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rip_various_decisions.txt
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rip_various_decisions.txt
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targeted_decisions = {
release_tributary = {
ai_target_filter = self
from_potential = {
ai = no
}
potential = {
is_tributary = yes
suzerain = {
character = FROM
}
}
allow = {
war = no
FROM = {
war = no
}
}
effect = {
log = "work decision release_tributary for [Root.GetBestName]"
remove_tributary = FROM
prestige = -200
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
break_non_aggression_pact = {
ai_target_filter = self
from_potential = {
ai = no
}
potential = {
is_landed = yes
has_non_aggression_pact_with = FROM
}
allow = {
FROM = {
prestige = 200
}
war = no
FROM = {
war = no
}
}
effect = {
log = "work decision break_non_aggression_pact for [Root.GetBestName]"
opinion = {
who = FROM
modifier = broken_non_aggression_pact
}
FROM = {
prestige = -200
add_character_modifier = {
name = broken_non_aggression_pact_char_modifier
years = 10
}
}
FROM = {
set_truce = {
who = ROOT
years = 2
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
recruit_prisoner = {
filter = court
ai_target_filter = court
from_potential = {
ai = no
has_dlc = "Reapers"
}
potential = {
prisoner = yes
is_ruler = no
is_adult = yes
is_heir = no
is_married = no
NOT = {
trait = incapable
}
host = {
character = FROM
}
liege = {
NOT = {
character = FROM
}
}
}
allow = {
liege = {
NOR = {
is_lover = ROOT
is_friend = ROOT
is_child_of = ROOT
is_mother = ROOT
is_father = ROOT
}
}
NOT = {
is_rival = FROM
}
opinion_diff = {
first = FROM
second = liege
value = -25
}
}
effect = {
log = "work decision recruit_prisoner for [Root.GetBestName]"
hidden_tooltip = {
liege = {
character_event = {
id = RIP.29700
}
}
}
if = {
limit = {
is_consort = yes
is_female = yes
}
consort = {
remove_consort = ROOT
}
}
move_character = FROM
prisoner = no
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
# The war is in FROMFROM
interfere_in_vassal_war_attacker = {
filter = vassal_wars
ai_target_filter = vassal_wars
from_potential = {
ai = no
has_dlc = "Reapers"
}
potential = {
FROMFROM = {
attacker = {
character = ROOT
}
}
nor = {
owes_favor_to = FROM
has_opinion_modifier = {
who = FROM
modifier = opinion_interfered_in_war
}
}
}
allow = {
FROM = {
prestige = 100
NOT = {
trait = incapable
}
prisoner = no
in_seclusion = no
}
}
effect = {
log = "work decision interfere_in_vassal_war_attacker for [Root.GetBestName]"
FROM = {
prestige = -100
}
FROMFROM = {
defender = {
save_event_target_as = target_defender
}
}
character_event = {
id = RIP.30000 days = 3
}
hidden_tooltip = {
opinion = {
who = FROM
modifier = opinion_interfered_in_war
years = 5
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
# The war is in FROMFROM
interfere_in_vassal_war_attacker_use_favor = {
filter = vassal_wars
ai_target_filter = vassal_wars
from_potential = {
ai = no
has_dlc = "Reapers"
has_dlc = "Conclave"
}
potential = {
FROMFROM = {
attacker = {
character = ROOT
}
}
owes_favor_to = FROM
}
allow = {
FROM = {
NOT = {
trait = incapable
}
prisoner = no
in_seclusion = no
}
}
effect = {
log = "work decision interfere_in_vassal_war_attacker_use_favor for [Root.GetBestName]"
FROMFROM = {
defender = {
save_event_target_as = target_defender
}
}
reverse_remove_favor = FROM
character_event = {
id = RIP.30010 days = 3
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
