility } # Prestige Loss triggered_desc = { trigger = { scope:councillor = { stewardship <= decent_skill_rating } } desc = task_kurultai_fertility_lose_prestige } } } monthly_on_action = task_manage_fertility_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 500 if = { # limit = { scope:councillor = { highest_skill = stewardship } } add = 500 } if = { limit = { capital_county ?= { uses_county_fertility = yes county_fertility <= 50 } } add = 1000 } # AI directive if = { limit = { scope:councillor_liege = { has_character_flag = vassal_directive_manage_fertility vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege } } } add = 10000 if = { limit = { scope:councillor_liege.cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_fertility_2 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_fertility_3 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_fertility_4 } } divide = 4 } } } } task_kurultai_control_1 = { position = councillor_kurultai_1 task_type = task_type_county county_target = realm ai_county_target = domain task_progress = task_progress_value task_current_value = scope:councillor_liege.marshal_increase_control_current_progress task_max_value = 100 # Highest possible county control highlight_own_realm = yes restart_on_finish = yes # If it "finishes" by removing a corruption modifier, there'll still be control to regain asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_control.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } effect_desc = { desc = task_kurultai_control_effect_desc desc = task_kurultai_increase_control_effect_desc desc = { desc = council_task_possible_side_effects triggered_desc = { trigger = { scope:councillor_liege = { any_active_accolade = { has_accolade_parameter = accolade_increase_control_bonus } } } desc = task_increase_control_acclaimed_knight_subdues_peasantry } triggered_desc = { trigger = { martial > mediocre_skill_rating } desc = task_increase_control_increase_opinion } triggered_desc = { trigger = { martial > mediocre_skill_rating } desc = task_increase_control_baron_opinion_increase } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_lose_opinion } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_lose_control } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_baron_opinion_loss } } } # TOTAL PROGRESS MUST MATCH THE TOTAL OF THE COUNTY MODIFIERS BELOW # Add all new progress values to the script value marshal_increase_control_total # Note that for Increase Control, the County Modifiers apply the actual values, while progress is for player info only progress = { value = 0 add = { value = marshal_increase_control_base desc = INCREASE_CONTROL_BASE } add = { value = scope:councillor.marshal_increase_county_control_monthly_change desc = SCALED_COUNCILLOR_MARTIAL_VALUE } # Relation Bonuses/Penalties if = { # Friend limit = { scope:councillor_liege = { has_relation_friend = scope:councillor NOT = { has_relation_best_friend = scope:councillor } } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_friend_bonus desc = COUNCILLOR_IS_YOUR_FRIEND } } if = { # Best Friend limit = { scope:councillor_liege = { has_relation_best_friend = scope:councillor } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_best_friend_bonus desc = COUNCILLOR_IS_YOUR_BEST_FRIEND } } if = { # Rival limit = { scope:councillor_liege = { has_relation_rival = scope:councillor NOT = { has_relation_nemesis = scope:councillor } } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_rival_bonus desc = COUNCILLOR_IS_YOUR_RIVAL } } if = { # Nemesis limit = { scope:councillor_liege = { has_relation_nemesis = scope:councillor } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_nemesis_bonus desc = COUNCILLOR_IS_YOUR_NEMESIS } } if = { limit = { scope:councillor_liege = { has_perk = strict_organization_perk } } add = { value = scope:councillor.marshal_increase_county_control_perk_bonus_monthly_change desc = INCREASE_CONTROL_PERK_BONUS_VALUE } } if = { limit = { councillor_liege_has_erudition_legacy_5_perk = yes } add = { value = scope:councillor.marshal_increase_county_control_erudition_bonus_monthly_change desc = ERUDITION_DYNASTY_PERK_BONUS_VALUE } } if = { limit = { councillor_liege_has_family_business_bonus = yes } add = { value = scope:councillor.marshal_increase_county_control_family_business_bonus_monthly_change desc = FAMILY_BUSINESS_BONUS_VALUE } } if = { limit = { councillor_liege_has_consulted_house_bonus = yes } add = { value = scope:councillor.marshal_increase_county_control_consulted_house_bonus_monthly_change desc = CONSULTED_HOUSE_BONUS_VALUE } } if = { limit = { scope:councillor = { has_character_modifier = event_bonus_to_county_control } } add = { value = scope:councillor.marshal_increase_county_control_experience_bonus_monthly_change desc = INCREASE_COUNTY_CONTROL_EXPERIENCE_BONUS_VALUE } } if = { limit = { exists = scope:county } multiply = { value = scope:county.monthly_county_control_growth_factor desc = MARSHAL_COUNTY_SPEED_MODIFIERS } } if = { limit = { exists = scope:county scope:county = { has_county_modifier = petition_liege_county_control_modifier } } add = { value = scope:councillor.petition_liege_county_control_modifier_value desc = MARSHAL_INCREASE_CONTROL_LOCAL_COUNTY_MODIFIERS } } #EP3 if = { limit = { scope:councillor_liege = { employs_court_position = court_jester_court_position court_position:court_jester_court_position = { has_character_flag = famous_mime_control } } } add = { value = scope:councillor_liege.court_position:court_jester_court_position.marshal_court_jester_contribution_value desc = MARSHAL_INCREASE_CONTROL_MIME_MODIFIER } } } full_progress = marshal_increase_control_full_progress custom_other_loc = MARSHAL_COUNTY_SPEED_OTHER potential_county = { scope:county = { is_landless_type_title = no custom_description = { text = potential_county_control_task_trigger OR = { has_county_corruption_trigger = yes county_control < full_county_control } } # If the growth factor is 0, no amount of trying to control helps # (happens when the county is under siege/occupied most likely) monthly_county_control_growth_factor > 0 custom_tooltip = { text = potential_county_control_task_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_control_2 is_target_of_council_task = task_kurultai_control_3 is_target_of_council_task = task_kurultai_control_4 } } } } } county_modifier = { name = marshal_increase_control_modifier monthly_county_control_growth_add = 1 scale = marshal_increase_control_total } on_start_task_county = { #spawn a task contract if = { limit = { scope:councillor_liege = { is_independent_ruler = yes } any_player = { is_landless_adventurer = yes is_within_diplo_range = { CHARACTER = scope:councillor } any_character_task_contract = { has_task_contract_type = laamp_help_increase_control_contract count <= council_task_contracts_limit_value } can_create_task_contract = { type_name = laamp_help_increase_control_contract employer = scope:councillor } save_temporary_scope_as = player_laamp } } scope:player_laamp = { create_task_contract = { task_contract_type = laamp_help_increase_control_contract task_contract_tier = scope:councillor.task_contract_tier_value location = scope:county.title_province task_contract_employer = scope:councillor target = scope:councillor.liege destination = scope:county.title_province save_scope_as = task_contract } } } } on_finish_task_county = { if = { limit = { scope:county = { has_county_corruption_trigger = yes } } scope:county = { marshal_remove_random_county_corruption_modifier_effect = yes change_county_control = -25 } } } monthly_on_action = increase_control_monthly_on_action on_monthly_county = { random = { chance = scope:councillor.marshal_remove_county_corruption_chance scope:county = { marshal_remove_random_county_corruption_modifier_effect = yes } } } is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 1000 # Highest prio if = { # Keep doing Organize levies if you're at war limit = { scope:councillor_liege = { is_at_war = no } } add = 19000 } if = { # Keep doing Organize levies if you're at war limit = { is_performing_council_task = task_organize_levies scope:councillor_liege = { is_at_war = yes } } add = -1000 } if = { # Stop doing this if Organize levies could help you lose less gold during a war limit = { NOT = { is_performing_council_task = task_organize_levies } scope:councillor_liege = { is_at_war = yes monthly_character_income < monthly_character_expenses } } add = -1000 } } } task_kurultai_court_astrologer_1 = { position = councillor_kurultai_1 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_court_astrologer.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } is_valid_showing_failures_only = { liege_or_court_owner ?= { employs_court_position = court_astrologer_court_position } tgp_natural_disaster_councillor_available_for_task_trigger = yes } council_owner_modifier = { name = task_kurultai_court_astrologer_modifier monthly_piety_gain_mult = 0.01 scale = kurultai_court_astrologer_piety_final_value } effect_desc = { desc = task_kurultai_court_astrologer_effect_desc desc = task_kurultai_court_astrologer_piety_desc desc = task_kurultai_court_astrologer_aptitude_desc # You have the Zealous Proselytizer perk triggered_desc = { trigger = { liege = { has_perk = zealous_proselytizer_perk } } desc = task_kurultai_court_astrologer_zealous_proselytizer_bonus_desc } desc = { desc = council_task_possible_side_effects ## Positive # Gain Piety triggered_desc = { trigger = { scope:councillor = { learning >= low_skill_rating } } desc = task_kurultai_astrologer_increase_piety } # Gain Astrologer Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { learning >= high_skill_rating } } desc = task_kurultai_astrologer_increase_opinion } ## Negative # Lose Piety triggered_desc = { trigger = { scope:councillor = { learning <= very_high_skill_rating } } desc = task_kurultai_astrologer_reduce_piety } # Lose Astrologer Opinion triggered_desc = { trigger = { is_landed = yes scope:councillor = { learning <= decent_skill_rating } } desc = task_kurultai_astrologer_reduce_opinion } } } monthly_on_action = task_manage_astrologer_on_action ai_will_do = { value = 250 if = { # limit = { scope:councillor = { highest_skill = learning } } add = 500 } if = { limit = { piety < 50 } add = 1000 } } } task_kurultai_domestic_affairs_1 = { position = councillor_kurultai_1 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_domestic_affairs.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_domestic_affairs_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_domestic_affairs_2 } cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_domestic_affairs_3 } cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_domestic_affairs_4 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } effect_desc = { desc = task_kurultai_domestic_affairs_effect_desc # Direct Vassal Opinion desc = task_domestic_affairs_direct_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_title = title:c_byzantion title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } } } desc = chancellor_domestic_affairs_opinion_pandidakterion_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_opinion_food_bonus_desc } # Parochial Vassal Opinion desc = task_domestic_affairs_parochial_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_title = title:c_byzantion title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } } } desc = chancellor_domestic_affairs_opinion_pandidakterion_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_opinion_food_bonus_desc } # Tyranny Loss desc = task_domestic_affairs_tyranny_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_tyranny_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_tyranny_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_tyranny_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_tyranny_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_tyranny_food_bonus_desc } desc = { desc = council_task_possible_side_effects triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_improved_vassal_opinion } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating liege = { any_vassal = { government_has_flag = government_is_feudal primary_title.tier > tier_barony } } } desc = task_increase_control_improve_vassal_contract } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_end_internal_war } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_force_vassal_partition } triggered_desc = { trigger = { diplomacy < high_skill_rating } desc = task_increase_control_lose_vassal_opinion } triggered_desc = { trigger = { diplomacy < high_skill_rating liege = { any_vassal = { government_has_flag = government_is_feudal primary_title.tier > tier_barony } } } desc = task_increase_control_worsen_contract } } } on_start_task = { liege = { set_variable = { name = chancellor_domestic_affairs_opinion_value value = 