N3OW_Western_eastern_europe/common/council_tasks/00_steward_tasks.txt
2026-01-06 14:25:21 +01:00

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task_collect_taxes = {
default_task = yes
position = councillor_steward
task_type = task_type_general
task_progress = task_progress_infinite
asset = {
icon = "gfx/interface/icons/council_task_types/task_collect_taxes.dds"
background = "gfx/interface/buttons/button_round_bg.dds"
frame = "gfx/interface/buttons/button_round_frame.dds"
glow = "gfx/particles/halo.dds"
}
effect_desc = {
desc = task_collect_taxes_effect_desc
triggered_desc = {
trigger = { liege = { has_perk = tax_man_perk } }
desc = task_collect_taxes_tax_man_bonus_desc
}
triggered_desc = {
trigger = {
councillor_liege_has_erudition_legacy_5_perk = yes
}
desc = task_collect_taxes_erudition_bonus_desc
}
triggered_desc = {
trigger = {
councillor_liege_has_family_business_bonus = yes
}
desc = task_collect_taxes_family_business_bonus_desc
}
triggered_desc = {
trigger = {
councillor_liege_has_consulted_house_bonus = yes
}
desc = task_collect_taxes_consulted_house_bonus_desc
}
triggered_desc = {
trigger = { liege.culture = { has_cultural_parameter = bookkeeping_collect_taxes_bonus } }
desc = task_collect_taxes_innovation_double_entry_bookkeeping_bonus_desc
}
desc = {
desc = council_task_possible_side_effects
triggered_desc = {
trigger = {
stewardship > mediocre_skill_rating
}
desc = task_collect_taxes_extra_taxes
}
triggered_desc = {
trigger = {
stewardship < high_skill_rating
liege = {
any_sub_realm_county = {
steward_task_county_corruption_county_trigger = yes
}
}
}
desc = task_collect_taxes_county_corruption
}
}
}
is_valid_showing_failures_only = {
tgp_natural_disaster_councillor_available_for_task_trigger = yes
}
council_owner_modifier = {
name = task_collect_taxes_modifier
domain_tax_mult = 1
scale = steward_collect_taxes_total_scale
}
monthly_on_action = task_collect_taxes_side_effects
ai_will_do = {
value = 1 # Always a good backup
if = { # Very greedy rulers prefer this over increasing Acceptance, in most cases
limit = {
scope:councillor_liege.ai_greed > 0
}
add = {
value = scope:councillor_liege.ai_greed
divide = 5
}
}
if = {
# Wealth Focused characters like this
limit = {
scope:councillor_liege = {
has_focus = stewardship_wealth_focus
}
}
add = 15
}
if = {
# And those with the Tax Man perk
limit = {
scope:councillor_liege = {
has_perk = tax_man_perk
}
}
add = 15
}
if = {
limit = {
scope:councillor_liege.primary_title.tier >= tier_duchy
scope:councillor_liege.gold < 100
}
add = 500
}
else_if = {
limit = {
scope:councillor_liege.gold < 10
}
add = 500
}
if = { # Conquerors want more money
limit = {
scope:councillor_liege = {
has_variable = conqueror
}
}
add = 500
}
}
}
task_develop_county = {
position = councillor_steward
task_type = task_type_county
county_target = realm
ai_county_target = domain
task_progress = task_progress_value
task_current_value = scope:councillor_liege.steward_develop_county_current_progress
task_max_value = 100
highlight_own_realm = yes
asset = {
icon = "gfx/interface/icons/council_task_types/task_develop_county.dds"
background = "gfx/interface/buttons/button_round_bg.dds"
frame = "gfx/interface/buttons/button_round_frame.dds"
glow = "gfx/particles/halo.dds"
}
is_shown = {
trigger_if = {
limit = {
scope:councillor_liege = { tgp_has_access_to_ministry_trigger = yes }
}
has_council_position = minister_works
}
}
effect_desc = {
desc = task_develop_county_complete_effect_desc
desc = task_develop_county_effect_desc
desc = {
desc = council_task_possible_side_effects
triggered_desc = {
trigger = {
stewardship > mediocre_skill_rating
trigger_if = {
limit = {
exists = scope:county
}
scope:county = {
NOT = { has_county_modifier = steward_task_efficient_taxation_modifier }
}
}
}
desc = task_develop_county_efficient_taxation
}
triggered_desc = {
trigger = {
stewardship > mediocre_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
county_control < full_county_control
}
}
}
desc = task_develop_county_increased_control
}
triggered_desc = {
trigger = {
stewardship < high_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
NOT = { has_county_modifier = steward_settler_resistance_modifier }
}
}
}
desc = task_develop_county_increased_control
}
triggered_desc = {
trigger = {
stewardship < high_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
NOT = { has_county_modifier = steward_construction_slowdown_modifier }
}
}
}
desc = task_develop_county_slow_construction
}
triggered_desc = {
trigger = {
stewardship < high_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
NOT = { has_county_modifier = steward_population_mismanaged_modifier }
}
}
}
desc = task_develop_county_loss_of_opinion
}
triggered_desc = {
trigger = {
stewardship < high_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
county_control > low_county_control
}
}
}
desc = task_develop_county_loss_of_control
}
}
}
is_valid_showing_failures_only = {
tgp_natural_disaster_councillor_available_for_task_trigger = yes
}
# TOTAL PROGRESS MUST MATCH THE TOTAL OF THE COUNTY MODIFIERS BELOW
# Add all new progress values to the script value steward_develop_county_total
# Note that for Develop County, the County Modifiers apply the actual values, while progress is for player info only
progress = {
value = 0
add = {
value = steward_develop_county_base
desc = STEWARD_PROGRESS_BASE
}
add = {
value = scope:councillor.steward_develop_county_monthly_increase
desc = SCALED_COUNCILLOR_STEWARDSHIP_VALUE
}
if = {
limit = {
scope:councillor_liege = { has_perk = planned_cultivation_perk }
}
add = {
value = scope:councillor.steward_develop_county_perk_bonus_monthly_increase
desc = DEVELOP_COUNTY_PERK_BONUS_VALUE
}
}
if = {
limit = {
councillor_liege_has_erudition_legacy_5_perk = yes
}
add = {
value = scope:councillor.steward_develop_county_erudition_bonus_monthly_increase
desc = ERUDITION_DYNASTY_PERK_BONUS_VALUE
}
}
if = {
limit = {
councillor_liege_has_family_business_bonus = yes
}
add = {
value = scope:councillor.steward_develop_county_family_business_monthly_increase
desc = FAMILY_BUSINESS_BONUS_VALUE
}
}
if = {
limit = {
councillor_liege_has_consulted_house_bonus = yes
}
add = {
value = scope:councillor.steward_develop_county_consulted_house_monthly_increase
desc = CONSULTED_HOUSE_BONUS_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.steward_develop_county_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.steward_develop_county_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.steward_develop_county_monthly_increase_rival_bonus
desc = COUNCILLOR_IS_YOUR_RIVAL
}
}
if = { # Nemesis
limit = {
scope:councillor_liege = {
has_relation_nemesis = scope:councillor
}
}
add = {
value = scope:councillor.steward_develop_county_monthly_increase_nemesis_bonus
desc = COUNCILLOR_IS_YOUR_NEMESIS
}
}
if = { #Tribal penalty
limit = {
scope:councillor_liege = {
should_apply_tribal_development_penalty_trigger = yes
}
}
add = {
value = scope:councillor.steward_develop_county_tribal_penalty
desc = DEVELOP_COUNTY_TRIBAL_PENALTY_VALUE
}
}
if = { # Development reduces the speed.
