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HL_mercenary_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!)
#
# Written by Henrik "Groogy" Hansson
targetted_decisions = {
create_mercenary_company = {
only_playable = yes
filter = home_court
ai_target_filter = home_court
from_potential = {
is_playable = yes
has_dlc = "Horse Lords"
is_adult = yes
prisoner = no
NOT = {
trait = incapable
}
OR = {
government = nomadic_government
has_character_modifier = mercenary_traditions
}
}
potential = {
is_female = no
mercenary = no
dynasty = FROM
OR = {
father_even_if_dead = {
character = FROM
}
any_sibling = {
character = FROM
}
}
}
allow = {
is_adult = yes
is_ruler = no
prisoner = no
custom_tooltip = {
text = inaccessible_tooltip
hidden_tooltip = {
NOT = {
is_inaccessible_trigger = yes
}
}
}
NOT = {
trait = incapable
}
dynasty = FROM
liege = {
character = FROM
}
FROM = {
OR = {
AND = {
government = nomadic_government
unused_manpower = 500
max_manpower = 500
}
AND = {
NOT = {
government = nomadic_government
}
demesne_garrison_size = 500
}
}
}
OR = {
FROM = {
government = nomadic_government
}
has_character_modifier = mercenary_traditions
}
}
effect = {
log = "work decision create_mercenary_company for [Root.GetBestName]"
FROM = {
if = {
limit = {
is_nomadic = yes
}
clan_title = {
create_title = {
tier = DUKE
name = DYNAMIC_MERCENARY_COMPANY
landless = yes
temporary = yes
adventurer = yes
custom_created = yes
culture = ROOT
holder = ROOT
base_title = THIS
mercenary = yes
ruler = "CAPTAIN"
ruler_female = "CAPTAIN"
foa = "CAPTAIN_FOA"
}
}
}
if = {
limit = {
is_nomadic = no
}
primary_title = {
create_title = {
tier = DUKE
name = DYNAMIC_MERCENARY_COMPANY
landless = yes
temporary = yes
adventurer = yes
custom_created = yes
culture = ROOT
holder = ROOT
base_title = THIS
mercenary = yes
ruler = "CAPTAIN"
ruler_female = "CAPTAIN"
foa = "CAPTAIN_FOA"
}
}
}
ROOT = {
set_defacto_liege = THIS
}
}
set_character_flag = is_mercenary_leader
add_trait = adventurer
add_character_modifier = {
modifier = started_mercenary_company months = 30
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.1
}
modifier = {
factor = 0
OR = {
any_mercenary_band = {
count = 3
band_creator = {
character = FROM
}
}
FROM = {
is_primary_war_attacker = yes
is_primary_war_defender = yes
}
}
}
modifier = {
factor = 0.5
any_mercenary_band = {
count = 1
band_creator = {
character = FROM
}
}
}
modifier = {
factor = 0.5
any_mercenary_band = {
count = 2
band_creator = {
character = FROM
}
}
}
modifier = {
factor = 2
martial = 10
}
modifier = {
factor = 3
martial = 14
}
modifier = {
factor = 4
martial = 18
}
modifier = {
factor = 2
prestige = 100
}
modifier = {
factor = 3
prestige = 400
}
modifier = {
factor = 4
prestige = 1000
}
modifier = {
factor = 2
trait = misguided_warrior
}
modifier = {
factor = 2
trait = tough_soldier
}
modifier = {
factor = 2
trait = skilled_tactician
}
modifier = {
factor = 2
trait = brilliant_strategist
}
}
}
dissolve_mercenary_company = {
only_playable = yes
filter = dynasty
ai_target_filter = dynasty
from_potential = {
is_playable = yes
is_landed = yes
has_dlc = "Horse Lords"
NOT = {
trait = vampire_blood_visible
}
OR = {
government = nomadic_government
has_character_modifier = mercenary_traditions
}
}
potential = {
mercenary = yes
NOT = {
government = congregation_government
}
primary_title = {
NOT = {
has_title_flag = ze_dyn_merc
}
band_creator = {
character = FROM
}
}
}
allow = {
OR = {
custom_tooltip = {
text = is_mercenary_leader_YEAR
had_character_flag = {
flag = is_mercenary_leader days = 1825