0 } } } on_cancel_task = { if = { limit = { is_alive = yes has_variable = chancellor_domestic_affairs_opinion_value } remove_variable = chancellor_domestic_affairs_opinion_value } } council_owner_modifier = { name = task_domestic_affairs_opinion_modifier direct_vassal_opinion = 1 scale = chancellor_domestic_affairs_opinion_scale } council_owner_modifier = { name = task_domestic_affairs_parochial_opinion_modifier parochial_opinion = 1 scale = chancellor_domestic_affairs_opinion_scale } council_owner_modifier = { name = task_domestic_affairs_opinion_modifier tyranny_loss_mult = 0.01 scale = chancellor_domestic_affairs_tyranny_total } monthly_on_action = task_domestic_affairs_side_effects on_monthly = { if = { limit = { liege = { is_ai = no } } if = { limit = { liege = { has_variable = chancellor_domestic_affairs_opinion_value } } liege = { if = { limit = { var:chancellor_domestic_affairs_opinion_value < root.chancellor_domestic_affairs_opinion_max } change_variable = { name = chancellor_domestic_affairs_opinion_value add = root.chancellor_domestic_affairs_monthly_increase } } if = { limit = { var:chancellor_domestic_affairs_opinion_value > root.chancellor_domestic_affairs_opinion_max } set_variable = { name = chancellor_domestic_affairs_opinion_value value = root.chancellor_domestic_affairs_opinion_max } } } } else = { liege = { set_variable = { name = chancellor_domestic_affairs_opinion_value value = 0 } } } } } ai_will_do = { value = 0 if = { # Do this if you have a faction against you, every little bit helps limit = { scope:councillor_liege = { any_targeting_faction = { OR = { faction_is_type = independence_faction faction_is_type = nation_fracturing_faction faction_is_type = liberty_faction faction_is_type = claimant_faction } } } } add = 1000 } if = { # Get rid of tyranny limit = { scope:councillor_liege = { OR = { AND = { # Somewhat rational characters prefer this over the prestige of foreign affairs ai_rationality > -25 NOT = { has_trait = arrogant } tyranny >= 5 } AND = { # If you're arrogant or deeply irrational, it'll take a long time for you to realize OR = { ai_rationality <= -25 has_trait = arrogant } tyranny >= 15 } } } } add = 500 } } } task_kurultai_exploit_area_1 = { position = councillor_kurultai_1 task_type = task_type_county county_target = domain ai_county_target = domain highlight_own_realm = yes task_progress = task_progress_value task_current_value = scope:county.county_fertility task_max_value = 100.0001 # Highest possible county fertility asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_exploit_area.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } potential_county = { exists = scope:county.holder scope:county = { is_landless_type_title = no county_fertility > 0 } trigger_if = { limit = { scope:county.holder = { is_ai = yes } } NOT = { scope:county = scope:county.holder.capital_county } } custom_tooltip = { text = task_kurultai_use_fertility scope:county.holder = { OR = { government_has_flag = government_is_nomadic government_has_flag = government_is_herder } } } custom_tooltip = { text = task_kurultai_fertility_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_fertility_2 is_target_of_council_task = task_kurultai_fertility_3 is_target_of_council_task = task_kurultai_fertility_4 } } } custom_tooltip = { text = task_kurultai_exploited_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_exploit_area_2 is_target_of_council_task = task_kurultai_exploit_area_3 is_target_of_council_task = task_kurultai_exploit_area_4 } } } } county_modifier = { name = task_kurultai_exploit_modifier county_fertility_decline_add = -1 scale = kurultai_exploit_area_fertility_final_value } council_owner_modifier = { name = task_kurultai_exploit_modifier monthly_income_from_herd_mult = 0.01 scale = kurultai_exploit_area_income_final_value } effect_desc = { desc = task_kurultai_exploit_effect_desc desc = task_kurultai_exploit_fertility_desc desc = task_kurultai_exploit_income_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Gold triggered_desc = { trigger = { scope:councillor = { stewardship >= low_skill_rating } } desc = task_kurultai_exploit_gain_gold } # Gain Dread triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { stewardship >= high_skill_rating } } desc = task_kurultai_exploit_gain_dread } ## Negative # Reduce Fertility triggered_desc = { trigger = { scope:councillor = { stewardship <= very_high_skill_rating } } desc = task_kurultai_exploit_reduce_fertility } # Reduce County Opinion triggered_desc = { trigger = { scope:councillor = { stewardship <= decent_skill_rating } } desc = task_kurultai_exploit_lose_county_opinion } } } monthly_on_action = task_exploit_area_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 0 # Only do this if they are running out of money if = { limit = { gold < 15 } add = 2500 } } } task_kurultai_raider_1 = { position = councillor_kurultai_1 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_raider.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } council_owner_modifier = { name = task_kurultai_raider_modifier hostile_county_attrition_raiding = -0.01 max_loot_mult = 0.01 scale = kurultai_organize_raiders_loot_final_value } council_owner_modifier = { name = task_kurultai_raider_modifier raid_speed = 0.01 movement_speed_land_raiding = 0.01 scale = kurultai_organize_raiders_raid_final_value } effect_desc = { desc = task_kurultai_control_effect_desc desc = task_kurultai_raider_loot_desc desc = task_kurultai_raider_attrition_desc desc = task_kurultai_raider_raiding_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Prestige triggered_desc = { trigger = { scope:councillor = { martial >= low_skill_rating } } desc = task_kurultai_raiders_gain_prestige } # Gain Dread triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { martial >= high_skill_rating } } desc = task_kurultai_raiders_gain_dread } ## Negative # Lose Prestige triggered_desc = { trigger = { scope:councillor = { martial <= very_high_skill_rating } } desc = task_kurultai_raiders_lose_prestige } # Lose Dread triggered_desc = { trigger = { scope:councillor = { martial <= decent_skill_rating } } desc = task_kurultai_raiders_lose_dread } } } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_raiders_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_raider_2 } cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_raider_3 } cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_raider_4 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } monthly_on_action = task_organize_raiders_on_action ai_will_do = { value = 100 if = { # limit = { scope:councillor = { highest_skill = martial } } add = 500 } if = { limit = { any_army = { is_raid_army = yes } } add = 1000 } } } task_kurultai_culture_1 = { position = councillor_kurultai_1 task_type = task_type_general task_progress = task_progress_infinite is_shown = { trigger_if = { limit = { scope:councillor_liege = { tgp_has_access_to_ministry_trigger = yes } } has_council_position = councillor_court_chaplain } trigger_else = { has_council_position = councillor_kurultai_1 } } asset = { trigger = { tgp_has_access_to_ministry_trigger = no } icon = "gfx/interface/icons/council_task_types/task_kurultai_culture.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } asset = { trigger = { tgp_has_access_to_ministry_trigger = yes } icon = "gfx/interface/icons/council_task_types/task_culture_minister.dds" background = "gfx/interface/buttons/button_round_bg.dds" frame = "gfx/interface/buttons/button_round_frame.dds" glow = "gfx/particles/halo.dds" } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_culture_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_culture_2 } cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_culture_3 } cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_culture_4 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } on_start_task = { liege = { set_variable = { name = kurultai_culture_variable_value value = 0 } } } on_cancel_task = { if = { limit = { is_alive = yes has_variable = kurultai_culture_variable_value } remove_variable = kurultai_culture_variable_value } } on_monthly = { if = { limit = { liege = { is_ai = no } } if = { limit = { liege = { has_variable = kurultai_culture_variable_value } } liege = { if = { limit = { var:kurultai_culture_variable_value < root.kurultai_culture_max_value } change_variable = { name = kurultai_culture_variable_value add = root.kurultai_culture_monthly_increase } } if = { limit = { var:kurultai_culture_variable_value > root.kurultai_culture_max_value } set_variable = { name = kurultai_culture_variable_value value = root.kurultai_culture_max_value } } } } else = { liege = { set_variable = { name = kurultai_culture_variable_value value = 0 } } } } } effect_desc = { desc = task_kurultai_court_astrologer_effect_desc desc = task_kurultai_culture_cooldown_effect_desc # You have the Of the People perk triggered_desc = { trigger = { liege = { has_perk = of_the_people_perk } } desc = task_kurultai_culture_1_of_the_people_bonus_desc } desc = task_kurultai_culture_hybridization_effect_desc # You have the Of the People perk triggered_desc = { trigger = { liege = { has_perk = of_the_people_perk } } desc = task_kurultai_culture_1_of_the_people_bonus_desc } desc = { desc = council_task_possible_side_effects ## Positive # Gain Cultural Acceptance triggered_desc = { trigger = { scope:councillor = { learning >= low_skill_rating } } desc = task_kurultai_cultures_increase_acceptance } # Gain Different Culture Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { learning >= high_skill_rating } } desc = task_kurultai_cultures_increase_opinion } ## Negative # Lose Cultural Acceptance triggered_desc = { trigger = { scope:councillor = { learning <= very_high_skill_rating } } desc = task_kurultai_cultures_decrease_acceptance } # Lose Different Opinion triggered_desc = { trigger = { is_landed = yes scope:councillor = { learning <= decent_skill_rating } } desc = task_kurultai_cultures_decrease_opinion } } } monthly_on_action = task_explore_cultures_on_action ai_will_do = { value = 0 # They will never do this # AI directive if = { limit = { scope:councillor_liege = { has_character_flag = vassal_directive_explore_cultures vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege } } } add = 10000 if = { limit = { scope:councillor_liege.cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_culture_2 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_culture_3 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_culture_4 } } divide = 4 } } } } # Kurultai 2 task_kurultai_default_2 = { default_task = yes position = councillor_kurultai_2 asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_default.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } council_owner_modifier = { name = task_kurultai_default_modifier herd_gain_mult = 0.01 herd_capacity_mult = 0.01 scale = kurultai_manage_herd_final_value } task_type = task_type_general task_progress = task_progress_infinite effect_desc = { desc = task_kurultai_default_effect_desc desc = task_kurultai_default_herd_gain_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Herd triggered_desc = { trigger = { scope:councillor = { diplomacy >= low_skill_rating } } desc = task_kurultai_default_gain_herd } # Bonus Army triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { diplomacy >= high_skill_rating } } desc = task_kurultai_default_bonus_army } ## Negative # Lose Herd triggered_desc = { trigger = { scope:councillor = { diplomacy <= very_high_skill_rating } } desc = task_kurultai_default_lose_herd } # Lose Control triggered_desc = { trigger = { is_landed = yes scope:councillor = { diplomacy <= decent_skill_rating } } desc = task_kurultai_default_lose_control } } } monthly_on_action = task_help_herders_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 500 if = { # limit = { scope:councillor = { highest_skill = diplomacy } } add = 500 } } } task_kurultai_fertility_2 = { position = councillor_kurultai_2 task_type = task_type_county county_target = realm ai_county_target = domain highlight_own_realm = yes task_progress = task_progress_value task_current_value = scope:county.county_fertility task_max_value = 100 # Highest possible county fertility asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_fertility.