limit = {
exists = scope:county
scope:county = {
development_level > 0
}
}
add = {
value = scope:county.current_development_penalty
desc = STEWARD_CURRENT_DEVELOPMENT_PENALTY
}
}
if = {
limit = { exists = scope:county }
multiply = {
value = scope:county.development_rate_modifier
desc = STEWARD_COUNTY_SPEED_MODIFIERS
}
}
# Royal Architect
if = {
limit = {
scope:councillor_liege = { has_character_modifier = employer_booner_royal_architect_2_modifier }
OR = {
target_is_vassal_or_below = scope:target_character
this = scope:target_character
}
}
multiply = {
value = 1.1
desc = employer_booner_royal_architect_2_modifier
}
}
else_if = {
limit = {
scope:councillor_liege = { has_character_modifier = employer_booner_royal_architect_3_modifier }
OR = {
target_is_vassal_or_below = scope:target_character
this = scope:target_character
}
}
multiply = {
value = 1.1
desc = employer_booner_royal_architect_3_modifier
}
}
}
full_progress = steward_develop_county_full_progress
custom_other_loc = STEWARD_COUNTY_SPEED_OTHER
potential_county = {
scope:county = {
is_landless_type_title = no
development_level < max_development_level
trigger_if = {
limit = {
scope:councillor_liege = {
is_ai = yes
exists = capital_county
}
}
OR = {
this = scope:councillor_liege.capital_county
AND = {
holder = scope:councillor_liege
title_province = {
OR = {
terrain = oasis
terrain = farmlands
terrain = floodplains
}
}
}
}
OR = {
scope:councillor_liege = {
has_character_flag = vassal_directive_improve_development
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
}
culture = scope:councillor_liege.culture
culture = {
cultural_acceptance = { target = scope:councillor_liege.culture value >= 50 }
}
scope:councillor_liege = {
primary_title.tier < tier_duchy
}
AND = {
scope:councillor_liege = {
has_character_flag = agenda_towards_deescalation
}
culture != scope:councillor_liege.culture
}
}
}
}
}
county_modifier = {
name = steward_develop_county_modifier
development_growth = 100
holding_build_speed = -7
#holding_build_gold_cost = -1
build_speed = -7
#build_gold_cost = -1
scale = { value = steward_develop_county_total divide = 100 }
}
county_modifier = {
name = steward_develop_county_current_development_modifier
development_growth = 100
scale = { value = scope:councillor.current_development_penalty divide = 100 }
}
county_modifier = {
name = steward_develop_county_tribal_penalty_modifier
development_growth = 100
scale = {
value = 0
if = {
limit = {
scope:councillor_liege = {
should_apply_tribal_development_penalty_trigger = yes
}
}
value = scope:councillor.steward_develop_county_tribal_penalty
divide = 100
}
}
}
on_start_task_county = {
# save current development_level for catalyst purpose
if = {
limit = { exists = scope:county }
scope:county = {
set_variable = {
name = current_development_level
value = development_level
}
}
}
}
on_finish_task_county = {
if = {
limit = {
OR = {
AND = {
exists = scope:county
scope:county = {
development_level = max_development_level
}
}
scope:councillor_liege = {
is_ai = yes
}
}
}
start_default_task = yes
}
}
monthly_on_action = task_develop_county_side_effects
on_monthly_county = {
scope:councillor_liege = {
# Check development level progress
if = {
limit = {
exists = scope:county
exists = scope:county.var:current_development_level
scope:county = {
floored_development_value > floored_current_development_value
}
}
scope:county = {
set_variable = {
name = current_development_level
value = development_level
}
}
scope:councillor_liege = {
if = { # Try to make relevant AI's focus on Acceptance
limit = {
exists = primary_title
primary_title.tier >= tier_kingdom
any_sub_realm_county = {
culture = {
cultural_acceptance = { target = scope:councillor_liege.culture value < 52 }
}
}
NOT = {
has_focus = stewardship_domain_focus
}
}
add_character_flag = {
flag = no_ai_increase_development
years = 15
}
}
else = {
add_character_flag = {
flag = no_ai_increase_development
years = 5
}
}
}
# Struggle Catalyst
if = {
limit = {
exists = scope:county
# target someone from diff faith or culture
scope:county = {
NAND = {
faith = scope:councillor_liege.faith
culture = scope:councillor_liege.culture
}
}
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_improve_development_vassal_diff_faith_culture
}
}
scope:councillor_liege = {
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_improve_development_vassal_diff_faith_culture
character = scope:councillor_liege
}
}
}
# Struggle Parameter
if = {
limit = {
scope:county.culture != scope:councillor_liege.culture
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = gain_acceptance_when_developing_other_culture_county
}
}
scope:county.culture = {
save_scope_as = current_culture
change_cultural_acceptance = {
target = scope:councillor_liege.culture
value = miniscule_cultural_acceptance_value
