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mnm_society_decisions.txt
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mnm_society_decisions.txt
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###########################################
#
# Society decisions for Monks and Mystics
#
# Hermetic/mystic
# Secret religious cults
# Monastic orders
# Assassins
# Devil worshipers
#
###########################################
# General
society_decisions = {
# Society decisions are only evaluated by members of societies
request_to_rank_up_within_society = {
only_playable = yes
hide_in_decisions_list = yes # This is shown in the Society View
potential = {
hidden_tooltip = {
OR = {
#In some societies, there can only be 1 member at rank 4
society_rank < 3
NOR = {
society_member_of = the_assassins
is_devil_worshiper_trigger = yes
}
}
society_rank < 4
days_in_society > 365
has_dlc = "Mystics"
is_in_society = yes
OR = {
#Players can always rank up (if they have the power)
ai = no
AND = {
ai = yes
society_can_rank_up = yes
}
}
}
}
allow = {
#Rank requirements. IMPORTANT!!! If you change the requirements, the customizable loc keys "GetSocietyRankUpTooltip" 1, 2, 3, and 4 must be updated, as it displays these requirements.
custom_tooltip = {
# Sufficient currency
text = request_to_rank_up_within_society_currency_tt
OR = {
AND = {
society_rank == 1
society_currency >= 750
}
AND = {
society_rank == 2
society_currency >= 1000
}
society_currency >= 2000 # rank 3
}
}
custom_tooltip = {
text = must_not_have_sent_request_already_tooltip
NOT = {
has_character_flag = has_sent_request_to_rank_up
}
}
custom_tooltip = {
text = must_be_allowed_to_rank_up_tooltip
days_at_current_society_rank >= 1095 #IMPORTANT! Update tooltip.
}
custom_tooltip = {
text = must_have_grandmaster_tooltip #You must have a grand master
any_society_member = {
is_society_grandmaster = yes
same_society_as = ROOT
}
}
custom_tooltip = {
text = must_have_multiple_rank_4 #Society must allow multiple characters at Rank 4
NAND = {
society_rank == 3
OR = {
society_member_of = the_assassins
is_devil_worshiper_trigger = yes
}
}
}
}
effect = {
log = "work decision request_to_rank_up_within_society for [Root.GetBestName]"
#Rank up cost
if = {
limit = {
society_rank == 1
}
change_society_currency = -750
}
if = {
limit = {
society_rank == 2
}
change_society_currency = -1000
}
if = {
limit = {
society_rank == 3
}
change_society_currency = -2000
}
#Perform rank up
hidden_tooltip = {
save_event_target_as = rank_up_target
set_character_flag = has_sent_request_to_rank_up
character_event = {
id = MNM.10002 days = 20 random = 10
} # sends hidden delayed event to self, which then sends request to Leader of the society
#Conversus power for benedictines
if = {
limit = {
society_member_of = monastic_order_benedictine
society_rank == 3
}
character_event = {
id = MNM.4600 days = 10 random = 350
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.05 #Slow down
}
modifier = {
factor = 0.5
trait = content
}
modifier = {
factor = 2
trait = ambitious
}
}
}
}
#Hermetic/mystic
society_decisions = {
# Build a Laboratory
# build_laboratory = {
# only_playable = yes
# is_high_prio = yes
# potential = {
# has_dlc = "Mystics"
# society_member_of = hermetics
# has_quest = quest_hermetics_build_laboratory
# is_playable = yes
# block_general_event_trigger = no
# NOT = {
# has_character_flag = building_laboratory
# }
# NOT = {
# has_character_flag = built_laboratory
# }
# }
# allow = {
# wealth = 50
# }
# effect = {
# wealth = -50
# set_character_flag = building_laboratory
# custom_tooltip = {
# text = start_constructing_laboratory_tooltip
# }
# hidden_tooltip = {
# character_event = {
# id = MNM.1100
# }
# }
# }
# revoke_allowed = {
# always = no
# }
# ai_will_do = {
# factor = 1
# modifier = {
# factor = 0
# NOT = {
# wealth = 75
# }
# }
# modifier = {
# factor = 0.1
# NOT = {
# age = 30
# }
# }
# }
# }
}