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } county_modifier = { name = task_kurultai_fertility_modifier county_fertility_growth_mult = 0.01 scale = kurultai_increased_fertility_scale_value } potential_county = { exists = scope:county.holder scope:county = { is_landless_type_title = no } custom_tooltip = { text = task_kurultai_use_fertility scope:county.holder = { OR = { government_has_flag = government_is_nomadic government_has_flag = government_is_herder } } } custom_tooltip = { text = task_kurultai_fertility_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_fertility_1 is_target_of_council_task = task_kurultai_fertility_3 is_target_of_council_task = task_kurultai_fertility_4 } } } custom_tooltip = { text = task_kurultai_exploited_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_exploit_area_1 is_target_of_council_task = task_kurultai_exploit_area_3 is_target_of_council_task = task_kurultai_exploit_area_4 } } } } effect_desc = { desc = task_kurultai_fertility_effect_desc desc = task_kurultai_fertility_gain_desc desc = { desc = council_task_possible_side_effects ## Positive # Increase Fertility triggered_desc = { trigger = { scope:councillor = { stewardship >= low_skill_rating } } desc = task_kurultai_fertility_increase_fertility } # Increase Popular Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { stewardship >= high_skill_rating } } desc = task_kurultai_fertility_county_opinion } ## Negative # Lose Fertility triggered_desc = { trigger = { scope:councillor = { stewardship <= very_high_skill_rating } } desc = task_kurultai_fertility_reduce_fertility } # Prestige Loss triggered_desc = { trigger = { scope:councillor = { stewardship <= decent_skill_rating } } desc = task_kurultai_fertility_lose_prestige } } } monthly_on_action = task_manage_fertility_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 500 if = { # limit = { scope:councillor = { highest_skill = stewardship } } add = 500 } if = { limit = { capital_county ?= { uses_county_fertility = yes county_fertility <= 50 } } add = 1000 } # AI directive if = { limit = { scope:councillor_liege = { has_character_flag = vassal_directive_manage_fertility vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege } } } add = 10000 if = { limit = { scope:councillor_liege.cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_fertility_1 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_fertility_3 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_fertility_4 } } divide = 4 } } } } task_kurultai_control_2 = { position = councillor_kurultai_2 task_type = task_type_county county_target = realm ai_county_target = domain task_progress = task_progress_value task_current_value = scope:councillor_liege.marshal_increase_control_current_progress task_max_value = 100 # Highest possible county control highlight_own_realm = yes restart_on_finish = yes # If it "finishes" by removing a corruption modifier, there'll still be control to regain asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_control.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } effect_desc = { desc = task_kurultai_control_effect_desc desc = task_kurultai_increase_control_effect_desc desc = { desc = council_task_possible_side_effects triggered_desc = { trigger = { scope:councillor_liege = { any_active_accolade = { has_accolade_parameter = accolade_increase_control_bonus } } } desc = task_increase_control_acclaimed_knight_subdues_peasantry } triggered_desc = { trigger = { martial > mediocre_skill_rating } desc = task_increase_control_increase_opinion } triggered_desc = { trigger = { martial > mediocre_skill_rating } desc = task_increase_control_baron_opinion_increase } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_lose_opinion } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_lose_control } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_baron_opinion_loss } } } # TOTAL PROGRESS MUST MATCH THE TOTAL OF THE COUNTY MODIFIERS BELOW # Add all new progress values to the script value marshal_increase_control_total # Note that for Increase Control, the County Modifiers apply the actual values, while progress is for player info only progress = { value = 0 add = { value = marshal_increase_control_base desc = INCREASE_CONTROL_BASE } add = { value = scope:councillor.marshal_increase_county_control_monthly_change desc = SCALED_COUNCILLOR_MARTIAL_VALUE } # Relation Bonuses/Penalties if = { # Friend limit = { scope:councillor_liege = { has_relation_friend = scope:councillor NOT = { has_relation_best_friend = scope:councillor } } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_friend_bonus desc = COUNCILLOR_IS_YOUR_FRIEND } } if = { # Best Friend limit = { scope:councillor_liege = { has_relation_best_friend = scope:councillor } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_best_friend_bonus desc = COUNCILLOR_IS_YOUR_BEST_FRIEND } } if = { # Rival limit = { scope:councillor_liege = { has_relation_rival = scope:councillor NOT = { has_relation_nemesis = scope:councillor } } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_rival_bonus desc = COUNCILLOR_IS_YOUR_RIVAL } } if = { # Nemesis limit = { scope:councillor_liege = { has_relation_nemesis = scope:councillor } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_nemesis_bonus desc = COUNCILLOR_IS_YOUR_NEMESIS } } if = { limit = { scope:councillor_liege = { has_perk = strict_organization_perk } } add = { value = scope:councillor.marshal_increase_county_control_perk_bonus_monthly_change desc = INCREASE_CONTROL_PERK_BONUS_VALUE } } if = { limit = { councillor_liege_has_erudition_legacy_5_perk = yes } add = { value = scope:councillor.marshal_increase_county_control_erudition_bonus_monthly_change desc = ERUDITION_DYNASTY_PERK_BONUS_VALUE } } if = { limit = { councillor_liege_has_family_business_bonus = yes } add = { value = scope:councillor.marshal_increase_county_control_family_business_bonus_monthly_change desc = FAMILY_BUSINESS_BONUS_VALUE } } if = { limit = { councillor_liege_has_consulted_house_bonus = yes } add = { value = scope:councillor.marshal_increase_county_control_consulted_house_bonus_monthly_change desc = CONSULTED_HOUSE_BONUS_VALUE } } if = { limit = { scope:councillor = { has_character_modifier = event_bonus_to_county_control } } add = { value = scope:councillor.marshal_increase_county_control_experience_bonus_monthly_change desc = INCREASE_COUNTY_CONTROL_EXPERIENCE_BONUS_VALUE } } if = { limit = { exists = scope:county } multiply = { value = scope:county.monthly_county_control_growth_factor desc = MARSHAL_COUNTY_SPEED_MODIFIERS } } if = { limit = { exists = scope:county scope:county = { has_county_modifier = petition_liege_county_control_modifier } } add = { value = scope:councillor.petition_liege_county_control_modifier_value desc = MARSHAL_INCREASE_CONTROL_LOCAL_COUNTY_MODIFIERS } } #EP3 if = { limit = { scope:councillor_liege = { employs_court_position = court_jester_court_position court_position:court_jester_court_position = { has_character_flag = famous_mime_control } } } add = { value = scope:councillor_liege.court_position:court_jester_court_position.marshal_court_jester_contribution_value desc = MARSHAL_INCREASE_CONTROL_MIME_MODIFIER } } } full_progress = marshal_increase_control_full_progress custom_other_loc = MARSHAL_COUNTY_SPEED_OTHER potential_county = { scope:county = { is_landless_type_title = no custom_description = { text = potential_county_control_task_trigger OR = { has_county_corruption_trigger = yes county_control < full_county_control } } # If the growth factor is 0, no amount of trying to control helps # (happens when the county is under siege/occupied most likely) monthly_county_control_growth_factor > 0 custom_tooltip = { text = potential_county_control_task_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_control_1 is_target_of_council_task = task_kurultai_control_3 is_target_of_council_task = task_kurultai_control_4 } } } } } county_modifier = { name = marshal_increase_control_modifier monthly_county_control_growth_add = 1 scale = marshal_increase_control_total } on_start_task_county = { #spawn a task contract if = { limit = { scope:councillor_liege = { is_independent_ruler = yes } any_player = { is_landless_adventurer = yes is_within_diplo_range = { CHARACTER = scope:councillor } any_character_task_contract = { has_task_contract_type = laamp_help_increase_control_contract count <= council_task_contracts_limit_value } can_create_task_contract = { type_name = laamp_help_increase_control_contract employer = scope:councillor } save_temporary_scope_as = player_laamp } } scope:player_laamp = { create_task_contract = { task_contract_type = laamp_help_increase_control_contract task_contract_tier = scope:councillor.task_contract_tier_value location = scope:county.title_province task_contract_employer = scope:councillor target = scope:councillor.liege destination = scope:county.title_province save_scope_as = task_contract } } } } on_finish_task_county = { if = { limit = { scope:county = { has_county_corruption_trigger = yes } } scope:county = { marshal_remove_random_county_corruption_modifier_effect = yes change_county_control = -25 } } } monthly_on_action = increase_control_monthly_on_action on_monthly_county = { random = { chance = scope:councillor.marshal_remove_county_corruption_chance scope:county = { marshal_remove_random_county_corruption_modifier_effect = yes } } } is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 1000 # Highest prio if = { # Keep doing Organize levies if you're at war limit = { scope:councillor_liege = { is_at_war = no } } add = 19000 } if = { # Keep doing Organize levies if you're at war limit = { is_performing_council_task = task_organize_levies scope:councillor_liege = { is_at_war = yes } } add = -1000 } if = { # Stop doing this if Organize levies could help you lose less gold during a war limit = { NOT = { is_performing_council_task = task_organize_levies } scope:councillor_liege = { is_at_war = yes monthly_character_income < monthly_character_expenses } } add = -1000 } } } task_kurultai_court_astrologer_2 = { position = councillor_kurultai_2 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_court_astrologer.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } is_valid_showing_failures_only = { liege_or_court_owner ?= { employs_court_position = court_astrologer_court_position } tgp_natural_disaster_councillor_available_for_task_trigger = yes } council_owner_modifier = { name = task_kurultai_court_astrologer_modifier monthly_piety_gain_mult = 0.01 scale = kurultai_court_astrologer_piety_final_value } effect_desc = { desc = task_kurultai_court_astrologer_effect_desc desc = task_kurultai_court_astrologer_piety_desc desc = task_kurultai_court_astrologer_aptitude_desc # You have the Zealous Proselytizer perk triggered_desc = { trigger = { liege = { has_perk = zealous_proselytizer_perk } } desc = task_kurultai_court_astrologer_zealous_proselytizer_bonus_desc } desc = { desc = council_task_possible_side_effects ## Positive # Gain Piety triggered_desc = { trigger = { scope:councillor = { learning >= low_skill_rating } } desc = task_kurultai_astrologer_increase_piety } # Gain Astrologer Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { learning >= high_skill_rating } } desc = task_kurultai_astrologer_increase_opinion } ## Negative # Lose Piety triggered_desc = { trigger = { scope:councillor = { learning <= very_high_skill_rating } } desc = task_kurultai_astrologer_reduce_piety } # Lose Astrologer Opinion triggered_desc = { trigger = { is_landed = yes scope:councillor = { learning <= decent_skill_rating } } desc = task_kurultai_astrologer_reduce_opinion } } } monthly_on_action = task_manage_astrologer_on_action ai_will_do = { value = 250 if = { # limit = { scope:councillor = { highest_skill = learning } } add = 500 } if = { limit = { piety < 50 } add = 1000 } } } task_kurultai_domestic_affairs_2 = { position = councillor_kurultai_2 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_domestic_affairs.