desc = cultural_acceptance_gain_from_phase_effects
}
}
}
}
}
else_if = { # fallback for previous save: the effect would trigger a month later
limit = {
exists = scope:county
}
scope:county = {
set_variable = {
name = current_development_level
value = development_level
}
}
}
}
}
ai_will_do = {
value = 0
if = {
limit = {
scope:councillor = {
is_performing_council_task = task_develop_county
}
}
add = 10000 # Always keep going if this is already chosen
}
if = {
# Don't do this too often
limit = {
scope:councillor_liege = { has_character_flag = no_ai_increase_development }
}
multiply = 0
}
else_if = {
limit = {
scope:councillor_liege.gold >= steward_increase_development_value
}
add = 300
}
if = {
limit = {
scope:councillor_liege.gold < 10
}
multiply = 0
}
# AI directive
if = {
limit = {
scope:councillor_liege = {
has_character_flag = vassal_directive_improve_development
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
}
}
add = 50000
}
}
}
task_promote_culture = {
position = councillor_steward
task_type = task_type_county
county_target = realm
ai_county_target = realm
task_progress = task_progress_percentage
restart_on_finish = yes
highlight_own_realm = yes
asset = {
icon = "gfx/interface/icons/council_task_types/task_promote_culture.dds"
background = "gfx/interface/buttons/button_round_bg.dds"
frame = "gfx/interface/buttons/button_round_frame.dds"
glow = "gfx/particles/halo.dds"
}
effect_desc = {
desc = {
desc = task_promote_culture_effect_desc
triggered_desc = {
trigger = {
scope:councillor_liege = {
any_vassal = {
vassal_stance = minority
}
}
}
desc = minority_disapproves_conversion_tooltip
}
triggered_desc = {
trigger = {
trigger_if = {
limit = { exists = scope:county }
scope:county = {
culture != scope:councillor_liege.culture
}
NOT = {
scope:councillor_liege.culture = {
is_hybrid_culture = yes
any_parent_culture = {
this = scope:county.culture
}
}
}
}
trigger_else = { always = no }
}
desc = task_promote_culture_acceptance_effect_desc
}
}
desc = {
desc = council_task_possible_side_effects
triggered_desc = {
trigger = {
stewardship > mediocre_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
NOT = { has_county_modifier = steward_task_efficient_taxation_modifier }
}
}
}
desc = task_promote_culture_improve_county_opinion
}
triggered_desc = {
trigger = {
stewardship > mediocre_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
NOT = { has_county_modifier = steward_task_efficient_taxation_modifier }
}
}
}
desc = task_promote_culture_increased_taxes
}
triggered_desc = {
trigger = {
stewardship > mediocre_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
NOT = { has_county_modifier = steward_task_efficient_taxation_modifier }
}
}
}
desc = task_promote_culture_increased_levies
}
triggered_desc = {
trigger = {
stewardship < high_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
NOT = { has_county_modifier = steward_settler_resistance_modifier }
}
}
}
desc = task_promote_culture_resistance_to_settlers
}
triggered_desc = {
trigger = {
stewardship < high_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
NOT = { has_county_modifier = steward_settler_resistance_modifier }
}
}
}
desc = task_promote_culture_resistance_to_administration
}
}
}
is_valid_showing_failures_only = {
tgp_natural_disaster_councillor_available_for_task_trigger = yes
}
progress = {
value = 0
add = {
value = steward_promote_culture_base
desc = STEWARD_PROGRESS_BASE
}
add = {
value = scope:councillor.steward_promote_culture_monthly_increase
desc = SCALED_COUNCILLOR_STEWARDSHIP_VALUE
}
add = steward_promote_culture_contextual_bonuses
if = { # Development reduces the speed. Should be the last non-multiply modifier applied to avoid negative values
limit = {
exists = scope:county
scope:county = {
development_level > 0
}
}
add = {
value = scope:county.promote_culture_development_penalty
desc = STEWARD_PROMOTE_CULTURE_DEVELOPMENT_PENALTY
}
}
if = { # Development reduces the speed. Should be the last non-multiply modifier applied to avoid negative values
limit = {
exists = scope:county
scope:county = {
county_control <= 25
county_control >= 0
}
}
multiply = {
value = 0.3
desc = STEWARD_PROMOTE_CULTURE_LOW_CONTROL_PENALTY
}
}
if = { # Development reduces the speed. Should be the last non-multiply modifier applied to avoid negative values
limit = {
exists = scope:county
scope:county = {
county_control <= 50
county_control > 25
}
}
multiply = {
value = 0.5
desc = STEWARD_PROMOTE_CULTURE_MEDIUM_CONTROL_PENALTY
}
}
if = { # Development reduces the speed. Should be the last non-multiply modifier applied to avoid negative values
limit = {
exists = scope:county
scope:county = {
county_control <= 75
county_control > 50
}
}
multiply = {
value = 0.7
desc = STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_PENALTY
}
}