# The war is in FROMFROM
interfere_in_vassal_war_defender = {
filter = vassal_wars
ai_target_filter = vassal_wars
from_potential = {
ai = no
has_dlc = "Reapers"
}
potential = {
FROMFROM = {
defender = {
character = ROOT
}
}
nor = {
owes_favor_to = FROM
has_opinion_modifier = {
who = FROM
modifier = opinion_interfered_in_war
}
}
}
allow = {
FROM = {
prestige = 200
NOT = {
trait = incapable
}
prisoner = no
in_seclusion = no
}
}
effect = {
log = "work decision interfere_in_vassal_war_defender for [Root.GetBestName]"
FROM = {
prestige = -200
}
FROMFROM = {
attacker = {
save_event_target_as = target_attacker
}
}
character_event = {
id = RIP.30020 days = 3
}
hidden_tooltip = {
opinion = {
who = FROM
modifier = opinion_interfered_in_war
years = 5
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
# The war is in FROMFROM
interfere_in_vassal_war_defender_use_favor = {
filter = vassal_wars
ai_target_filter = vassal_wars
from_potential = {
ai = no
has_dlc = "Reapers"
has_dlc = "Conclave"
}
potential = {
FROMFROM = {
defender = {
character = ROOT
}
}
owes_favor_to = FROM
}
allow = {
FROM = {
NOT = {
trait = incapable
}
prisoner = no
in_seclusion = no
}
}
effect = {
log = "work decision interfere_in_vassal_war_defender_use_favor for [Root.GetBestName]"
FROMFROM = {
attacker = {
save_event_target_as = target_attacker
}
}
reverse_remove_favor = FROM
character_event = {
id = RIP.30030 days = 3
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
demand_gavelkind = {
filter = vassals
ai_target_filter = vassals
from_potential = {
ai = no
has_dlc = "Reapers"
is_feudal = yes
is_vice_royalty = no
prisoner = no
NOT = {
trait = incapable
}
}
potential = {
is_playable = yes
liege = {
character = FROM
}
NOT = {
character = FROM
}
is_law_potential = succ_gavelkind
nor = {
has_law = succ_gavelkind
owes_favor_to = FROM
has_opinion_modifier = {
who = FROM name = opinion_demanded_succ_law_change
}
}
is_feudal = yes
mercenary = no
holy_order = no
is_vice_royalty = no
prisoner = no
NOT = {
trait = incapable
}
}
allow = {
FROM = {
prestige = 100
NOT = {
trait = incapable
}
prisoner = no
in_seclusion = no
}
}
effect = {
log = "work decision demand_gavelkind for [Root.GetBestName]"
prestige = -100
character_event = {
id = RIP.30040 days = 3
}
hidden_tooltip = {
opinion = {
who = FROM
modifier = opinion_demanded_succ_law_change
years = 5
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
demand_gavelkind_use_favor = {
filter = vassals
ai_target_filter = vassals
from_potential = {
ai = no
has_dlc = "Reapers"
has_dlc = "Conclave"
is_feudal = yes
is_vice_royalty = no
prisoner = no
NOT = {
trait = incapable
}
}
potential = {
is_playable = yes
liege = {
character = FROM
}
NOT = {
character = FROM
}
is_law_potential = succ_gavelkind
NOT = {
has_law = succ_gavelkind
}
owes_favor_to = FROM
NOT = {
has_opinion_modifier = {
who = FROM name = opinion_demanded_succ_law_change
}
}
is_feudal = yes
mercenary = no
holy_order = no
is_vice_royalty = no
prisoner = no
NOT = {
trait = incapable
}
}
allow = {
FROM = {
prestige = 100
NOT = {
trait = incapable
}
prisoner = no
in_seclusion = no
}
}
effect = {
log = "work decision demand_gavelkind_use_favor for [Root.GetBestName]"
prestige = -100
character_event = {
id = RIP.30050 days = 3
}
hidden_tooltip = {
opinion = {
who = FROM
modifier = opinion_demanded_succ_law_change
years = 5
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