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_domestic_affairs_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_domestic_affairs_1 } cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_domestic_affairs_3 } cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_domestic_affairs_4 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } effect_desc = { desc = task_kurultai_domestic_affairs_effect_desc # Direct Vassal Opinion desc = task_domestic_affairs_direct_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_title = title:c_byzantion title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } } } desc = chancellor_domestic_affairs_opinion_pandidakterion_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_opinion_food_bonus_desc } # Parochial Vassal Opinion desc = task_domestic_affairs_parochial_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_title = title:c_byzantion title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } } } desc = chancellor_domestic_affairs_opinion_pandidakterion_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_opinion_food_bonus_desc } # Tyranny Loss desc = task_domestic_affairs_tyranny_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_tyranny_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_tyranny_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_tyranny_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_tyranny_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_tyranny_food_bonus_desc } desc = { desc = council_task_possible_side_effects triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_improved_vassal_opinion } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating liege = { any_vassal = { government_has_flag = government_is_feudal primary_title.tier > tier_barony } } } desc = task_increase_control_improve_vassal_contract } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_end_internal_war } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_force_vassal_partition } triggered_desc = { trigger = { diplomacy < high_skill_rating } desc = task_increase_control_lose_vassal_opinion } triggered_desc = { trigger = { diplomacy < high_skill_rating liege = { any_vassal = { government_has_flag = government_is_feudal primary_title.tier > tier_barony } } } desc = task_increase_control_worsen_contract } } } on_start_task = { liege = { set_variable = { name = chancellor_domestic_affairs_opinion_value value = 0 } } } on_cancel_task = { if = { limit = { is_alive = yes has_variable = chancellor_domestic_affairs_opinion_value } remove_variable = chancellor_domestic_affairs_opinion_value } } council_owner_modifier = { name = task_domestic_affairs_opinion_modifier direct_vassal_opinion = 1 scale = chancellor_domestic_affairs_opinion_scale } council_owner_modifier = { name = task_domestic_affairs_parochial_opinion_modifier parochial_opinion = 1 scale = chancellor_domestic_affairs_opinion_scale } council_owner_modifier = { name = task_domestic_affairs_opinion_modifier tyranny_loss_mult = 0.01 scale = chancellor_domestic_affairs_tyranny_total } monthly_on_action = task_domestic_affairs_side_effects on_monthly = { if = { limit = { liege = { is_ai = no } } if = { limit = { liege = { has_variable = chancellor_domestic_affairs_opinion_value } } liege = { if = { limit = { var:chancellor_domestic_affairs_opinion_value < root.chancellor_domestic_affairs_opinion_max } change_variable = { name = chancellor_domestic_affairs_opinion_value add = root.chancellor_domestic_affairs_monthly_increase } } if = { limit = { var:chancellor_domestic_affairs_opinion_value > root.chancellor_domestic_affairs_opinion_max } set_variable = { name = chancellor_domestic_affairs_opinion_value value = root.chancellor_domestic_affairs_opinion_max } } } } else = { liege = { set_variable = { name = chancellor_domestic_affairs_opinion_value value = 0 } } } } } ai_will_do = { value = 0 if = { # Do this if you have a faction against you, every little bit helps limit = { scope:councillor_liege = { any_targeting_faction = { OR = { faction_is_type = independence_faction faction_is_type = nation_fracturing_faction faction_is_type = liberty_faction faction_is_type = claimant_faction } } } } add = 1000 } if = { # Get rid of tyranny limit = { scope:councillor_liege = { OR = { AND = { # Somewhat rational characters prefer this over the prestige of foreign affairs ai_rationality > -25 NOT = { has_trait = arrogant } tyranny >= 5 } AND = { # If you're arrogant or deeply irrational, it'll take a long time for you to realize OR = { ai_rationality <= -25 has_trait = arrogant } tyranny >= 15 } } } } add = 500 } } } task_kurultai_exploit_area_2 = { position = councillor_kurultai_2 task_type = task_type_county county_target = domain ai_county_target = domain highlight_own_realm = yes task_progress = task_progress_value task_current_value = scope:county.county_fertility task_max_value = 100.0001 # Highest possible county fertility asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_exploit_area.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } potential_county = { exists = scope:county.holder scope:county = { county_fertility > 0 is_landless_type_title = no } trigger_if = { limit = { scope:county.holder = { is_ai = yes } } NOT = { scope:county = scope:county.holder.capital_county } } custom_tooltip = { text = task_kurultai_use_fertility scope:county.holder = { OR = { government_has_flag = government_is_nomadic government_has_flag = government_is_herder } } } custom_tooltip = { text = task_kurultai_fertility_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_fertility_1 is_target_of_council_task = task_kurultai_fertility_3 is_target_of_council_task = task_kurultai_fertility_4 } } } custom_tooltip = { text = task_kurultai_exploited_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_exploit_area_1 is_target_of_council_task = task_kurultai_exploit_area_3 is_target_of_council_task = task_kurultai_exploit_area_4 } } } } county_modifier = { name = task_kurultai_exploit_modifier county_fertility_decline_add = -1 scale = kurultai_exploit_area_fertility_final_value } council_owner_modifier = { name = task_kurultai_exploit_modifier monthly_income_from_herd_mult = 0.01 scale = kurultai_exploit_area_income_final_value } effect_desc = { desc = task_kurultai_exploit_effect_desc desc = task_kurultai_exploit_fertility_desc desc = task_kurultai_exploit_income_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Gold triggered_desc = { trigger = { scope:councillor = { stewardship >= low_skill_rating } } desc = task_kurultai_exploit_gain_gold } # Gain Dread triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { stewardship >= high_skill_rating } } desc = task_kurultai_exploit_gain_dread } ## Negative # Reduce Fertility triggered_desc = { trigger = { scope:councillor = { stewardship <= very_high_skill_rating } } desc = task_kurultai_exploit_reduce_fertility } # Reduce County Opinion triggered_desc = { trigger = { scope:councillor = { stewardship <= decent_skill_rating } } desc = task_kurultai_exploit_lose_county_opinion } } } monthly_on_action = task_exploit_area_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 0 # Only do this if they are running out of money if = { limit = { gold < 15 } add = 2500 } } } task_kurultai_raider_2 = { position = councillor_kurultai_2 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_raider.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } council_owner_modifier = { name = task_kurultai_raider_modifier hostile_county_attrition_raiding = -0.01 max_loot_mult = 0.01 scale = kurultai_organize_raiders_loot_final_value } council_owner_modifier = { name = task_kurultai_raider_modifier raid_speed = 0.01 movement_speed_land_raiding = 0.01 scale = kurultai_organize_raiders_raid_final_value } effect_desc = { desc = task_kurultai_control_effect_desc desc = task_kurultai_raider_loot_desc desc = task_kurultai_raider_attrition_desc desc = task_kurultai_raider_raiding_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Prestige triggered_desc = { trigger = { scope:councillor = { martial >= low_skill_rating } } desc = task_kurultai_raiders_gain_prestige } # Gain Dread triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { martial >= high_skill_rating } } desc = task_kurultai_raiders_gain_dread } ## Negative # Lose Prestige triggered_desc = { trigger = { scope:councillor = { martial <= very_high_skill_rating } } desc = task_kurultai_raiders_lose_prestige } # Lose Dread triggered_desc = { trigger = { scope:councillor = { martial <= decent_skill_rating } } desc = task_kurultai_raiders_lose_dread } } } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_raiders_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_raider_1 } cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_raider_3 } cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_raider_4 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } monthly_on_action = task_organize_raiders_on_action ai_will_do = { value = 100 if = { # limit = { scope:councillor = { highest_skill = martial } } add = 500 } if = { limit = { any_army = { is_raid_army = yes } } add = 1000 } } } task_kurultai_culture_2 = { position = councillor_kurultai_2 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_culture.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_culture_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_culture_1 } cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_culture_3 } cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_culture_4 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } on_start_task = { liege = { set_variable = { name = kurultai_culture_variable_value value = 0 } } } on_cancel_task = { if = { limit = { is_alive = yes has_variable = kurultai_culture_variable_value } remove_variable = kurultai_culture_variable_value } } on_monthly = { if = { limit = { liege = { is_ai = no } } if = { limit = { liege = { has_variable = kurultai_culture_variable_value } } liege = { if = { limit = { var:kurultai_culture_variable_value < root.kurultai_culture_max_value } change_variable = { name = kurultai_culture_variable_value add = root.kurultai_culture_monthly_increase } } if = { limit = { var:kurultai_culture_variable_value > root.kurultai_culture_max_value } set_variable = { name = kurultai_culture_variable_value value = root.kurultai_culture_max_value } } } } else = { liege = { set_variable = { name = kurultai_culture_variable_value value = 0 } } } } } effect_desc = { desc = task_kurultai_court_astrologer_effect_desc desc = task_kurultai_culture_cooldown_effect_desc # You have the Of the People perk triggered_desc = { trigger = { liege = { has_perk = of_the_people_perk } } desc = task_kurultai_culture_1_of_the_people_bonus_desc } desc = task_kurultai_culture_hybridization_effect_desc # You have the Of the People perk triggered_desc = { trigger = { liege = { has_perk = of_the_people_perk } } desc = task_kurultai_culture_1_of_the_people_bonus_desc } desc = { desc = council_task_possible_side_effects ## Positive # Gain Cultural Acceptance triggered_desc = { trigger = { scope:councillor = { learning >= low_skill_rating } } desc = task_kurultai_cultures_increase_acceptance } # Gain Different Culture Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { learning >= high_skill_rating } } desc = task_kurultai_cultures_increase_opinion } ## Negative # Lose Cultural Acceptance triggered_desc = { trigger = { scope:councillor = { learning <= very_high_skill_rating } } desc = task_kurultai_cultures_decrease_acceptance } # Lose Different Opinion triggered_desc = { trigger = { is_landed = yes scope:councillor = { learning <= decent_skill_rating } } desc = task_kurultai_cultures_decrease_opinion } } } monthly_on_action = task_explore_cultures_on_action ai_will_do = { value = 0 # They will never do this # AI directive if = { limit = { scope:councillor_liege = { has_character_flag = vassal_directive_explore_cultures vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege } } } add = 10000 if = { limit = { scope:councillor_liege.cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_culture_1 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_culture_3 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_culture_4 } } divide = 4 } } } } # Kurultai 3 task_kurultai_default_3 = { default_task = yes position = councillor_kurultai_3 asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_default.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } council_owner_modifier = { name = task_kurultai_default_modifier herd_gain_mult = 0.01 herd_capacity_mult = 0.01 scale = kurultai_manage_herd_final_value } task_type = task_type_general task_progress = task_progress_infinite effect_desc = { desc = task_kurultai_default_effect_desc desc = task_kurultai_default_herd_gain_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Herd triggered_desc = { trigger = { scope:councillor = { diplomacy >= low_skill_rating } } desc = task_kurultai_default_gain_herd } # Bonus Army triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { diplomacy >= high_skill_rating } } desc = task_kurultai_default_bonus_army } ## Negative # Lose Herd triggered_desc = { trigger = { scope:councillor = { diplomacy <= very_high_skill_rating } } desc = task_kurultai_default_lose_herd } # Lose Control triggered_desc = { trigger = { is_landed = yes scope:councillor = { diplomacy <= decent_skill_rating } } desc = task_kurultai_default_lose_control } } } monthly_on_action = task_help_herders_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 500 if = { # limit = { scope:councillor = { highest_skill = diplomacy } } add = 500 } } } task_kurultai_fertility_3 = { position = councillor_kurultai_3 task_type = task_type_county county_target = realm ai_county_target = domain highlight_own_realm = yes task_progress = task_progress_value task_current_value = scope:county.county_fertility task_max_value = 100 # Highest possible county fertility asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_fertility.