N3OW_Western_eastern_europe/common/character_interactions/00_ce1_interactions.txt

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# Ask to Promote your Legend
ce1_ask_to_promote_legend_interaction = {
icon = icon_contract_modification_single
category = interaction_category_diplomacy
popup_on_receive = yes
pause_on_receive = yes
can_send_despite_rejection = yes
ai_maybe = yes
interface_priority = 5
desc = ce1_ask_to_promote_legend_interaction_desc
greeting = positive
notification_text = PROMOTE_LEGEND_NOTIFICATION
is_shown = {
scope:actor.promoted_legend.legend_owner ?= scope:actor
scope:actor != scope:recipient
scope:recipient = {
is_landed = yes
age >= 12
is_physically_able = yes
NOT = { government_has_flag = government_is_true_herder }
}
}
is_valid_showing_failures_only = {
scope:recipient = {
custom_tooltip = {
text = recipient_already_promoting_legend_tt
NOT = { exists = promoted_legend }
}
}
custom_tooltip = {
text = recipient_close_or_neighbor_tt
OR = {
scope:recipient.dynasty = scope:actor.dynasty
scope:recipient = { knows_language_of_culture = scope:actor.culture }
scope:actor = {
has_friendly_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
scope:recipient = {
any_character_to_title_neighboring_county = {
any_county_province = {
any_province_legend = {
this = scope:actor.promoted_legend
}
}
}
}
}
}
}
cooldown_against_recipient = { years = 5 }
ai_min_reply_days = 2
ai_max_reply_days = 7
ai_accept = {
base = -10
## Tier
modifier = {
add = -5
scope:recipient.primary_title = {
tier = 2
}
desc = TIER_REASON_COUNT
}
modifier = {
add = -10
scope:recipient.primary_title = {
tier = 3
}
desc = TIER_REASON_DUKE
}
modifier = {
add = -20
scope:recipient.primary_title = {
tier = 4
}
desc = TIER_REASON_KING
}
modifier = {
add = -30
scope:recipient.primary_title = {
tier = 5
}
desc = TIER_REASON_EMPEROR
}
## Legend
# How cool is the legend?
modifier = {
add = 10
desc = REASON_ILLUSTRIOUS_LEGEND
scope:actor = {
promoted_legend = {
legend_quality = illustrious
}
}
}
modifier = {
add = 20
desc = REASON_MYTHICAL_LEGEND
scope:actor = {
promoted_legend = {
legend_quality = mythical
}
}
}
# Are you using a hook?
modifier = {
trigger = {
scope:hook ?= yes
}
add = 100
desc = LEGEND_HOOK_USED
}
# Are you using Gold?
modifier = {
trigger = {
scope:gold_cost ?= yes
}
add = 40
desc = TRADE_GOLD_FOR_BETTER_AI_ACCEPTANCE_TT
}
## Opinion
# Do they like you?
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 1
desc = AI_OPINION_REASON
}
## Personality
# Are they ambitious?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_AMBITIOUS #re-using these
add = -15
scope:recipient = {
has_trait = ambitious
}
}
# Are they content?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_CONTENT
add = 5
scope:recipient = { has_trait = content }
}
# Are they stubborn?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_STUBBORN
add = -10
scope:recipient = { has_trait = stubborn }
}
# Are they arrogant?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_ARROGANT
add = -10
scope:recipient = { has_trait = arrogant }
}
# Are they humble?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_HUMBLE
add = 10
scope:recipient = { has_trait = humble }
}
# Are they trusting?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_TRUSTING
add = 15
scope:recipient = { has_trait = trusting }
}
# Are they paranoid?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_PARANOID
add = -10
scope:recipient = { has_trait = paranoid }
}
## Dread
modifier = {
add = intimidated_halved_reason_value
scope:recipient = {
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_halved_reason_value
scope:recipient = {
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
desc = COWED_REASON
}
## War
modifier = {
add = -50
scope:recipient = {
is_at_war = yes
}
desc = HOSTAGE_AT_WAR_REASON
}
## Low Gold
modifier = {
add = -100
scope:actor.promoted_legend = {
legend_quality = famed
}
scope:recipient = {
monthly_character_income < famed_legend_promoter_cost
}
desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON
}
modifier = {
add = -100
scope:actor.promoted_legend = {
legend_quality = illustrious
}
scope:recipient = {
monthly_character_income < illustrious_legend_promoter_cost
}
desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON
}
modifier = {
add = -100
scope:actor.promoted_legend = {
legend_quality = mythical
}
scope:recipient = {
monthly_character_income < mythical_legend_promoter_cost
}
desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON
}
modifier = {
add = 25
scope:recipient = {
is_contact_of = scope:actor
}
desc = IS_CONTACT_REASON
}
}
on_accept = {
scope:actor.promoted_legend = {
save_scope_as = promoted_legend
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = ce1_ask_to_promote_legend_acceptance_tt
left_icon = scope:actor
right_icon = scope:recipient
if = {
limit = { scope:hook = yes }
use_hook = scope:recipient
}
if = {
limit = { scope:gold_cost = yes }
pay_short_term_gold = {
target = scope:recipient
gold = medium_gold_value
}
promoted_legend = { # To prevent gold exploits
add_to_variable_list = {
name = accepted_promote_legend_var
target = scope:recipient
years = 10
}
}
}
scope:recipient = {
set_promoted_legend = scope:actor.promoted_legend
}
}
}
}
on_decline = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = ce1_ask_to_promote_legend_decline_tt
left_icon = scope:actor
right_icon = scope:recipient
}
}
}
# Use gold to increase acceptance
send_option = {
flag = gold_cost
localization = TRADE_GOLD_FOR_BETTER_AI_ACCEPTANCE
}
send_option = {
flag = hook
is_valid = {
scope:actor = {
has_usable_hook = scope:recipient
}
}
localization = GENERIC_SPEND_A_HOOK
}
send_options_exclusive = no
ai_potential = {
is_physically_able = yes
}
ai_targets = {
ai_recipients = neighboring_rulers
}
ai_frequency_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 12
empire = 12
hegemony = 12
}
# Very similar to ai_accept, but ignores effects that are < 10 in value for brevity's sake
ai_will_do = {
base = 0
## Legends
modifier = {
add = 25
exists = promoted_legend
}
modifier = {
add = 25
promoted_legend = {
legend_quality = mythical
}
}
## Gold
modifier = {
add = -100
debt_level >= 0
}
modifier = {
add = -50
gold <= major_gold_value
}
## Personality
modifier = {
add = 25
has_trait = arrogant
}
}
}