ask_to_leave_court = {
filter = court
ai_target_filter = court
from_potential = {
ai = no
has_dlc = "Reapers"
}
potential = {
liege = {
character = FROM
}
can_be_asked_to_leave_court_trigger = yes
NOT = {
any_spouse = {
liege = {
character = FROM
}
can_be_asked_to_leave_court_trigger = no
}
}
}
allow = {
NOT = {
trait = incapable
}
prisoner = no
NOT = {
any_spouse = {
liege = {
character = FROM
}
OR = {
trait = incapable
prisoner = yes
}
}
}
}
effect = {
log = "work decision ask_to_leave_court for [Root.GetBestName]"
FROM = {
prestige = -5
}
opinion = {
modifier = opinion_disappointed
who = FROM
years = 10
}
any_spouse = {
limit = {
liege = {
character = FROM
}
}
opinion = {
modifier = opinion_disappointed
who = FROM
years = 10
}
}
if = {
# Move to a same-religion court
limit = {
any_playable_ruler = {
is_within_diplo_range = ROOT
religion = ROOT
their_opinion = {
who = ROOT value = 10
}
NOT = {
character = FROM
}
}
}
any_playable_ruler = {
limit = {
is_within_diplo_range = ROOT
religion = ROOT
their_opinion = {
who = ROOT value = 10
}
NOT = {
character = FROM
}
}
save_event_target_as = new_court
}
move_character = event_target:new_court
any_spouse = {
limit = {
liege = {
character = FROM
}
}
move_character = event_target:new_court
}
break = yes
}
if = {
# Move to any court where the character likes me
limit = {
any_playable_ruler = {
is_within_diplo_range = ROOT
their_opinion = {
who = ROOT value = 10
}
NOT = {
character = FROM
}
}
}
any_playable_ruler = {
limit = {
is_within_diplo_range = ROOT
their_opinion = {
who = ROOT value = 10
}
NOT = {
character = FROM
}
}
save_event_target_as = new_court_secondary
}
move_character = event_target:new_court_secondary
any_spouse = {
limit = {
liege = {
character = FROM
}
}
move_character = event_target:new_court
}
break = yes
}
if = {
# Go anywhere but here
limit = {
any_playable_ruler = {
NOT = {
character = FROM
}
}
}
any_playable_ruler = {
limit = {
NOT = {
character = FROM
}
}
save_event_target_as = new_court_backup
}
move_character = event_target:new_court_backup
any_spouse = {
limit = {
liege = {
character = FROM
}
}
move_character = event_target:new_court
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
exchange_land_for_hospital = {
filter = all
ai_target_filter = all
from_potential = {
has_dlc = "Reapers"
ai = no
#capital has space and no hospital
capital_scope = {
num_of_empty_holdings = 1
NOT = {
hospital_level = 1
}
}
NOR = {
is_nomadic = yes
is_tribal = yes
}
}
potential = {
is_adult = yes
#owns holy order, this religion
primary_title = {
holy_order = yes
}
religion = FROM
}
allow = {
FROM = {
piety = 300
capital_scope = {
any_province_holding = {
is_occupied = no
}
}
}
}
effect = {
log = "work decision exchange_land_for_hospital for [Root.GetBestName]"
#lose piety, holy order builds castle and hospital
FROM = {
piety = -300
capital_scope = {
build_holding = {
type = castle
holder = ROOT
}
build_holding = {
type = hospital
holder = FROM
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
commit_suicide_immortal = {
filter = self
ai_target_filter = self
potential = {
ai = no
is_adult = yes
prisoner = no
immortal = yes
NOR = {
trait = creature_orc
trait = creature_goblin
trait = creature_slann
trait = creature_nehekharan
trait = creature_elf
trait = creature_dwarf
trait = creature_chaos_dwarf
trait = khorne_demon
trait = nurgle_demon
trait = slaanesh_demon
trait = tzeentch_demon
trait = hashut_kdaai