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } county_modifier = { name = task_kurultai_fertility_modifier county_fertility_growth_mult = 0.01 scale = kurultai_increased_fertility_scale_value } potential_county = { exists = scope:county.holder scope:county = { is_landless_type_title = no } custom_tooltip = { text = task_kurultai_use_fertility scope:county.holder = { OR = { government_has_flag = government_is_nomadic government_has_flag = government_is_herder } } } custom_tooltip = { text = task_kurultai_fertility_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_fertility_1 is_target_of_council_task = task_kurultai_fertility_2 is_target_of_council_task = task_kurultai_fertility_4 } } } custom_tooltip = { text = task_kurultai_exploited_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_exploit_area_1 is_target_of_council_task = task_kurultai_exploit_area_2 is_target_of_council_task = task_kurultai_exploit_area_4 } } } } effect_desc = { desc = task_kurultai_fertility_effect_desc desc = task_kurultai_fertility_gain_desc desc = { desc = council_task_possible_side_effects ## Positive # Increase Fertility triggered_desc = { trigger = { scope:councillor = { stewardship >= low_skill_rating } } desc = task_kurultai_fertility_increase_fertility } # Increase Popular Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { stewardship >= high_skill_rating } } desc = task_kurultai_fertility_county_opinion } ## Negative # Lose Fertility triggered_desc = { trigger = { scope:councillor = { stewardship <= very_high_skill_rating } } desc = task_kurultai_fertility_reduce_fertility } # Prestige Loss triggered_desc = { trigger = { scope:councillor = { stewardship <= decent_skill_rating } } desc = task_kurultai_fertility_lose_prestige } } } monthly_on_action = task_manage_fertility_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 500 if = { # limit = { scope:councillor = { highest_skill = stewardship } } add = 500 } if = { limit = { capital_county ?= { uses_county_fertility = yes county_fertility <= 50 } } add = 1000 } # AI directive if = { limit = { scope:councillor_liege = { has_character_flag = vassal_directive_manage_fertility vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege } } } add = 10000 if = { limit = { scope:councillor_liege.cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_fertility_1 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_fertility_2 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_fertility_4 } } divide = 4 } } } } task_kurultai_control_3 = { position = councillor_kurultai_3 task_type = task_type_county county_target = realm ai_county_target = domain task_progress = task_progress_value task_current_value = scope:councillor_liege.marshal_increase_control_current_progress task_max_value = 100 # Highest possible county control highlight_own_realm = yes restart_on_finish = yes # If it "finishes" by removing a corruption modifier, there'll still be control to regain asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_control.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } effect_desc = { desc = task_kurultai_control_effect_desc desc = task_kurultai_increase_control_effect_desc desc = { desc = council_task_possible_side_effects triggered_desc = { trigger = { scope:councillor_liege = { any_active_accolade = { has_accolade_parameter = accolade_increase_control_bonus } } } desc = task_increase_control_acclaimed_knight_subdues_peasantry } triggered_desc = { trigger = { martial > mediocre_skill_rating } desc = task_increase_control_increase_opinion } triggered_desc = { trigger = { martial > mediocre_skill_rating } desc = task_increase_control_baron_opinion_increase } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_lose_opinion } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_lose_control } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_baron_opinion_loss } } } # TOTAL PROGRESS MUST MATCH THE TOTAL OF THE COUNTY MODIFIERS BELOW # Add all new progress values to the script value marshal_increase_control_total # Note that for Increase Control, the County Modifiers apply the actual values, while progress is for player info only progress = { value = 0 add = { value = marshal_increase_control_base desc = INCREASE_CONTROL_BASE } add = { value = scope:councillor.marshal_increase_county_control_monthly_change desc = SCALED_COUNCILLOR_MARTIAL_VALUE } # Relation Bonuses/Penalties if = { # Friend limit = { scope:councillor_liege = { has_relation_friend = scope:councillor NOT = { has_relation_best_friend = scope:councillor } } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_friend_bonus desc = COUNCILLOR_IS_YOUR_FRIEND } } if = { # Best Friend limit = { scope:councillor_liege = { has_relation_best_friend = scope:councillor } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_best_friend_bonus desc = COUNCILLOR_IS_YOUR_BEST_FRIEND } } if = { # Rival limit = { scope:councillor_liege = { has_relation_rival = scope:councillor NOT = { has_relation_nemesis = scope:councillor } } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_rival_bonus desc = COUNCILLOR_IS_YOUR_RIVAL } } if = { # Nemesis limit = { scope:councillor_liege = { has_relation_nemesis = scope:councillor } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_nemesis_bonus desc = COUNCILLOR_IS_YOUR_NEMESIS } } if = { limit = { scope:councillor_liege = { has_perk = strict_organization_perk } } add = { value = scope:councillor.marshal_increase_county_control_perk_bonus_monthly_change desc = INCREASE_CONTROL_PERK_BONUS_VALUE } } if = { limit = { councillor_liege_has_erudition_legacy_5_perk = yes } add = { value = scope:councillor.marshal_increase_county_control_erudition_bonus_monthly_change desc = ERUDITION_DYNASTY_PERK_BONUS_VALUE } } if = { limit = { councillor_liege_has_family_business_bonus = yes } add = { value = scope:councillor.marshal_increase_county_control_family_business_bonus_monthly_change desc = FAMILY_BUSINESS_BONUS_VALUE } } if = { limit = { councillor_liege_has_consulted_house_bonus = yes } add = { value = scope:councillor.marshal_increase_county_control_consulted_house_bonus_monthly_change desc = CONSULTED_HOUSE_BONUS_VALUE } } if = { limit = { scope:councillor = { has_character_modifier = event_bonus_to_county_control } } add = { value = scope:councillor.marshal_increase_county_control_experience_bonus_monthly_change desc = INCREASE_COUNTY_CONTROL_EXPERIENCE_BONUS_VALUE } } if = { limit = { exists = scope:county } multiply = { value = scope:county.monthly_county_control_growth_factor desc = MARSHAL_COUNTY_SPEED_MODIFIERS } } if = { limit = { exists = scope:county scope:county = { has_county_modifier = petition_liege_county_control_modifier } } add = { value = scope:councillor.petition_liege_county_control_modifier_value desc = MARSHAL_INCREASE_CONTROL_LOCAL_COUNTY_MODIFIERS } } #EP3 if = { limit = { scope:councillor_liege = { employs_court_position = court_jester_court_position court_position:court_jester_court_position = { has_character_flag = famous_mime_control } } } add = { value = scope:councillor_liege.court_position:court_jester_court_position.marshal_court_jester_contribution_value desc = MARSHAL_INCREASE_CONTROL_MIME_MODIFIER } } } full_progress = marshal_increase_control_full_progress custom_other_loc = MARSHAL_COUNTY_SPEED_OTHER potential_county = { scope:county = { is_landless_type_title = no custom_description = { text = potential_county_control_task_trigger OR = { has_county_corruption_trigger = yes county_control < full_county_control } } # If the growth factor is 0, no amount of trying to control helps # (happens when the county is under siege/occupied most likely) monthly_county_control_growth_factor > 0 custom_tooltip = { text = potential_county_control_task_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_control_1 is_target_of_council_task = task_kurultai_control_2 is_target_of_council_task = task_kurultai_control_4 } } } } } county_modifier = { name = marshal_increase_control_modifier monthly_county_control_growth_add = 1 scale = marshal_increase_control_total } on_start_task_county = { #spawn a task contract if = { limit = { scope:councillor_liege = { is_independent_ruler = yes } any_player = { is_landless_adventurer = yes is_within_diplo_range = { CHARACTER = scope:councillor } any_character_task_contract = { has_task_contract_type = laamp_help_increase_control_contract count <= council_task_contracts_limit_value } can_create_task_contract = { type_name = laamp_help_increase_control_contract employer = scope:councillor } save_temporary_scope_as = player_laamp } } scope:player_laamp = { create_task_contract = { task_contract_type = laamp_help_increase_control_contract task_contract_tier = scope:councillor.task_contract_tier_value location = scope:county.title_province task_contract_employer = scope:councillor target = scope:councillor.liege destination = scope:county.title_province save_scope_as = task_contract } } } } on_finish_task_county = { if = { limit = { scope:county = { has_county_corruption_trigger = yes } } scope:county = { marshal_remove_random_county_corruption_modifier_effect = yes change_county_control = -25 } } } monthly_on_action = increase_control_monthly_on_action on_monthly_county = { random = { chance = scope:councillor.marshal_remove_county_corruption_chance scope:county = { marshal_remove_random_county_corruption_modifier_effect = yes } } } is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 1000 # Highest prio if = { # Keep doing Organize levies if you're at war limit = { scope:councillor_liege = { is_at_war = no } } add = 19000 } if = { # Keep doing Organize levies if you're at war limit = { is_performing_council_task = task_organize_levies scope:councillor_liege = { is_at_war = yes } } add = -1000 } if = { # Stop doing this if Organize levies could help you lose less gold during a war limit = { NOT = { is_performing_council_task = task_organize_levies } scope:councillor_liege = { is_at_war = yes monthly_character_income < monthly_character_expenses } } add = -1000 } } } task_kurultai_court_astrologer_3 = { position = councillor_kurultai_3 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_court_astrologer.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } is_valid_showing_failures_only = { liege_or_court_owner ?= { employs_court_position = court_astrologer_court_position } tgp_natural_disaster_councillor_available_for_task_trigger = yes } council_owner_modifier = { name = task_kurultai_court_astrologer_modifier monthly_piety_gain_mult = 0.01 scale = kurultai_court_astrologer_piety_final_value } effect_desc = { desc = task_kurultai_court_astrologer_effect_desc desc = task_kurultai_court_astrologer_piety_desc desc = task_kurultai_court_astrologer_aptitude_desc # You have the Zealous Proselytizer perk triggered_desc = { trigger = { liege = { has_perk = zealous_proselytizer_perk } } desc = task_kurultai_court_astrologer_zealous_proselytizer_bonus_desc } desc = { desc = council_task_possible_side_effects ## Positive # Gain Piety triggered_desc = { trigger = { scope:councillor = { learning >= low_skill_rating } } desc = task_kurultai_astrologer_increase_piety } # Gain Astrologer Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { learning >= high_skill_rating } } desc = task_kurultai_astrologer_increase_opinion } ## Negative # Lose Piety triggered_desc = { trigger = { scope:councillor = { learning <= very_high_skill_rating } } desc = task_kurultai_astrologer_reduce_piety } # Lose Astrologer Opinion triggered_desc = { trigger = { is_landed = yes scope:councillor = { learning <= decent_skill_rating } } desc = task_kurultai_astrologer_reduce_opinion } } } monthly_on_action = task_manage_astrologer_on_action ai_will_do = { value = 250 if = { # limit = { scope:councillor = { highest_skill = learning } } add = 500 } if = { limit = { piety < 50 } add = 1000 } } } task_kurultai_domestic_affairs_3 = { position = councillor_kurultai_3 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_domestic_affairs.