#Secret religious cults
#Monastic orders
society_decisions = {
monastic_order_penance = {
potential = {
has_dlc = "Mystics"
is_christian_monastic_member_trigger = yes
has_quest = quest_monastic_order_penance
}
allow = {
has_quest = quest_monastic_order_penance
custom_tooltip = {
text = monastic_order_penance_allow_tt
OR = {
NOT = {
has_character_flag = holy_seclusion_timer
}
had_character_flag = {
flag = holy_seclusion_timer days = 1000
}
}
}
}
effect = {
log = "work decision monastic_order_penance for [Root.GetBestName]"
add_character_modifier = {
name = doing_penance
duration = -1
}
hidden_effect = {
character_event = {
id = MNM.4403
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0.1
modifier = {
factor = 0.01
war = yes
}
modifier = {
factor = 0.1
OR = {
trait = gregarious
trait = socializer
}
}
modifier = {
factor = 5
is_virtous = yes
}
}
}
monastic_order_meditation = {
potential = {
has_dlc = "Mystics"
is_dharmic_monastic_member_trigger = yes
has_quest = quest_monastic_order_meditation
}
allow = {
has_quest = quest_monastic_order_meditation
custom_tooltip = {
text = monastic_order_meditation_allow_tt
OR = {
NOT = {
has_character_flag = holy_seclusion_timer
}
had_character_flag = {
flag = holy_seclusion_timer days = 1000
}
}
}
}
effect = {
log = "work decision monastic_order_meditation for [Root.GetBestName]"
add_character_modifier = {
name = in_meditation
duration = -1
}
hidden_effect = {
character_event = {
id = MNM.4403
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0.1
modifier = {
factor = 0.01
war = yes
}
modifier = {
factor = 0.1
OR = {
trait = gregarious
trait = socializer
}
}
modifier = {
factor = 5
is_virtous = yes
}
}
}
monastic_order_rejoin_world = {
potential = {
has_dlc = "Mystics"
OR = {
has_character_modifier = doing_penance
has_character_modifier = in_meditation
}
}
allow = {
OR = {
has_character_modifier = doing_penance
has_character_modifier = in_meditation
}
piety = 100
}
effect = {
log = "work decision monastic_order_rejoin_world for [Root.GetBestName]"
remove_character_modifier = doing_penance
remove_character_modifier = in_meditation
hidden_effect = {
clr_character_flag = success_seculison_desc_A #Flags from 4426
clr_character_flag = success_seculison_desc_B
clr_character_flag = success_seculison_desc_C
}
piety = -100
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
}
###THE ASSASSINS###
society_decisions = {
#Assassins
assassins_borrow_money = {
only_playable = yes
potential = {
has_dlc = "Mystics"
society_member_of = the_assassins
NOT = {
society_rank = {
society = the_assassins
rank == 4
}
}
NOT = {
has_character_modifier = assassins_debt
}
}
allow = {
custom_tooltip = {
text = assassins_borrow_money_tooltip
any_society_member = {
is_society_grandmaster = yes
society_member_of = the_assassins
OR = {
ai = no
NOT = {
primary_title = {
title = d_hashshashin
}
}
AND = {
primary_title = {
title = d_hashshashin
}
wealth = 50
}
}
}
}
}
effect = {
log = "work decision assassins_borrow_money for [Root.GetBestName]"
custom_tooltip = {
text = assassins_borrow_money_effect_tooltip
}
hidden_tooltip = {
random_society_member = {
limit = {
is_society_grandmaster = yes
society_member_of = the_assassins
}
character_event = {
id = MNM.6000
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.01 #Slow down
}
modifier = {
factor = 0
wealth = 1
}
modifier = {
factor = 0.1
war = no
}
}
}
assassins_pay_debt = {
only_playable = yes
potential = {
has_dlc = "Mystics"
has_character_modifier = assassins_debt
NOT = {
has_character_flag = block_payback
}
any_society_member = {
is_society_grandmaster = yes
society_member_of = the_assassins
}
}
allow = {
custom_tooltip = {