if = { # Development reduces the speed. Should be the last non-multiply modifier applied to avoid negative values
limit = {
exists = scope:county
scope:county = {
county_control <= 100
county_control > 75
}
}
multiply = {
value = 1.2
desc = STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_BONUS
}
}
if = { # Development reduces the speed. Should be the last non-multiply modifier applied to avoid negative values
limit = {
exists = scope:county
scope:county = {
county_control > 100
}
}
multiply = {
value = 1.5
desc = STEWARD_PROMOTE_CULTURE_ABSOLUTE_CONTROL_BONUS
}
}
#####
if = { # Development reduces the speed. Should be the last non-multiply modifier applied to avoid negative values
limit = {
exists = scope:county.title_province
scope:county.title_province = {
OR = {
terrain = jungle
terrain = mountains
terrain = desert
terrain = desert_mountains
terrain = taiga
terrain = wetlands
}
}
}
multiply = {
value = 0.4
desc = STEWARD_PROMOTE_CULTURE_HIGH_TERRAIN_PENALTY
}
}
if = { # Development reduces the speed. Should be the last non-multiply modifier applied to avoid negative values
limit = {
exists = scope:county.title_province
scope:county.title_province = {
OR = {
terrain = floodplains
terrain = drylands
terrain = steppe
terrain = forest
terrain = hills
terrain = tells
}
}
}
multiply = {
value = 0.5
desc = STEWARD_PROMOTE_CULTURE_LOW_TERRAIN_PENALTY
}
}
# Conversion speed game rules
if = {
limit = {
has_game_rule = slower_culture_conversion_speed
}
multiply = {
value = slower_game_rule_value
desc = GAME_RULE_SLOWER_REASON
}
}
if = {
limit = {
has_game_rule = significantly_slower_culture_conversion_speed
}
multiply = {
value = significantly_slower_game_rule_value
desc = GAME_RULE_SIGNIFICANTLY_SLOWER_REASON
}
}
if = {
limit = {
has_game_rule = significantly_faster_culture_conversion_speed
}
multiply = {
value = significantly_faster_game_rule_value
desc = GAME_RULE_SIGNIFICANTLY_FASTER_REASON
}
}
if = {
limit = {
has_game_rule = faster_culture_conversion_speed
}
multiply = {
value = faster_game_rule_value
desc = GAME_RULE_FASTER_REASON
}
}
# Faster conversion for FP2 Hostility ending, if county is in Iberia and culture was involved
if = {
limit = {
any_in_global_list = {
variable = fp2_struggle_ending_culture_list
this = scope:county.culture
}
scope:county.title_province = { geographical_region = world_europe_west_iberia }
scope:councillor.liege.house = {
OR = {
has_house_modifier = fp2_struggle_hostility_house_culture_modifier
has_house_modifier = fp2_struggle_hostility_house_combined_modifier
}
}
}
multiply = {
value = fp2_struggle_hostility_conversion_value
desc = fp2_struggle_hostility_culture_conversion_task_desc
}
}
if = {
limit = {
scope:councillor_liege = {
has_character_modifier = devoted_to_tradition_modifier
}
}
multiply = {
value = 1.25
desc = bp2_devoted_to_tradition_modifier_conversion_task_desc
}
}
if = {
limit = {
scope:councillor_liege = {
has_title = title:c_byzantion
title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier }
}
}
multiply = {
value = 1.25
desc = pandidakterion_university_modifier
}
}
if = {
limit = {
scope:county = { has_county_modifier = improve_promote_culture_modifier }
scope:councillor_liege = scope:county.holder.top_liege
}
multiply = {
value = 1.20
desc = improve_promote_culture_modifier
}
}
}
potential_county = {
scope:county = {
is_landless_type_title = no
culture != scope:councillor_liege.culture
trigger_if = {
limit = {
scope:councillor_liege = { has_variable = hold_court_8130_culture_block }
}
custom_tooltip = {
text = hold_court_8130_conversion_tt
culture != scope:councillor_liege.var:hold_court_8130_culture_block
}
}
}
trigger_if = {
limit = {
scope:councillor_liege = {
is_ai = yes
NAND = { # AI Directives override this
has_character_flag = vassal_directive_convert_culture
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
}
}
}
NAND = { # Princes in the HRE tend to not convert each other's cultures
exists = title:e_hre.holder
scope:councillor_liege.top_liege = title:e_hre.holder
OR = {
scope:councillor_liege.culture = culture:czech
scope:councillor_liege.culture = { has_cultural_pillar = heritage_central_germanic }
}
OR = {
scope:county.culture = culture:czech
scope:county.culture = { has_cultural_pillar = heritage_central_germanic }
}
}
NOT = { # Do not eliminate the Basques
scope:county.culture = {
this = culture:basque
any_culture_county = {
count <= 5
}
}
}
scope:councillor_liege = {
OR = {
NOT = {
scope:county.culture = {
cultural_acceptance = { target = scope:councillor_liege.culture value >= 50 }
}
}
scope:county = {
this = title:c_maragha
culture = culture:turkish
}
culture = { # All AI's are motivated to spread new Hybrid/Divergent cultures
OR = {
is_hybrid_culture = yes
is_divergent_culture = yes
}
NOT = { # Leave the Welsh alone!