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_domestic_affairs_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_domestic_affairs_1 } cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_domestic_affairs_2 } cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_domestic_affairs_4 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } effect_desc = { desc = task_kurultai_domestic_affairs_effect_desc # Direct Vassal Opinion desc = task_domestic_affairs_direct_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_title = title:c_byzantion title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } } } desc = chancellor_domestic_affairs_opinion_pandidakterion_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_opinion_food_bonus_desc } # Parochial Vassal Opinion desc = task_domestic_affairs_parochial_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_title = title:c_byzantion title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } } } desc = chancellor_domestic_affairs_opinion_pandidakterion_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_opinion_food_bonus_desc } # Tyranny Loss desc = task_domestic_affairs_tyranny_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_tyranny_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_tyranny_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_tyranny_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_tyranny_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_tyranny_food_bonus_desc } desc = { desc = council_task_possible_side_effects triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_improved_vassal_opinion } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating liege = { any_vassal = { government_has_flag = government_is_feudal primary_title.tier > tier_barony } } } desc = task_increase_control_improve_vassal_contract } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_end_internal_war } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_force_vassal_partition } triggered_desc = { trigger = { diplomacy < high_skill_rating } desc = task_increase_control_lose_vassal_opinion } triggered_desc = { trigger = { diplomacy < high_skill_rating liege = { any_vassal = { government_has_flag = government_is_feudal primary_title.tier > tier_barony } } } desc = task_increase_control_worsen_contract } } } on_start_task = { liege = { set_variable = { name = chancellor_domestic_affairs_opinion_value value = 0 } } } on_cancel_task = { if = { limit = { is_alive = yes has_variable = chancellor_domestic_affairs_opinion_value } remove_variable = chancellor_domestic_affairs_opinion_value } } council_owner_modifier = { name = task_domestic_affairs_opinion_modifier direct_vassal_opinion = 1 scale = chancellor_domestic_affairs_opinion_scale } council_owner_modifier = { name = task_domestic_affairs_parochial_opinion_modifier parochial_opinion = 1 scale = chancellor_domestic_affairs_opinion_scale } council_owner_modifier = { name = task_domestic_affairs_opinion_modifier tyranny_loss_mult = 0.01 scale = chancellor_domestic_affairs_tyranny_total } monthly_on_action = task_domestic_affairs_side_effects on_monthly = { if = { limit = { liege = { is_ai = no } } if = { limit = { liege = { has_variable = chancellor_domestic_affairs_opinion_value } } liege = { if = { limit = { var:chancellor_domestic_affairs_opinion_value < root.chancellor_domestic_affairs_opinion_max } change_variable = { name = chancellor_domestic_affairs_opinion_value add = root.chancellor_domestic_affairs_monthly_increase } } if = { limit = { var:chancellor_domestic_affairs_opinion_value > root.chancellor_domestic_affairs_opinion_max } set_variable = { name = chancellor_domestic_affairs_opinion_value value = root.chancellor_domestic_affairs_opinion_max } } } } else = { liege = { set_variable = { name = chancellor_domestic_affairs_opinion_value value = 0 } } } } } ai_will_do = { value = 0 if = { # Do this if you have a faction against you, every little bit helps limit = { scope:councillor_liege = { any_targeting_faction = { OR = { faction_is_type = independence_faction faction_is_type = nation_fracturing_faction faction_is_type = liberty_faction faction_is_type = claimant_faction } } } } add = 1000 } if = { # Get rid of tyranny limit = { scope:councillor_liege = { OR = { AND = { # Somewhat rational characters prefer this over the prestige of foreign affairs ai_rationality > -25 NOT = { has_trait = arrogant } tyranny >= 5 } AND = { # If you're arrogant or deeply irrational, it'll take a long time for you to realize OR = { ai_rationality <= -25 has_trait = arrogant } tyranny >= 15 } } } } add = 500 } } } task_kurultai_exploit_area_3 = { position = councillor_kurultai_3 task_type = task_type_county county_target = domain ai_county_target = domain highlight_own_realm = yes task_progress = task_progress_value task_current_value = scope:county.county_fertility task_max_value = 100.0001 # Highest possible county fertility asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_exploit_area.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } potential_county = { exists = scope:county.holder scope:county = { is_landless_type_title = no county_fertility > 0 } trigger_if = { limit = { scope:county.holder = { is_ai = yes } } NOT = { scope:county = scope:county.holder.capital_county } } custom_tooltip = { text = task_kurultai_use_fertility scope:county.holder = { OR = { government_has_flag = government_is_nomadic government_has_flag = government_is_herder } } } custom_tooltip = { text = task_kurultai_fertility_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_fertility_1 is_target_of_council_task = task_kurultai_fertility_2 is_target_of_council_task = task_kurultai_fertility_4 } } } custom_tooltip = { text = task_kurultai_exploited_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_exploit_area_1 is_target_of_council_task = task_kurultai_exploit_area_2 is_target_of_council_task = task_kurultai_exploit_area_4 } } } } county_modifier = { name = task_kurultai_exploit_modifier county_fertility_decline_add = -1 scale = kurultai_exploit_area_fertility_final_value } council_owner_modifier = { name = task_kurultai_exploit_modifier monthly_income_from_herd_mult = 0.01 scale = kurultai_exploit_area_income_final_value } effect_desc = { desc = task_kurultai_exploit_effect_desc desc = task_kurultai_exploit_fertility_desc desc = task_kurultai_exploit_income_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Gold triggered_desc = { trigger = { scope:councillor = { stewardship >= low_skill_rating } } desc = task_kurultai_exploit_gain_gold } # Gain Dread triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { stewardship >= high_skill_rating } } desc = task_kurultai_exploit_gain_dread } ## Negative # Reduce Fertility triggered_desc = { trigger = { scope:councillor = { stewardship <= very_high_skill_rating } } desc = task_kurultai_exploit_reduce_fertility } # Reduce County Opinion triggered_desc = { trigger = { scope:councillor = { stewardship <= decent_skill_rating } } desc = task_kurultai_exploit_lose_county_opinion } } } monthly_on_action = task_exploit_area_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 0 # Only do this if they are running out of money if = { limit = { gold < 15 } add = 2500 } } } task_kurultai_raider_3 = { position = councillor_kurultai_3 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_raider.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } council_owner_modifier = { name = task_kurultai_raider_modifier hostile_county_attrition_raiding = -0.01 max_loot_mult = 0.01 scale = kurultai_organize_raiders_loot_final_value } council_owner_modifier = { name = task_kurultai_raider_modifier raid_speed = 0.01 movement_speed_land_raiding = 0.01 scale = kurultai_organize_raiders_raid_final_value } effect_desc = { desc = task_kurultai_control_effect_desc desc = task_kurultai_raider_loot_desc desc = task_kurultai_raider_attrition_desc desc = task_kurultai_raider_raiding_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Prestige triggered_desc = { trigger = { scope:councillor = { martial >= low_skill_rating } } desc = task_kurultai_raiders_gain_prestige } # Gain Dread triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { martial >= high_skill_rating } } desc = task_kurultai_raiders_gain_dread } ## Negative # Lose Prestige triggered_desc = { trigger = { scope:councillor = { martial <= very_high_skill_rating } } desc = task_kurultai_raiders_lose_prestige } # Lose Dread triggered_desc = { trigger = { scope:councillor = { martial <= decent_skill_rating } } desc = task_kurultai_raiders_lose_dread } } } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_raiders_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_raider_1 } cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_raider_2 } cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_raider_4 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } monthly_on_action = task_organize_raiders_on_action ai_will_do = { value = 100 if = { # limit = { scope:councillor = { highest_skill = martial } } add = 500 } if = { limit = { any_army = { is_raid_army = yes } } add = 1000 } } } task_kurultai_culture_3 = { position = councillor_kurultai_3 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_culture.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_culture_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_culture_1 } cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_culture_2 } cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_culture_4 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } on_start_task = { liege = { set_variable = { name = kurultai_culture_variable_value value = 0 } } } on_cancel_task = { if = { limit = { is_alive = yes has_variable = kurultai_culture_variable_value } remove_variable = kurultai_culture_variable_value } } on_monthly = { if = { limit = { liege = { is_ai = no } } if = { limit = { liege = { has_variable = kurultai_culture_variable_value } } liege = { if = { limit = { var:kurultai_culture_variable_value < root.kurultai_culture_max_value } change_variable = { name = kurultai_culture_variable_value add = root.kurultai_culture_monthly_increase } } if = { limit = { var:kurultai_culture_variable_value > root.kurultai_culture_max_value } set_variable = { name = kurultai_culture_variable_value value = root.kurultai_culture_max_value } } } } else = { liege = { set_variable = { name = kurultai_culture_variable_value value = 0 } } } } } effect_desc = { desc = task_kurultai_court_astrologer_effect_desc desc = task_kurultai_culture_cooldown_effect_desc # You have the Of the People perk triggered_desc = { trigger = { liege = { has_perk = of_the_people_perk } } desc = task_kurultai_culture_1_of_the_people_bonus_desc } desc = task_kurultai_culture_hybridization_effect_desc # You have the Of the People perk triggered_desc = { trigger = { liege = { has_perk = of_the_people_perk } } desc = task_kurultai_culture_1_of_the_people_bonus_desc } desc = { desc = council_task_possible_side_effects ## Positive # Gain Cultural Acceptance triggered_desc = { trigger = { scope:councillor = { learning >= low_skill_rating } } desc = task_kurultai_cultures_increase_acceptance } # Gain Different Culture Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { learning >= high_skill_rating } } desc = task_kurultai_cultures_increase_opinion } ## Negative # Lose Cultural Acceptance triggered_desc = { trigger = { scope:councillor = { learning <= very_high_skill_rating } } desc = task_kurultai_cultures_decrease_acceptance } # Lose Different Opinion triggered_desc = { trigger = { is_landed = yes scope:councillor = { learning <= decent_skill_rating } } desc = task_kurultai_cultures_decrease_opinion } } } monthly_on_action = task_explore_cultures_on_action ai_will_do = { value = 0 # They will never do this # AI directive if = { limit = { scope:councillor_liege = { has_character_flag = vassal_directive_explore_cultures vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege } } } add = 10000 if = { limit = { scope:councillor_liege.cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_culture_1 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_culture_2 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_4 ?= { is_performing_council_task = task_kurultai_culture_4 } } divide = 4 } } } } # Kurultai 4 task_kurultai_default_4 = { default_task = yes position = councillor_kurultai_4 asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_default.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } council_owner_modifier = { name = task_kurultai_default_modifier herd_gain_mult = 0.01 herd_capacity_mult = 0.01 scale = kurultai_manage_herd_final_value } task_type = task_type_general task_progress = task_progress_infinite effect_desc = { desc = task_kurultai_default_effect_desc desc = task_kurultai_default_herd_gain_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Herd triggered_desc = { trigger = { scope:councillor = { diplomacy >= low_skill_rating } } desc = task_kurultai_default_gain_herd } # Bonus Army triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { diplomacy >= high_skill_rating } } desc = task_kurultai_default_bonus_army } ## Negative # Lose Herd triggered_desc = { trigger = { scope:councillor = { diplomacy <= very_high_skill_rating } } desc = task_kurultai_default_lose_herd } # Lose Control triggered_desc = { trigger = { is_landed = yes scope:councillor = { diplomacy <= decent_skill_rating } } desc = task_kurultai_default_lose_control } } } monthly_on_action = task_help_herders_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 500 if = { # limit = { scope:councillor = { highest_skill = diplomacy } } add = 500 } } } task_kurultai_fertility_4 = { position = councillor_kurultai_4 task_type = task_type_county county_target = realm ai_county_target = domain highlight_own_realm = yes task_progress = task_progress_value task_current_value = scope:county.county_fertility task_max_value = 100 # Highest possible county fertility asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_fertility.