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HL_clan_decisions.txt
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HL_clan_decisions.txt
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# Targetted decisions are possible vs _all_ other characters and shown are in the Diplomacy View, not the Intrigue View. The taker is in the FROM scope.
#
# filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] ('self' MUST be set for decisions targetting only the taker, the other filter types can be set to lessen CPU load)
# ai_target_filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] (which characters for which the AI evaluates the decision.)
# court: all characters in the AI's host court, including prisoners, and characters currently away (wards, prisoners, etc)
# home_court: all characters in the AI's home court, including prisoners, and characters currently away (wards, prisoners, etc)
# vassals: direct vassal rulers of the AI's employer
# sub_realm: all characters below the AI's employer
# realm: all characters in the same top realm as the AI
# dynasty: all members of the same dynasty
# rivals: your rivals plus any character you have an opinion modifier with 'crime = yes' set (the same set of characters the 'is_foe' trigger evaluates)
# all: all living characters (Avoid if possible. VERY CPU-HEAVY!)
#
targetted_decisions = {
adopt_faith = {
only_playable = yes
ai_target_filter = realm
filter = realm
from_potential = {
is_playable = yes
has_dlc = "Horse Lords"
is_adult = yes
prisoner = no
NOT = {
trait = incapable
}
is_nomadic = yes
trait = creature_human
nor = {
religion_group = necromantic_group
religion_group = chaos_gods_group
}
}
potential = {
is_nomadic = yes
is_playable = yes
trait = creature_human
nor = {
religion_group = necromantic_group
religion_group = chaos_gods_group
religion = FROM
}
same_realm = FROM
}
allow = {
FROM = {
custom_tooltip = {
text = IS_NOT_INCAPACITATED
is_incapacitated_trigger = no
}
piety = 50
custom_tooltip = {
text = recently_adopted_faith_tooltip
hidden_tooltip = {
NOT = {
has_character_modifier = adopted_faith_timer
}
}
}
}
}
effect = {
log = "work decision adopt_faith for [Root.GetBestName]"
FROM = {
religion = ROOT
piety = -50
add_character_modifier = {
name = adopted_faith_timer
duration = 3650
hidden = yes
}
any_vassal = {
limit = {
ai = yes
is_close_relative = FROM
dynasty = FROM
OR = {
is_adult = no
NOT = {
trait = zealous
}
}
NOT = {
trait = incapable
}
}
religion = ROOT
}
any_courtier = {
limit = {
is_close_relative = FROM
OR = {
is_adult = no
NOT = {
trait = zealous
}
}
NOT = {
trait = incapable
}
}
religion = ROOT
}
hidden_tooltip = {
top_liege = {
if = {
limit = {
religion = ROOT
NOT = {
character = FROM
}
}
character_event = {
id = HL.11
}
}
if = {
limit = {
nor = {
religion = ROOT
character = FROM
}
}
character_event = {
id = HL.9
}
}
any_realm_character = {
limit = {
is_nomadic = yes
}
if = {
limit = {
religion = ROOT
NOT = {
character = FROM
}
}
character_event = {
id = HL.11
}
}
if = {
limit = {
nor = {
religion = ROOT
character = FROM
}
}
character_event = {
id = HL.9
}
}
}
}
}
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.1
}
modifier = {
factor = 0
FROM = {
has_feud_with = ROOT
}
}
modifier = {
factor = 0
NOT = {
reverse_opinion = {
who = FROM
value = 25
}
}
}
modifier = {
factor = 0
NOT = {
reverse_clan_opinion = {
who = FROM
value = 25
}
}
}
modifier = {
factor = 0
FROM = {
trait = zealous
}
}
modifier = {
factor = 0
FROM = {
NOR = {
religion_group = old_gods_group
religion_group = chaos_gods_group
}
}
ROOT = {
OR = {
religion_group = old_gods_group
religion_group = chaos_gods_group
}
is_reformed_religion = no
}
}
modifier = {
factor = 1.5
FROM = {
OR = {
religion_group = old_gods_group
religion_group = chaos_gods_group
}
is_reformed_religion = no
}
NOR = {
religion_group = old_gods_group
religion_group = chaos_gods_group
}
}
modifier = {
factor = 0.5
NOT = {
relative_power = {
who = FROM
power = 0.5
}
}
}
modifier = {
factor = 2.0
FROM = {
de_facto_liege = ROOT
}
}
modifier = {
factor = 2.0
FROM = {
has_blood_oath_with = ROOT
}
}
modifier = {
factor = 1.5
reverse_opinion = {
who = FROM
value = 50
}
}
modifier = {
factor = 1.5
reverse_opinion = {
who = FROM
value = 75
}
}
modifier = {
factor = 1.5
reverse_clan_opinion = {
who = FROM
value = 50
}
}
modifier = {
factor = 1.5
reverse_clan_opinion = {
who = FROM
value = 75
}
}
modifier = {
factor = 1.5
prestige = 200
}
modifier = {
factor = 0.5
NOT = {
prestige = 100
}
}
modifier = {
factor = 1.5
relative_power = {
who = FROM
power = 1.5
}
}
}
}
declare_feud = {
only_playable = yes
ai_target_filter = realm
filter = realm
from_potential = {
has_dlc = "Horse Lords"
clan = yes
is_playable = yes
}
potential = {
clan = yes
is_playable = yes
same_realm = FROM
NOR = {
has_feud_with = FROM
character = FROM
}
}
allow = {
NOT = {
has_blood_oath_with = FROM
}
}
effect = {
log = "work decision declare_feud for [Root.GetBestName]"
clan_title = {
FROM = {
clan_title = {
create_feud = PREVPREV
}
}
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.3
}
modifier = {
# Try not having more feuds than one (others can still add you to a feud however
factor = 0
FROM = {
OR = {
AND = {
NOT = {
is_rival = ROOT
}
num_of_feuds = 1
}
AND = {
is_rival = ROOT
num_of_feuds = 3
}
}
}
}
modifier = {
factor = 0
reverse_opinion = {
who = FROM
value = 0
}
}
modifier = {
factor = 0
NOT = {
is_rival = FROM
}
reverse_clan_opinion = {
who = FROM
value = -50
}
}
modifier = {
factor = 1.5
NOT = {
reverse_opinion = {
who = FROM
value = -50
}
}
}
modifier = {
factor = 1.5
NOT = {
reverse_opinion = {
who = FROM
value = -75
}
}
}
modifier = {
factor = 1.5
NOT = {
reverse_clan_opinion = {
who = FROM
value = -75
}
}
}
modifier = {
factor = 1.5
NOT = {
reverse_clan_opinion = {
who = FROM
value = -100
}
}
}
modifier = {
factor = 0.5
relative_power = {
who = FROM
power = 1.5
}
}
modifier = {
factor = 0.5
NOT = {
relative_power = {
who = FROM
power = 0.5
}
}
}
modifier = {
factor = 1.2
FROM = {
de_facto_liege = ROOT
ai_ambition = 0
}
}
modifier = {
factor = 0.5
FROM = {
de_facto_liege = ROOT
ai_honor = 0
}
}
modifier = {
factor = 1.2
FROM = {
de_facto_liege = ROOT
}
ROOT = {
strongest_clan_vassal = {
character = FROM
}
}
}
}
}
}