this = culture:anglo_saxon
}
any_parent_culture = {
this = scope:county.culture
}
}
culture = { # Small cultures want to grow a bit
any_culture_county = {
count < 10
}
}
scope:county.culture = { # 'dead' small cultures can go away
OR = {
is_hybrid_culture = yes
is_divergent_culture = yes
}
any_culture_county = {
count < 10
}
OR = {
NOT = { exists = culture_head }
any_culture_county = {
count < 5
}
}
}
AND = {
# Scottish rulers should convert counties of 'old' cultures to the new one.
culture = culture:scottish
OR = {
scope:county.culture = culture:anglo_saxon
scope:county.culture = culture:gaelic
scope:county.culture = culture:cumbrian
scope:county.culture = culture:pictish
}
}
AND = {
# English rulers should convert counties of 'old' cultures to the new one.
culture = culture:english
OR = {
scope:county.culture = culture:anglo_saxon
scope:county.culture = culture:norman
}
}
AND = {
# German rulers want to convert the polabians
culture = { has_cultural_pillar = heritage_central_germanic }
scope:county.culture = culture:polabian
NOT = { scope:councillor_liege.primary_title = title:e_hre }
}
AND = {
# Japanese rulers should convert Emishi counties
culture = culture:japanese
scope:county.culture = culture:emishi
}
}
OR = {
is_independent_ruler = yes
primary_title.tier > tier_county
culture = { # All AI's are motivated to spread new Hybrid/Divergent cultures
OR = {
is_hybrid_culture = yes
is_divergent_culture = yes
}
any_parent_culture = {
this = scope:county.culture
}
}
culture = { # Small cultures want to grow a bit
any_culture_county = {
count < 10
}
}
scope:county.culture = { # 'dead' small cultures can go away
OR = {
is_hybrid_culture = yes
is_divergent_culture = yes
}
any_culture_county = {
count < 10
}
OR = {
NOT = { exists = culture_head }
any_culture_county = {
count < 5
}
}
}
culture = { # Imperious cultures want to grow to a certain size
culture_head ?= {
is_independent_ruler = yes
highest_held_title_tier >= tier_kingdom
sub_realm_size >= 30
}
any_culture_county = {
count < 35
}
}
AND = {
# Scottish rulers should convert counties of 'old' cultures to the new one.
culture = culture:scottish
OR = {
scope:county.culture = culture:anglo_saxon
scope:county.culture = culture:gaelic
scope:county.culture = culture:cumbrian
scope:county.culture = culture:pictish
}
}
AND = {
# English rulers should convert counties of 'old' cultures to the new one.
culture = culture:english
OR = {
scope:county.culture = culture:anglo_saxon
scope:county.culture = culture:norman
}
}
AND = {
# German rulers want to convert the polabians
culture = { has_cultural_pillar = heritage_central_germanic }
scope:county.culture = culture:polabian
NOT = { scope:councillor_liege.primary_title = title:e_hre }
}
AND = {
# Japanese rulers should convert Emishi counties
culture = culture:japanese
scope:county.culture = culture:emishi
}
}
}
OR = {
scope:county = {
any_neighboring_county = {
culture = scope:councillor_liege.culture # The AI only wants to convert counties bordering their own culture
}
}
AND = { # The English want to convert the Anglo Saxons and Cumbrians
scope:councillor_liege.culture = culture:english
OR = {
scope:county.culture = culture:anglo_saxon
scope:county.culture = culture:cumbrian
}
}
AND = { # The Scots want to convert the Anglo Saxons, Cumbrians and Gaelic
scope:councillor_liege.culture = culture:scottish
OR = {
scope:county.culture = culture:anglo_saxon
scope:county.culture = culture:gaelic
scope:county.culture = culture:cumbrian
scope:county.culture = culture:pictish
}
}
AND = { # The Gaels want to convert the Picts and Cumbrians
scope:councillor_liege.culture = culture:gaelic
OR = {
scope:county.culture = culture:cumbrian
scope:county.culture = culture:pictish
}
}
AND = { # The modern scandinavians want to convert the Norse
OR = {
scope:councillor_liege.culture = culture:swedish
scope:councillor_liege.culture = culture:danish
scope:councillor_liege.culture = culture:norwegian
}
scope:county.culture = culture:norse
}
AND = { # The Portuguese should want to convert Suebi
scope:councillor_liege.culture = culture:portuguese
scope:county.culture = culture:suebi
}
AND = { # The Iberians want to convert Visigothic
scope:councillor_liege.culture = { has_cultural_pillar = heritage_iberian }
NOT = { scope:councillor_liege.culture = culture:portuguese }
scope:county.culture = culture:visigothic
}
AND = {
# German rulers want to convert the polabians
scope:councillor_liege.culture = { has_cultural_pillar = heritage_central_germanic }
scope:county.culture = culture:polabian
NOT = { scope:councillor_liege.primary_title = title:e_hre }
}
AND = {
# Japanese rulers should convert Emishi counties
scope:councillor_liege.culture = culture:japanese
scope:county.culture = culture:emishi
}
}
}
trigger_else_if = { # But AI Directives should still try to look pretty
limit = {
scope:councillor_liege = {
is_ai = yes
has_character_flag = vassal_directive_convert_culture
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
}
}
trigger_if = {
limit = {
scope:county = {
any_neighboring_county = {
culture = scope:councillor_liege.culture
}
}
}
scope:county = {
any_neighboring_county = {
culture = scope:councillor_liege.culture # The AI only wants to convert counties bordering their own culture
}
}
}
trigger_else = {
always = yes
}
}
trigger_else = {
}
}
on_finish_task_county = {
scope:councillor_liege = {
if = {
limit = {
NOT = {
culture = {
is_hybrid_culture = yes
any_parent_culture = {
this = scope:county.culture
}
}
}
}
if = {
limit = {
top_liege != this
}
add_character_flag = {
flag = no_ai_culture_convert
years = 60
}
}
else = {
add_character_flag = {
flag = no_ai_culture_convert
years = 30
}
}
}
}
scope:county = {
if = {
limit = {
NOT = {
scope:councillor_liege.culture = {
is_hybrid_culture = yes
any_parent_culture = {
this = scope:county.culture
}
}
}
}
culture = {
change_cultural_acceptance = {
target = scope:councillor_liege.culture
value = culture_conversion_acceptance_impact