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } county_modifier = { name = task_kurultai_fertility_modifier county_fertility_growth_mult = 0.01 scale = kurultai_increased_fertility_scale_value } potential_county = { exists = scope:county.holder scope:county = { is_landless_type_title = no } custom_tooltip = { text = task_kurultai_use_fertility scope:county.holder = { OR = { government_has_flag = government_is_nomadic government_has_flag = government_is_herder } } } custom_tooltip = { text = task_kurultai_fertility_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_fertility_1 is_target_of_council_task = task_kurultai_fertility_2 is_target_of_council_task = task_kurultai_fertility_3 } } } custom_tooltip = { text = task_kurultai_exploited_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_exploit_area_1 is_target_of_council_task = task_kurultai_exploit_area_2 is_target_of_council_task = task_kurultai_exploit_area_3 } } } } effect_desc = { desc = task_kurultai_fertility_effect_desc desc = task_kurultai_fertility_gain_desc desc = { desc = council_task_possible_side_effects ## Positive # Increase Fertility triggered_desc = { trigger = { scope:councillor = { stewardship >= low_skill_rating } } desc = task_kurultai_fertility_increase_fertility } # Increase Popular Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { stewardship >= high_skill_rating } } desc = task_kurultai_fertility_county_opinion } ## Negative # Lose Fertility triggered_desc = { trigger = { scope:councillor = { stewardship <= very_high_skill_rating } } desc = task_kurultai_fertility_reduce_fertility } # Prestige Loss triggered_desc = { trigger = { scope:councillor = { stewardship <= decent_skill_rating } } desc = task_kurultai_fertility_lose_prestige } } } monthly_on_action = task_manage_fertility_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 500 if = { # limit = { scope:councillor = { highest_skill = stewardship } } add = 500 } if = { limit = { capital_county ?= { uses_county_fertility = yes county_fertility <= 50 } } add = 1000 } # AI directive if = { limit = { scope:councillor_liege = { has_character_flag = vassal_directive_manage_fertility vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege } } } add = 10000 if = { limit = { scope:councillor_liege.cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_fertility_1 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_fertility_2 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_fertility_3 } } divide = 4 } } } } task_kurultai_control_4 = { position = councillor_kurultai_4 task_type = task_type_county county_target = realm ai_county_target = domain task_progress = task_progress_value task_current_value = scope:councillor_liege.marshal_increase_control_current_progress task_max_value = 100 # Highest possible county control highlight_own_realm = yes restart_on_finish = yes # If it "finishes" by removing a corruption modifier, there'll still be control to regain asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_control.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } effect_desc = { desc = task_kurultai_control_effect_desc desc = task_kurultai_increase_control_effect_desc desc = { desc = council_task_possible_side_effects triggered_desc = { trigger = { scope:councillor_liege = { any_active_accolade = { has_accolade_parameter = accolade_increase_control_bonus } } } desc = task_increase_control_acclaimed_knight_subdues_peasantry } triggered_desc = { trigger = { martial > mediocre_skill_rating } desc = task_increase_control_increase_opinion } triggered_desc = { trigger = { martial > mediocre_skill_rating } desc = task_increase_control_baron_opinion_increase } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_lose_opinion } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_lose_control } triggered_desc = { trigger = { martial < high_skill_rating } desc = task_increase_control_baron_opinion_loss } } } # TOTAL PROGRESS MUST MATCH THE TOTAL OF THE COUNTY MODIFIERS BELOW # Add all new progress values to the script value marshal_increase_control_total # Note that for Increase Control, the County Modifiers apply the actual values, while progress is for player info only progress = { value = 0 add = { value = marshal_increase_control_base desc = INCREASE_CONTROL_BASE } add = { value = scope:councillor.marshal_increase_county_control_monthly_change desc = SCALED_COUNCILLOR_MARTIAL_VALUE } # Relation Bonuses/Penalties if = { # Friend limit = { scope:councillor_liege = { has_relation_friend = scope:councillor NOT = { has_relation_best_friend = scope:councillor } } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_friend_bonus desc = COUNCILLOR_IS_YOUR_FRIEND } } if = { # Best Friend limit = { scope:councillor_liege = { has_relation_best_friend = scope:councillor } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_best_friend_bonus desc = COUNCILLOR_IS_YOUR_BEST_FRIEND } } if = { # Rival limit = { scope:councillor_liege = { has_relation_rival = scope:councillor NOT = { has_relation_nemesis = scope:councillor } } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_rival_bonus desc = COUNCILLOR_IS_YOUR_RIVAL } } if = { # Nemesis limit = { scope:councillor_liege = { has_relation_nemesis = scope:councillor } } add = { value = scope:councillor.marshal_increase_control_monthly_increase_nemesis_bonus desc = COUNCILLOR_IS_YOUR_NEMESIS } } if = { limit = { scope:councillor_liege = { has_perk = strict_organization_perk } } add = { value = scope:councillor.marshal_increase_county_control_perk_bonus_monthly_change desc = INCREASE_CONTROL_PERK_BONUS_VALUE } } if = { limit = { councillor_liege_has_erudition_legacy_5_perk = yes } add = { value = scope:councillor.marshal_increase_county_control_erudition_bonus_monthly_change desc = ERUDITION_DYNASTY_PERK_BONUS_VALUE } } if = { limit = { councillor_liege_has_family_business_bonus = yes } add = { value = scope:councillor.marshal_increase_county_control_family_business_bonus_monthly_change desc = FAMILY_BUSINESS_BONUS_VALUE } } if = { limit = { councillor_liege_has_consulted_house_bonus = yes } add = { value = scope:councillor.marshal_increase_county_control_consulted_house_bonus_monthly_change desc = CONSULTED_HOUSE_BONUS_VALUE } } if = { limit = { scope:councillor = { has_character_modifier = event_bonus_to_county_control } } add = { value = scope:councillor.marshal_increase_county_control_experience_bonus_monthly_change desc = INCREASE_COUNTY_CONTROL_EXPERIENCE_BONUS_VALUE } } if = { limit = { exists = scope:county } multiply = { value = scope:county.monthly_county_control_growth_factor desc = MARSHAL_COUNTY_SPEED_MODIFIERS } } if = { limit = { exists = scope:county scope:county = { has_county_modifier = petition_liege_county_control_modifier } } add = { value = scope:councillor.petition_liege_county_control_modifier_value desc = MARSHAL_INCREASE_CONTROL_LOCAL_COUNTY_MODIFIERS } } #EP3 if = { limit = { scope:councillor_liege = { employs_court_position = court_jester_court_position court_position:court_jester_court_position = { has_character_flag = famous_mime_control } } } add = { value = scope:councillor_liege.court_position:court_jester_court_position.marshal_court_jester_contribution_value desc = MARSHAL_INCREASE_CONTROL_MIME_MODIFIER } } } full_progress = marshal_increase_control_full_progress custom_other_loc = MARSHAL_COUNTY_SPEED_OTHER potential_county = { scope:county = { is_landless_type_title = no custom_description = { text = potential_county_control_task_trigger OR = { has_county_corruption_trigger = yes county_control < full_county_control } } # If the growth factor is 0, no amount of trying to control helps # (happens when the county is under siege/occupied most likely) monthly_county_control_growth_factor > 0 custom_tooltip = { text = potential_county_control_task_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_control_1 is_target_of_council_task = task_kurultai_control_2 is_target_of_council_task = task_kurultai_control_3 } } } } } county_modifier = { name = marshal_increase_control_modifier monthly_county_control_growth_add = 1 scale = marshal_increase_control_total } on_start_task_county = { #spawn a task contract if = { limit = { scope:councillor_liege = { is_independent_ruler = yes } any_player = { is_landless_adventurer = yes is_within_diplo_range = { CHARACTER = scope:councillor } any_character_task_contract = { has_task_contract_type = laamp_help_increase_control_contract count <= council_task_contracts_limit_value } can_create_task_contract = { type_name = laamp_help_increase_control_contract employer = scope:councillor } save_temporary_scope_as = player_laamp } } scope:player_laamp = { create_task_contract = { task_contract_type = laamp_help_increase_control_contract task_contract_tier = scope:councillor.task_contract_tier_value location = scope:county.title_province task_contract_employer = scope:councillor target = scope:councillor.liege destination = scope:county.title_province save_scope_as = task_contract } } } } on_finish_task_county = { if = { limit = { scope:county = { has_county_corruption_trigger = yes } } scope:county = { marshal_remove_random_county_corruption_modifier_effect = yes change_county_control = -25 } } } monthly_on_action = increase_control_monthly_on_action on_monthly_county = { random = { chance = scope:councillor.marshal_remove_county_corruption_chance scope:county = { marshal_remove_random_county_corruption_modifier_effect = yes } } } is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 1000 # Highest prio if = { # Keep doing Organize levies if you're at war limit = { scope:councillor_liege = { is_at_war = no } } add = 19000 } if = { # Keep doing Organize levies if you're at war limit = { is_performing_council_task = task_organize_levies scope:councillor_liege = { is_at_war = yes } } add = -1000 } if = { # Stop doing this if Organize levies could help you lose less gold during a war limit = { NOT = { is_performing_council_task = task_organize_levies } scope:councillor_liege = { is_at_war = yes monthly_character_income < monthly_character_expenses } } add = -1000 } } } task_kurultai_court_astrologer_4 = { position = councillor_kurultai_4 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_court_astrologer.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } is_valid_showing_failures_only = { liege_or_court_owner ?= { employs_court_position = court_astrologer_court_position } tgp_natural_disaster_councillor_available_for_task_trigger = yes } council_owner_modifier = { name = task_kurultai_court_astrologer_modifier monthly_piety_gain_mult = 0.01 scale = kurultai_court_astrologer_piety_final_value } effect_desc = { desc = task_kurultai_court_astrologer_effect_desc desc = task_kurultai_court_astrologer_piety_desc desc = task_kurultai_court_astrologer_aptitude_desc # You have the Zealous Proselytizer perk triggered_desc = { trigger = { liege = { has_perk = zealous_proselytizer_perk } } desc = task_kurultai_court_astrologer_zealous_proselytizer_bonus_desc } desc = { desc = council_task_possible_side_effects ## Positive # Gain Piety triggered_desc = { trigger = { scope:councillor = { learning >= low_skill_rating } } desc = task_kurultai_astrologer_increase_piety } # Gain Astrologer Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { learning >= high_skill_rating } } desc = task_kurultai_astrologer_increase_opinion } ## Negative # Lose Piety triggered_desc = { trigger = { scope:councillor = { learning <= very_high_skill_rating } } desc = task_kurultai_astrologer_reduce_piety } # Lose Astrologer Opinion triggered_desc = { trigger = { is_landed = yes scope:councillor = { learning <= decent_skill_rating } } desc = task_kurultai_astrologer_reduce_opinion } } } monthly_on_action = task_manage_astrologer_on_action ai_will_do = { value = 250 if = { # limit = { scope:councillor = { highest_skill = learning } } add = 500 } if = { limit = { piety < 50 } add = 1000 } } } task_kurultai_domestic_affairs_4 = { position = councillor_kurultai_4 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_domestic_affairs.