}
}
prisoner = yes
}
primary_title = {
NOT = {
has_raised_standing_troops = yes
}
band_creator = {
character = FROM
}
}
}
effect = {
log = "work decision dissolve_mercenary_company for [Root.GetBestName]"
primary_title = {
activate_title = {
title = THIS status = no
}
destroy_landed_title = THIS
}
move_character = FROM
clr_character_flag = is_mercenary_leader
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.01
}
modifier = {
factor = 0.5
health = 7
}
modifier = {
factor = 2
NOT = {
health = 5
}
}
modifier = {
factor = 4
NOT = {
health = 4
}
}
modifier = {
factor = 10
NOT = {
health = 3
}
}
modifier = {
factor = 2
age = 30
}
modifier = {
factor = 3
age = 35
}
modifier = {
factor = 4
age = 40
}
modifier = {
factor = 5
age = 45
}
modifier = {
factor = 2
FROM = {
age = 45
}
}
modifier = {
factor = 3
FROM = {
age = 55
}
}
modifier = {
factor = 4
FROM = {
age = 65
}
}
}
}
}
decisions = {
increase_mercenary_size = {
only_playable = yes
potential = {
is_playable = yes
prisoner = no
wealth = 25
has_dlc = "Horse Lords"
nor = {
government = congregation_government
trait = vampire_blood_visible
}
primary_title = {
mercenary = yes
adventurer = yes
NOT = {
has_title_flag = ze_dyn_merc
}
band_creator = {
OR = {
government = nomadic_government
has_character_modifier = mercenary_traditions
}
}
}
}
allow = {
always = yes
}
effect = {
log = "work decision increase_mercenary_size for [Root.GetBestName]"
wealth = -25
primary_title = {
change_title_army_size = 0.05 # Increase of percentage
band_creator = {
if = {
limit = {
is_alive = yes
}
character_event = {
id = HL.10700
}
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.025
primary_title = {
band_creator = {
is_alive = yes
}
}
}
modifier = {
factor = 0
NOT = {
trait = ambitious
}
trait = greedy
}
modifier = {
factor = 2
trait = proud
}
modifier = {
factor = 2
trait = ambitious
}
modifier = {
factor = 2
wealth = 200
}
modifier = {
factor = 2
wealth = 400
}
modifier = {
factor = 3
wealth = 800
}
modifier = {
factor = 4
wealth = 1200
}
modifier = {
factor = 5
wealth = 1600
}
}
}
carousing_with_the_men = {
only_rulers = yes
potential = {
has_dlc = "Horse Lords"
is_ruler = yes
has_character_flag = is_mercenary_leader
nor = {
trait = witch_hunter
trait = vampire_blood_visible
}
primary_title = {
NOT = {
has_title_flag = ze_dyn_merc
}
mercenary = yes
band_creator = {
is_alive = yes
OR = {
government = nomadic_government
has_character_modifier = mercenary_traditions
}
}
}
}
allow = {
prisoner = no
wealth = 25
NOT = {
trait = chaste
}
}
effect = {
log = "work decision carousing_with_the_men for [Root.GetBestName]"
wealth = -25
prestige = 10
primary_title = {
random_list = {
53 = {
}
40 = {
change_title_army_size = 0.02 # Increase of percentage
}
5 = {
ROOT = {
add_trait = drunkard
}
}
2 = {
ROOT = {
tooltip = {
add_trait = lovers_pox
}
hidden_tooltip = {
character_event = {
id = 6359 days = 15 random = 5
}
} #Gives lover's pox
}
}
}
band_creator = {
character_event = {
id = HL.10701
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.015
}
modifier = {
factor = 0
trait = greedy
}
modifier = {
factor = 2
trait = lustful
}
modifier = {
factor = 2
trait = gluttonous
}
modifier = {
factor = 2
trait = hedonist
}
modifier = {
factor = 2
trait = charitable
}
modifier = {
factor = 2
wealth = 200
}
modifier = {
factor = 2
wealth = 400
}
modifier = {
factor = 3
wealth = 800
}
modifier = {
factor = 4
wealth = 1200
}
modifier = {
factor = 5
wealth = 1600
}
modifier = {
factor = 0.1
primary_title = {
band_creator = {
is_alive = no
}
}
}
}
}
}