desc = cultural_acceptance_loss_promote_culture
}
}
}
set_county_culture = scope:councillor_liege.culture
}
scope:councillor = {
start_default_task = yes
}
}
monthly_on_action = task_promote_culture_side_effects
ai_will_do = {
value = 0
if = {
limit = {
scope:councillor = {
is_performing_council_task = task_promote_culture
}
}
add = 10000 # Always keep going if this is already chosen
}
else_if = {
limit = {
scope:councillor_liege = {
gold > 0
OR = {
gold >= steward_convert_culture_value
AND = {
culture = culture:scottish
top_liege.primary_title = title:k_scotland
capital_county.kingdom = title:k_scotland
}
AND = {
culture = culture:english
top_liege.primary_title = title:k_england
capital_county.kingdom = title:k_england
}
AND = {
culture = { has_cultural_pillar = heritage_central_germanic }
top_liege.primary_title = title:e_hre
OR = {
capital_county.kingdom = title:k_sorbia
capital_county.kingdom = title:k_east_francia
capital_county.kingdom = title:k_saxony
capital_county.kingdom = title:k_pomerania
}
}
AND = {
culture = culture:japanese
capital_county.empire = title:e_japan
}
AND = {
culture = {
OR = {
is_hybrid_culture = yes
is_divergent_culture = yes
}
}
any_realm_county = {
culture = {
save_temporary_scope_as = culture_check
scope:councillor_liege.culture = {
any_parent_culture = {
this = scope:culture_check
}
}
}
}
}
culture = { # Small cultures want to grow a bit
any_culture_county = {
count < 10
}
}
culture = { # Imperious cultures want to grow to a certain size
culture_head ?= {
is_independent_ruler = yes
highest_held_title_tier >= tier_kingdom
sub_realm_size >= 30
}
NOR = {
has_cultural_pillar = ethos_egalitarian
has_cultural_tradition = tradition_xenophilic
}
any_culture_county = {
count < 35
}
}
}
}
}
add = 500
}
if = {
limit = {
scope:councillor_liege.culture = {
has_cultural_parameter = less_likely_to_promote_culture
}
}
add = -250
}
if = {
limit = {
scope:councillor_liege = {
culture = {
OR = {
is_hybrid_culture = yes
is_divergent_culture = yes
}
}
any_sub_realm_county = {
culture = {
save_temporary_scope_as = culture_check
scope:councillor_liege.culture = {
any_parent_culture = {
this = scope:culture_check
}
}
}
}
}
}
add = 200
}
# Motivate the AI with an escalation agenda to take this task
if = {
limit = {
has_character_flag = agenda_towards_escalation
}
add = 500
}
else_if = {
limit = {
has_character_flag = agenda_towards_deescalation
}
add = -250
}
if = {
# Don't do this too often
limit = {
scope:councillor_liege = {
has_character_flag = no_ai_culture_convert
NAND = { # ignore it if in Hostility with escalation
has_character_flag = agenda_towards_escalation
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
is_struggle_phase = struggle_iberia_phase_hostility
}
}
}
}
multiply = 0
}
if = {
# Interrupt this task if you're bankrupt
limit = {
scope:councillor_liege = {
gold < -50
}
}
multiply = 0
}
# AI directive
if = {
limit = {
scope:councillor_liege = {
has_character_flag = vassal_directive_convert_culture
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
}
}
add = 50000
}
}
}
# This task is referenced from code so as to hook into the culture acceptance gain
# Its progress rate will be applied between the owner's culture and the culture of the county
task_accept_culture = {
position = councillor_steward
task_type = task_type_county
county_target = realm
ai_county_target = realm
highlight_own_realm = yes
task_progress = task_progress_infinite
asset = {
icon = "gfx/interface/icons/council_task_types/task_accept_culture.dds"
background = "gfx/interface/buttons/button_round_bg.dds"
frame = "gfx/interface/buttons/button_round_frame.dds"
glow = "gfx/particles/halo.dds"
}
effect_desc = {
first_valid = {
triggered_desc = {
trigger = { exists = scope:province }
desc = task_accept_culture_desc
}
desc = task_accept_culture_base_desc
}
desc = task_accept_culture_base_value_desc
triggered_desc = {
trigger = {
scope:councillor_liege = {
top_liege = this
}
}
desc = task_accept_culture_independent_desc
}
triggered_desc = {
trigger = {
scope:councillor_liege = {
has_royal_court = yes
has_dlc_feature = royal_court
has_court_type = court_administrative
court_grandeur_current_level >= 4
}
}
desc = task_accept_culture_court_type_desc
}
triggered_desc = {
trigger = {
councillor_liege_has_customs_legacy_perk = yes
}
desc = task_accept_culture_customs_bonus_desc
}
triggered_desc = {
trigger = {
councillor_liege_has_erudition_legacy_5_perk = yes
}
desc = task_accept_culture_erudition_bonus_desc
}
triggered_desc = {
trigger = {
councillor_liege_has_family_business_bonus = yes
}
desc = task_accept_culture_family_business_bonus_desc
}
triggered_desc = {
trigger = {
councillor_liege_has_consulted_house_bonus = yes
}
desc = task_accept_culture_consulted_house_bonus_desc
}
triggered_desc = {
trigger = {
exists = scope:county
culture = scope:county.culture
}
desc = task_accept_culture_same_culture_desc
}
desc = task_accept_culture_other_desc
desc = council_task_possible_side_effects
triggered_desc = {
trigger = {
stewardship > mediocre_skill_rating
}
desc = task_accept_culture_loss_of_control
}
triggered_desc = {
trigger = {
stewardship > mediocre_skill_rating
trigger_if = {
limit = {
exists = scope:county
}
scope:county = {
NOT = { has_county_modifier = steward_accept_culture_reduced_taxes_modifier }
}
}
}
desc = task_accept_culture_reduced_tax_income
}
triggered_desc = {
trigger = {
stewardship < high_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
NOR = {
has_county_modifier = steward_accept_culture_reduced_development_spread_modifier
has_county_modifier = steward_accept_culture_increased_development_spread_modifier
}
}
}
}
desc = task_accept_culture_reduced_development_growth
}
triggered_desc = {
trigger = {
stewardship > average_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
NOR = {
has_county_modifier = steward_accept_culture_reduced_development_spread_modifier
has_county_modifier = steward_accept_culture_increased_development_spread_modifier
}
}
}
}