text = assassins_pay_debt_tooltip
OR = {
AND = {
is_variable_equal = {
which = assassins_debt value = 50
}
wealth = 50
}
AND = {
is_variable_equal = {
which = assassins_debt value = 250
}
wealth = 250
}
AND = {
is_variable_equal = {
which = assassins_debt value = 500
}
wealth = 500
}
}
}
}
effect = {
log = "work decision assassins_pay_debt for [Root.GetBestName]"
pay_back_assassins_effect = yes
remove_assassins_debt_effect = yes
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.1 #Slow it down
}
modifier = {
factor = 0.1
trait = greedy
}
modifier = {
factor = 0.1
war = yes
}
modifier = {
factor = 0
has_character_flag = assassins_refused_to_pay_debt
}
modifier = {
factor = 0
OR = {
AND = {
is_variable_equal = {
which = assassins_debt value = 50
}
OR = {
NOT = {
wealth = 50
}
AND = {
nor = {
monthly_income = 0
wealth = 100
}
}
}
}
AND = {
is_variable_equal = {
which = assassins_debt value = 250
}
OR = {
NOT = {
wealth = 250
}
AND = {
nor = {
monthly_income = 0
wealth = 500
}
}
}
}
AND = {
is_variable_equal = {
which = assassins_debt value = 500
}
OR = {
NOT = {
wealth = 500
}
AND = {
nor = {
monthly_income = 0
wealth = 1000
}
}
}
}
}
}
}
}
assassins_donate = {
only_playable = yes
potential = {
has_dlc = "Mystics"
society_member_of = the_assassins
society_rank < 4
}
allow = {
wealth = 200
}
effect = {
log = "work decision assassins_donate for [Root.GetBestName]"
tooltip = {
wealth = -200
add_society_currency_minor_effect = yes
}
hidden_effect = {
random_society_member = {
limit = {
society_rank = {
rank == 4
society = the_assassins
}
}
character_event = {
id = MNM.6004
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.001 #Slow it down
}
modifier = {
factor = 0.1
trait = greedy
}
modifier = {
factor = 0.1
war = yes
}
modifier = {
factor = 0
NOT = {
wealth = 300
}
}
}
}
assassins_raise_troops = {
only_playable = yes
is_high_prio = yes
is_mercenary = yes
potential = {
has_dlc = "Mystics"
society_rank = {
society = the_assassins
rank == 4
}
}
allow = {
war = yes
has_society_currency_major_trigger = yes
}
effect = {
log = "work decision assassins_raise_troops for [Root.GetBestName]"
capital_scope = {
ROOT = {
spawn_unit = {
owner = ROOT
province = PREV
home = PREV
troops = {
archers = {
1500 1500
}
light_infantry = {
2500 2500
}
light_cavalry = {
1000 1000
}
}
attrition = 1.0
disband_on_peace = yes
maintenance_multiplier = 1
earmark = assassin_troops
}
}
}
detract_society_currency_major_effect = yes
sound_effect = generic_click_01
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.02 #Slowdown
}
}
}
assassins_raise_ships = {
only_playable = yes
is_high_prio = yes
is_mercenary = yes
potential = {
has_dlc = "Mystics"
society_rank = {
society = the_assassins
rank >= 3
}
}
allow = {
war = yes
has_society_currency_medium_trigger = yes
}
effect = {
log = "work decision assassins_raise_ships for [Root.GetBestName]"
spawn_fleet = {
province = closest
owner = ROOT
disband_on_peace = yes
earmark = assassin_ships
troops = {
galleys = {
45 45
}
}
}
detract_society_currency_medium_effect = yes
sound_effect = generic_click_01
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
assassins_drug_effect = {
potential = {
has_dlc = "Mystics"
society_member_of = the_assassins
NOT = {
has_character_flag = assassins_taking_drugs
}
}
allow = {
has_society_currency_minor_trigger = yes
}
effect = {
log = "work decision assassins_drug_effect for [Root.GetBestName]"
detract_society_currency_minor_effect = yes
custom_tooltip = {
text = assassins_drug_decision_tt
}
hidden_effect = {
remove_character_modifier = withdrawal_symptoms
character_event = {
id = MNM.6800 days = 0
}
}
}
ai_will_do = {
factor = 0
}
}
}
targeted_decisions = {
#Action: recruit assassins
assassins_recruit = {
ai_target_filter = realm