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_domestic_affairs_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_domestic_affairs_1 } cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_domestic_affairs_2 } cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_domestic_affairs_3 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } effect_desc = { desc = task_kurultai_domestic_affairs_effect_desc # Direct Vassal Opinion desc = task_domestic_affairs_direct_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_title = title:c_byzantion title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } } } desc = chancellor_domestic_affairs_opinion_pandidakterion_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_opinion_food_bonus_desc } # Parochial Vassal Opinion desc = task_domestic_affairs_parochial_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_title = title:c_byzantion title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } } } desc = chancellor_domestic_affairs_opinion_pandidakterion_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_opinion_food_bonus_desc } # Tyranny Loss desc = task_domestic_affairs_tyranny_effect_desc triggered_desc = { trigger = { liege = { has_perk = chains_of_loyalty_perk } } desc = task_domestic_affairs_tyranny_chains_of_loyalty_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_erudition_legacy_5_perk = yes } desc = task_domestic_affairs_tyranny_bureaucrats_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_family_business_bonus = yes } desc = task_domestic_affairs_tyranny_family_business_bonus_desc } triggered_desc = { trigger = { councillor_liege_has_consulted_house_bonus = yes } desc = task_domestic_affairs_tyranny_consulted_house_bonus_desc } triggered_desc = { trigger = { scope:councillor_liege = { has_character_flag = food_improves_opinion } } desc = chancellor_domestic_affairs_tyranny_food_bonus_desc } desc = { desc = council_task_possible_side_effects triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_improved_vassal_opinion } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating liege = { any_vassal = { government_has_flag = government_is_feudal primary_title.tier > tier_barony } } } desc = task_increase_control_improve_vassal_contract } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_end_internal_war } triggered_desc = { trigger = { diplomacy > mediocre_skill_rating } desc = task_increase_control_force_vassal_partition } triggered_desc = { trigger = { diplomacy < high_skill_rating } desc = task_increase_control_lose_vassal_opinion } triggered_desc = { trigger = { diplomacy < high_skill_rating liege = { any_vassal = { government_has_flag = government_is_feudal primary_title.tier > tier_barony } } } desc = task_increase_control_worsen_contract } } } on_start_task = { liege = { set_variable = { name = chancellor_domestic_affairs_opinion_value value = 0 } } } on_cancel_task = { if = { limit = { is_alive = yes has_variable = chancellor_domestic_affairs_opinion_value } remove_variable = chancellor_domestic_affairs_opinion_value } } council_owner_modifier = { name = task_domestic_affairs_opinion_modifier direct_vassal_opinion = 1 scale = chancellor_domestic_affairs_opinion_scale } council_owner_modifier = { name = task_domestic_affairs_parochial_opinion_modifier parochial_opinion = 1 scale = chancellor_domestic_affairs_opinion_scale } council_owner_modifier = { name = task_domestic_affairs_opinion_modifier tyranny_loss_mult = 0.01 scale = chancellor_domestic_affairs_tyranny_total } monthly_on_action = task_domestic_affairs_side_effects on_monthly = { if = { limit = { liege = { is_ai = no } } if = { limit = { liege = { has_variable = chancellor_domestic_affairs_opinion_value } } liege = { if = { limit = { var:chancellor_domestic_affairs_opinion_value < root.chancellor_domestic_affairs_opinion_max } change_variable = { name = chancellor_domestic_affairs_opinion_value add = root.chancellor_domestic_affairs_monthly_increase } } if = { limit = { var:chancellor_domestic_affairs_opinion_value > root.chancellor_domestic_affairs_opinion_max } set_variable = { name = chancellor_domestic_affairs_opinion_value value = root.chancellor_domestic_affairs_opinion_max } } } } else = { liege = { set_variable = { name = chancellor_domestic_affairs_opinion_value value = 0 } } } } } ai_will_do = { value = 0 if = { # Do this if you have a faction against you, every little bit helps limit = { scope:councillor_liege = { any_targeting_faction = { OR = { faction_is_type = independence_faction faction_is_type = nation_fracturing_faction faction_is_type = liberty_faction faction_is_type = claimant_faction } } } } add = 1000 } if = { # Get rid of tyranny limit = { scope:councillor_liege = { OR = { AND = { # Somewhat rational characters prefer this over the prestige of foreign affairs ai_rationality > -25 NOT = { has_trait = arrogant } tyranny >= 5 } AND = { # If you're arrogant or deeply irrational, it'll take a long time for you to realize OR = { ai_rationality <= -25 has_trait = arrogant } tyranny >= 15 } } } } add = 500 } } } task_kurultai_exploit_area_4 = { position = councillor_kurultai_4 task_type = task_type_county county_target = domain ai_county_target = domain highlight_own_realm = yes task_progress = task_progress_value task_current_value = scope:county.county_fertility task_max_value = 100.0001 # Highest possible county fertility asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_exploit_area.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } potential_county = { exists = scope:county.holder scope:county = { is_landless_type_title = no county_fertility > 0 } trigger_if = { limit = { scope:county.holder = { is_ai = yes } } NOT = { scope:county = scope:county.holder.capital_county } } custom_tooltip = { text = task_kurultai_use_fertility scope:county.holder = { OR = { government_has_flag = government_is_nomadic government_has_flag = government_is_herder } } } custom_tooltip = { text = task_kurultai_fertility_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_fertility_1 is_target_of_council_task = task_kurultai_fertility_2 is_target_of_council_task = task_kurultai_fertility_3 } } } custom_tooltip = { text = task_kurultai_exploited_only_one_target scope:county = { NOR = { is_target_of_council_task = task_kurultai_exploit_area_1 is_target_of_council_task = task_kurultai_exploit_area_2 is_target_of_council_task = task_kurultai_exploit_area_3 } } } } county_modifier = { name = task_kurultai_exploit_modifier county_fertility_decline_add = -1 scale = kurultai_exploit_area_fertility_final_value } council_owner_modifier = { name = task_kurultai_exploit_modifier monthly_income_from_herd_mult = 0.01 scale = kurultai_exploit_area_income_final_value } effect_desc = { desc = task_kurultai_exploit_effect_desc desc = task_kurultai_exploit_fertility_desc desc = task_kurultai_exploit_income_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Gold triggered_desc = { trigger = { scope:councillor = { stewardship >= low_skill_rating } } desc = task_kurultai_exploit_gain_gold } # Gain Dread triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { stewardship >= high_skill_rating } } desc = task_kurultai_exploit_gain_dread } ## Negative # Reduce Fertility triggered_desc = { trigger = { scope:councillor = { stewardship <= very_high_skill_rating } } desc = task_kurultai_exploit_reduce_fertility } # Reduce County Opinion triggered_desc = { trigger = { scope:councillor = { stewardship <= decent_skill_rating } } desc = task_kurultai_exploit_lose_county_opinion } } } monthly_on_action = task_exploit_area_on_action is_valid_showing_failures_only = { tgp_natural_disaster_councillor_available_for_task_trigger = yes } ai_will_do = { value = 0 # Only do this if they are running out of money if = { limit = { gold < 15 } add = 2500 } } } task_kurultai_raider_4 = { position = councillor_kurultai_4 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_raider.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } council_owner_modifier = { name = task_kurultai_raider_modifier hostile_county_attrition_raiding = -0.01 max_loot_mult = 0.01 scale = kurultai_organize_raiders_loot_final_value } council_owner_modifier = { name = task_kurultai_raider_modifier raid_speed = 0.01 movement_speed_land_raiding = 0.01 scale = kurultai_organize_raiders_raid_final_value } effect_desc = { desc = task_kurultai_control_effect_desc desc = task_kurultai_raider_loot_desc desc = task_kurultai_raider_attrition_desc desc = task_kurultai_raider_raiding_desc desc = { desc = council_task_possible_side_effects ## Positive # Gain Prestige triggered_desc = { trigger = { scope:councillor = { martial >= low_skill_rating } } desc = task_kurultai_raiders_gain_prestige } # Gain Dread triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { martial >= high_skill_rating } } desc = task_kurultai_raiders_gain_dread } ## Negative # Lose Prestige triggered_desc = { trigger = { scope:councillor = { martial <= very_high_skill_rating } } desc = task_kurultai_raiders_lose_prestige } # Lose Dread triggered_desc = { trigger = { scope:councillor = { martial <= decent_skill_rating } } desc = task_kurultai_raiders_lose_dread } } } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_raiders_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_raider_1 } cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_raider_2 } cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_raider_3 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } monthly_on_action = task_organize_raiders_on_action ai_will_do = { value = 100 if = { # limit = { scope:councillor = { highest_skill = martial } } add = 500 } if = { limit = { any_army = { is_raid_army = yes } } add = 1000 } } } task_kurultai_culture_4 = { position = councillor_kurultai_4 task_type = task_type_general task_progress = task_progress_infinite asset = { icon = "gfx/interface/icons/council_task_types/task_kurultai_culture.dds" background = "gfx/interface/buttons/task_button_kurultai_bg.dds" frame = "gfx/interface/buttons/task_button_kurultai_frame.dds" glow = "gfx/interface/buttons/task_button_kurultai_glow.dds" } is_valid_showing_failures_only = { custom_tooltip = { text = task_kurultai_culture_only_one_target liege_or_court_owner = { NOR = { cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_culture_1 } cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_culture_2 } cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_culture_3 } } } } tgp_natural_disaster_councillor_available_for_task_trigger = yes } on_start_task = { liege = { set_variable = { name = kurultai_culture_variable_value value = 0 } } } on_cancel_task = { if = { limit = { is_alive = yes has_variable = kurultai_culture_variable_value } remove_variable = kurultai_culture_variable_value } } on_monthly = { if = { limit = { liege = { is_ai = no } } if = { limit = { liege = { has_variable = kurultai_culture_variable_value } } liege = { if = { limit = { var:kurultai_culture_variable_value < root.kurultai_culture_max_value } change_variable = { name = kurultai_culture_variable_value add = root.kurultai_culture_monthly_increase } } if = { limit = { var:kurultai_culture_variable_value > root.kurultai_culture_max_value } set_variable = { name = kurultai_culture_variable_value value = root.kurultai_culture_max_value } } } } else = { liege = { set_variable = { name = kurultai_culture_variable_value value = 0 } } } } } effect_desc = { desc = task_kurultai_court_astrologer_effect_desc desc = task_kurultai_culture_cooldown_effect_desc # You have the Of the People perk triggered_desc = { trigger = { liege = { has_perk = of_the_people_perk } } desc = task_kurultai_culture_1_of_the_people_bonus_desc } desc = task_kurultai_culture_hybridization_effect_desc # You have the Of the People perk triggered_desc = { trigger = { liege = { has_perk = of_the_people_perk } } desc = task_kurultai_culture_1_of_the_people_bonus_desc } desc = { desc = council_task_possible_side_effects ## Positive # Gain Cultural Acceptance triggered_desc = { trigger = { scope:councillor = { learning >= low_skill_rating } } desc = task_kurultai_cultures_increase_acceptance } # Gain Different Culture Opinion triggered_desc = { trigger = { exists = root.capital_province scope:councillor = { learning >= high_skill_rating } } desc = task_kurultai_cultures_increase_opinion } ## Negative # Lose Cultural Acceptance triggered_desc = { trigger = { scope:councillor = { learning <= very_high_skill_rating } } desc = task_kurultai_cultures_decrease_acceptance } # Lose Different Opinion triggered_desc = { trigger = { is_landed = yes scope:councillor = { learning <= decent_skill_rating } } desc = task_kurultai_cultures_decrease_opinion } } } monthly_on_action = task_explore_cultures_on_action ai_will_do = { value = 0 # They will never do this # AI directive if = { limit = { scope:councillor_liege = { has_character_flag = vassal_directive_explore_cultures vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege } } } add = 10000 if = { limit = { scope:councillor_liege.cp:councillor_kurultai_1 ?= { is_performing_council_task = task_kurultai_culture_1 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_2 ?= { is_performing_council_task = task_kurultai_culture_2 } } divide = 4 } if = { limit = { scope:councillor_liege.cp:councillor_kurultai_3 ?= { is_performing_council_task = task_kurultai_culture_3 } } divide = 4 } } } }