desc = task_accept_culture_increased_development_growth
}
triggered_desc = {
trigger = {
stewardship > average_skill_rating
trigger_if = {
limit = { exists = scope:county }
scope:county = {
NOT = { has_county_modifier = steward_accept_culture_increased_opinion_modifier }
}
}
}
desc = task_accept_culture_increased_opinion
}
triggered_desc = {
trigger = {
stewardship > average_skill_rating
}
desc = task_accept_culture_acceptance_boost
}
}
is_valid_showing_failures_only = {
scope:councillor_liege = {
highest_held_title_tier >= tier_duchy
}
tgp_natural_disaster_councillor_available_for_task_trigger = yes
}
progress = {
value = 0
add = {
value = task_accept_culture_base_progress
desc = STEWARD_PROGRESS_BASE
}
add = {
value = scope:councillor.steward_accept_culture_yearly_increase
desc = SCALED_COUNCILLOR_STEWARDSHIP_VALUE
}
if = {
limit = {
scope:councillor.culture = scope:county.culture
}
add = {
value = scope:councillor.steward_accept_culture_yearly_increase_same_culture_bonus
desc = COUNCILLOR_SAME_CULTURE_AS_TARGET
}
}
if = {
limit = {
councillor_liege_has_customs_legacy_perk = yes
}
add = {
value = scope:councillor.steward_accept_culture_customs_bonus_yearly_increase
desc = CUSTOMS_DYNASTY_PERK_BONUS_VALUE
}
}
if = {
limit = {
councillor_liege_has_erudition_legacy_5_perk = yes
}
add = {
value = scope:councillor.steward_accept_culture_erudition_bonus_yearly_increase
desc = ERUDITION_DYNASTY_PERK_BONUS_VALUE
}
}
if = {
limit = {
councillor_liege_has_family_business_bonus = yes
}
add = {
value = scope:councillor.steward_promote_culture_family_business_bonus
desc = FAMILY_BUSINESS_BONUS_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.steward_accept_culture_yearly_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.steward_accept_culture_yearly_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.steward_accept_culture_yearly_increase_rival_bonus
desc = COUNCILLOR_IS_YOUR_RIVAL
}
}
if = { # Nemesis
limit = {
scope:councillor_liege = {
has_relation_nemesis = scope:councillor
}
}
add = {
value = scope:councillor.steward_accept_culture_yearly_increase_nemesis_bonus
desc = COUNCILLOR_IS_YOUR_NEMESIS
}
}
if = { # Independent Ruler
limit = {
scope:councillor_liege = {
top_liege = this
}
}
add = {
value = steward_accept_culture_yearly_increase_independent_bonus
desc = COUNCILLOR_LIEGE_IS_INDEPENDENT
}
}
if = { # Court Type bonus
limit = {
scope:councillor_liege = {
has_royal_court = yes
has_dlc_feature = royal_court
has_court_type = court_administrative
court_grandeur_current_level >= 4
}
}
add = {
value = steward_accept_culture_court_type_bonus
desc = COUNCILLOR_LIEGE_HAS_COURT_TYPE_BONUS
}
}
if = { # Wayfarer Bonus
limit = {
liege = { has_perk = of_the_people_perk }
}
multiply = 1.3
}
}
potential_county = {
scope:county = {
is_landless_type_title = no
culture != scope:councillor_liege.culture
NOT = {
culture = {
cultural_acceptance = { target = scope:councillor_liege.culture value >= 100 }
}
}
trigger_if = {
limit = {
scope:councillor_liege = { is_ai = yes }
}
NAND = {
# Scottish rulers should convert counties of 'old' cultures to the new one.
scope:councillor_liege.culture = culture:scottish
OR = {
scope:county.culture = culture:anglo_saxon
scope:county.culture = culture:gaelic
scope:county.culture = culture:cumbrian
scope:county.culture = culture:pictish
}
}
NAND = {
# English rulers should convert counties of 'old' cultures to the new one.
scope:councillor_liege.culture = culture:english
OR = {
scope:county.culture = culture:anglo_saxon
scope:county.culture = culture:norman
}
}
NAND = {
# German rulers want to convert the polabians
scope:councillor_liege.culture = { has_cultural_pillar = heritage_central_germanic }
scope:county.culture = culture:polabian
NOT = { scope:councillor_liege.primary_title = title:e_hre }
}
NAND = {
# Japanese rulers should convert Emishi counties
scope:councillor_liege.culture = culture:japanese
scope:county.culture = culture:emishi
}
OR = {
scope:councillor_liege = {
has_character_flag = vassal_directive_improve_cultural_acceptance
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
}
this = scope:councillor_liege.capital_county
scope:councillor_liege.capital_county = {
OR = {
culture = scope:councillor_liege.culture
culture = {
cultural_acceptance = { target = scope:councillor_liege.culture value >= 50 }
}
}
}
}
}
}
}
monthly_on_action = task_accept_culture_side_effects
ai_will_do = {
value = 1
if = {
# Prefer this over Collecting Taxes if you have some money
limit = {
scope:councillor_liege.gold >= steward_increase_development_value
}
add = 1
}
if = {
# Compassionate rulers like doing this
limit = {
scope:councillor_liege.ai_compassion > 0
}
add = {
value = scope:councillor_liege.ai_compassion
divide = 5
}
}
if = {
# And those with the Open Minded perk
limit = {
scope:councillor_liege = {
has_perk = open_minded_perk
}
}
add = 15
}
if = {
# And the norse!
limit = {
scope:councillor_liege = {
culture = culture:norse
}
}
add = 15
}
if = {
# Rulers with a capital culture that isn't particularly accepted like this if they have some more counties in their realm of the culture
limit = {
scope:councillor_liege = {
capital_county ?= {
save_temporary_scope_as = county_check
NOR = {
culture = scope:councillor_liege.culture
scope:councillor_liege.culture = {
OR = {
is_hybrid_culture = yes
is_divergent_culture = yes
}
any_parent_culture = {
this = scope:county_check.culture
}
}
culture = {
cultural_acceptance = { target = scope:councillor_liege.culture value >= 50 }
}
}
}
any_sub_realm_county = {
count >= 3
culture = scope:councillor_liege.capital_county.culture
}
}
}
add = 300
}
if = {
# More likely for independent rulers
limit = {
scope:councillor_liege = {
top_liege = this
}
}
multiply = 2
}
if = {
# More likely for xenophiles
limit = {
scope:councillor_liege = {
culture = {
OR = {
has_cultural_tradition = tradition_xenophilic
has_cultural_tradition = tradition_fp2_malleable_subjects
}
}
}
}
multiply = 2
}
if = {
# Interrupt this task if you're bankrupt
limit = {