is_in_society = yes # Note - Only works for targeted_decisions. For non-targeted decisions you can use "society_decisions"
from_potential = {
is_adult = yes
prisoner = no
nor = {
trait = incapable
has_character_modifier = recruitment_timer
}
society_member_of = the_assassins
#Only level 2 and 3 AIs recruit
OR = {
ai = no
society_rank == 2
society_rank == 3
}
}
potential = {
OR = {
FROM = {
ai = no
}
ai = no
}
OR = {
FROM = {
ai = yes
}
is_within_diplo_range = FROM # AI only checks inside realm, so is by definition in range
}
is_adult = yes
prisoner = no
NOT = {
trait = incapable
}
is_in_society = no
OR = {
is_female = no
has_game_rule = {
name = gender
value = all
}
}
#AI cannot invite other AIs when society is full
NAND = {
ai = yes
FROM = {
ai = yes
}
NOT = {
can_join_society = the_assassins
}
}
#Stopping the ai from making stupid choices
OR = {
FROM = {
ai = no
}
is_friend = FROM
is_lover = FROM
is_close_relative = FROM
interested_in_society = the_assassins
}
NAND = {
FROM = {
ai = yes
}
trait = zealous
}
}
allow = {
has_assassins_prerequisites = yes
is_inaccessible_trigger = no
FROM = {
custom_tooltip = {
text = recruit_delay_timer_tooltip
NOT = {
has_character_modifier = recruitment_delay_timer
}
}
}
ROOT = {
is_inaccessible_trigger = no
custom_tooltip = {
text = assassins_recruit_block_tooltip
OR = {
NOT = {
has_character_flag = assassins_attempted_recruitment
}
interested_in_society = the_assassins
}
NOT = {
has_character_flag = ongoing_recruitment
}
}
}
}
effect = {
log = "work decision assassins_recruit for [Root.GetBestName]"
set_character_flag = assassins_attempted_recruitment
set_character_flag = ongoing_recruitment
hidden_effect = {
if = {
limit = {
NOT = {
religion = ormazd
}
}
character_event = {
id = MNM.6020 days = 3
}
}
if = {
limit = {
religion = ormazd
}
character_event = {
id = MNM.6022 days = 3
}
}
character_event = {
id = MNM.7030 days = 365
}
FROM = {
if = {
limit = {
ai = yes
}
add_character_modifier = {
name = recruitment_timer
days = 730
hidden = yes
}
}
add_character_modifier = {
name = recruitment_delay_timer
days = 90
hidden = yes
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.01 # slow down
}
modifier = {
factor = 10 # recruit interested parties
interested_in_society = the_assassins
}
modifier = {
factor = 0 # don't recruit characters interested in something else
NOT = {
interested_in_society = the_assassins
}
is_interested_in_any_society = yes
}
}
}
#Power: scare ruler
assassins_scare_ruler = {
only_playable = yes
ai_target_filter = realm
from_potential = {
has_dlc = "Conclave"
is_playable = yes
is_adult = yes
NOT = {
trait = incapable
}
society_rank = {
society = the_assassins
rank >= 2
}
prisoner = no
}
potential = {
NOT = {
character = FROM
}
age = 10
is_ruler = yes
OR = {
FROM = {
ai = yes
} # Only checks realm, so by definition in range
is_within_diplo_range = FROM
}
}
allow = {
ROOT = {
NOT = {
society_member_of = the_assassins
}
prisoner = no
is_inaccessible_trigger = no
NOT = {
owes_favor_to = FROM
}
}
OR = {
FROM = {
society_rank == 4
}
ROOT = {
same_realm = FROM
}
}
FROM = {
has_society_currency_medium_trigger = yes
is_inaccessible_trigger = no
}
NOT = {
has_opinion_modifier = {
modifier = opinion_threatened_me
who = FROM
}
}
}
effect = {
log = "work decision assassins_scare_ruler for [Root.GetBestName]"
FROM = {
detract_society_currency_medium_effect = yes
}
random_list = {
50 = {
modifier = {
factor = 9
FROM = {
society_rank == 4
}
}
modifier = {
factor = 3
FROM = {
society_rank == 3
}
}
hidden_effect = {
character_event = {
id = MNM.6840 days = 1
}
}
FROM = {
add_favor = ROOT
}
}
50 = {
modifier = {
#Makes it even harder to threaten someone 2 steps above you
factor = 3
OR = {
AND = {
tier = EMPEROR
FROM = {
lower_tier_than = KING
}
}
AND = {
tier = KING
FROM = {
tier = BARON
}
}
}
}
modifier = {