scope:councillor_liege = {
gold < -50
}
}
multiply = 0
}
# AI directive
if = {
limit = {
scope:councillor_liege = {
has_character_flag = vassal_directive_improve_cultural_acceptance
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
}
}
add = 50000
}
}
}
task_convince_dejure = {
position = councillor_steward
task_type = task_type_county
county_target = neighbor_land
ai_county_target = neighbor_land
task_progress = task_progress_percentage
asset = {
icon = "gfx/interface/icons/council_task_types/task_convince_dejure.dds"
background = "gfx/interface/buttons/button_round_bg.dds"
frame = "gfx/interface/buttons/button_round_frame.dds"
glow = "gfx/particles/halo.dds"
}
effect_desc = {
desc = {
desc = task_convince_dejure_effect_desc
desc = council_task_possible_side_effects
triggered_desc = {
trigger = {
stewardship > mediocre_skill_rating
}
desc = task_convince_dejure_gain_prestige
}
triggered_desc = {
trigger = {
stewardship < high_skill_rating
}
desc = task_convince_dejure_lose_prestige
}
triggered_desc = {
trigger = {
stewardship < high_skill_rating
}
desc = task_convince_dejure_diplomatic_blunder
}
}
}
is_shown = {
has_dlc_feature = royal_court
}
progress = {
value = 0
add = {
value = steward_convince_dejure_base
desc = STEWARD_PROGRESS_BASE
}
add = {
value = scope:councillor.steward_convince_dejure_monthly_increase
desc = SCALED_COUNCILLOR_STEWARDSHIP_VALUE
}
#CGV bonuses/maluses
if = {
limit = {
scope:councillor_liege = {
court_grandeur_current_level = 7
}
}
add = {
value = 0.1
desc = steward_convince_dejure_cg_bonus_desc
}
}
if = {
limit = {
scope:councillor_liege = {
court_grandeur_current_level = 8
}
}
add = {
value = 0.2
desc = steward_convince_dejure_cg_bonus_desc
}
}
if = {
limit = {
scope:councillor_liege = {
court_grandeur_current_level = 9
}
}
add = {
value = 0.3
desc = steward_convince_dejure_cg_bonus_desc
}
}
if = {
limit = {
scope:councillor_liege = {
court_grandeur_current_level = 10
}
}
add = {
value = 0.4
desc = steward_convince_dejure_cg_bonus_desc
}
}
if = {
limit = {
scope:county.holder.top_liege = {
court_grandeur_current_level = 7
}
}
add = {
value = -0.1
desc = steward_convince_dejure_cg_malus_desc
}
}
if = {
limit = {
scope:county.holder.top_liege = {
court_grandeur_current_level = 8
}
}
add = {
value = -0.2
desc = steward_convince_dejure_cg_malus_desc
}
}
if = {
limit = {
scope:county.holder.top_liege = {
court_grandeur_current_level = 9
}
}
add = {
value = -0.3
desc = steward_convince_dejure_cg_malus_desc
}
}
if = {
limit = {
scope:county.holder.top_liege = {
court_grandeur_current_level = 10
}
}
add = {
value = -0.4
desc = steward_convince_dejure_cg_malus_desc
}
}
# 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.steward_convince_dejure_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.steward_convince_dejure_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.steward_convince_dejure_monthly_increase_rival_bonus
desc = COUNCILLOR_IS_YOUR_RIVAL
}
}
if = { # Nemesis
limit = {
scope:councillor_liege = {
has_relation_nemesis = scope:councillor
}
}
add = {
value = scope:councillor.steward_convince_dejure_monthly_increase_nemesis_bonus
desc = COUNCILLOR_IS_YOUR_NEMESIS
}
}
if = {
limit = {
councillor_liege_has_erudition_legacy_5_perk = yes
}
add = {
value = steward_convince_dejure_erudition_bonus
desc = ERUDITION_DYNASTY_PERK_BONUS_VALUE
}
}
if = {
limit = {
councillor_liege_has_family_business_bonus = yes
}
add = {
value = steward_convince_dejure_family_business_bonus
desc = FAMILY_BUSINESS_BONUS_VALUE
}
}
if = {
limit = {
councillor_liege_has_consulted_house_bonus = yes
}
add = {
value = steward_convince_dejure_consulted_house_bonus
desc = CONSULTED_HOUSE_BONUS_VALUE
}
}
}
is_valid_showing_failures_only = {
scope:councillor_liege = {
#Unlocked at Court Grandeur level 6
court_grandeur_current_level >= 6
}
tgp_natural_disaster_councillor_available_for_task_trigger = yes
}
potential_county = {
scope:county = { is_landless_type_title = no }
custom_tooltip = {
text = steward_convince_dejure_potential_county_tt
scope:councillor_liege = {
any_held_title = {
any_in_de_jure_hierarchy = {
tier = tier_county
NOT = {
has_county_modifier = steward_de_jure_denied_modifier
}
this = scope:county
holder = {
NOT = {
target_is_liege_or_above = scope:councillor_liege
}
}
}
}
}
}
custom_tooltip = steward_convince_dejure_potential_county_tt_2
trigger_if = {
limit = {
scope:councillor_liege = { is_ai = yes }
}
OR = {
top_liege = this
scope:councillor_liege.primary_title.tier > tier_county
}
scope:county = {
any_neighboring_county = {
holder.top_liege = scope:councillor_liege # The AI only wants to convince counties bordering their own land
}
}
}
}
on_finish_task_county = {
scope:councillor = {
start_default_task = yes
}
scope:councillor_liege = {
if = {
limit = {
top_liege != this
}
add_character_flag = {
flag = no_de_jure_convince
years = 50
}
}
else = {
add_character_flag = {
flag = no_de_jure_convince
years = 20
}
}
}
scope:county.holder.top_liege = {
trigger_event = steward_task.0001
}
}
monthly_on_action = task_convince_dejure_side_effects
ai_will_do = {
value = 0
if = {
limit = {
scope:councillor = {
is_performing_council_task = task_convince_dejure
}
}
add = 10000 # Always keep going if this is already chosen
}
# increase likelyhood with court grandeur level
if = {
limit = {
scope:councillor_liege = {
has_character_modifier = court_grandeur_level_6
}
}
add = 100
}
else_if = {
limit = {
scope:councillor_liege = {
has_character_modifier = court_grandeur_level_7
}
}
add = 150
}
else_if = {
limit = {
scope:councillor_liege = {
has_character_modifier = court_grandeur_level_8
}
}
add = 200
}
else_if = {
limit = {
scope:councillor_liege = {
has_character_modifier = court_grandeur_level_9
}
}
add = 250
}
else_if = {
limit = {
scope:councillor_liege = {
has_character_modifier = court_grandeur_level_10
}
}
add = 300
}
if = {
# Don't do this too often
limit = {
scope:councillor_liege = { has_character_flag = no_de_jure_convince }
}
multiply = 0
}
}
}