trait = vampire_lahmian_visible
trait = vampire_carstein_visible
trait = vampire_blood_visible
trait = vampire_strigoi_visible
trait = vampire_necrarch_visible
trait = vampire_jade_visible
trait = vampire_mahtmasi_visible
trait = vampire_lahmian_hidden
trait = vampire_carstein_hidden
trait = vampire_blood_hidden
trait = vampire_strigoi_hidden
trait = vampire_necrarch_hidden
trait = vampire_jade_hidden
trait = vampire_mahtmasi_hidden
trait = creature_celdragon
}
OR = {
trait = depressed
age = 100
}
}
allow = {
immortal = yes
OR = {
trait = depressed
age = 100
}
custom_tooltip = {
NOT = {
has_character_flag = attempting_suicide
}
text = attempting_suicide_tooltip
}
}
effect = {
log = "work decision commit_suicide_immortal for [Root.GetBestName]"
if = {
limit = {
has_dlc = "Reapers"
}
set_character_flag = attempting_suicide
if = {
limit = {
NOT = {
trait = incapable
}
}
character_event = {
id = RIP.30200
}
}
if = {
limit = {
trait = incapable
}
character_event = {
id = RIP.30210
}
}
}
if = {
limit = {
NOT = {
has_dlc = "Reapers"
}
}
prestige = -200
add_character_modifier = {
modifier = suicide
duration = -1
}
if = {
limit = {
is_invincible_trigger = yes
}
antideath_effect = yes
break = yes
}
death = {
death_reason = death_suicide
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
}
decisions = {
seek_treatment = {
only_playable = yes
is_high_prio = yes
potential = {
is_playable = yes
OR = {
trait = has_tuberculosis
trait = has_typhoid_fever
trait = has_typhus
trait = has_bubonic_plague
trait = has_measles
trait = has_small_pox
trait = has_aztec_disease
trait = syphilitic
trait = flu
trait = dysentery
trait = gout
trait = food_poisoning
trait = rabies
trait = cancer
trait = pneumonic
num_of_symptoms = 1
}
has_assigned_minor_title = title_court_physician
}
allow = {
custom_tooltip = {
text = seek_treatment_tooltip_2
OR = {
NOT = {
has_character_flag = being_treated
}
had_character_flag = {
flag = being_treated days = 20
}
}
OR = {
AND = {
#if you have a developed disease and want further treatment
character_disease_trigger = yes
OR = {
NOT = {
has_character_flag = recent_treatment
}
had_character_flag = {
flag = recent_treatment days = 90
}
}
}
AND = {
#if you have multiple symptoms and want to seek further treatment
num_of_symptoms = 2
OR = {
NOT = {
has_character_flag = recent_treatment
}
had_character_flag = {
flag = recent_treatment days = 30
}
}
}
AND = {
#if your treatment failed and you want to try again
character_disease_trigger = no
num_of_symptoms = 1
OR = {
had_character_flag = {
flag = disease_not_serious days = 10
} #anti-spam delay since event should handle this normally
had_character_flag = {
flag = developing_illness days = 10
}
}
OR = {
NOT = {
has_character_flag = recent_treatment
}
had_character_flag = {
flag = recent_treatment days = 30
}
}
NOR = {
has_character_modifier = successful_treatment_1
has_character_modifier = successful_treatment_2
has_character_modifier = successful_treatment_3
has_character_modifier = failed_treatment_1
has_character_modifier = failed_treatment_2
has_character_modifier = mystic_treatment_decent
has_character_modifier = mystic_treatment_poor
has_character_modifier = mystic_treatment_terrible
has_character_modifier = symptom_treatment_1
has_character_modifier = symptom_treatment_2
has_character_modifier = symptom_treatment_3
has_character_modifier = symptom_treatment_4
}
}
}
}
custom_tooltip = {
text = seek_treatment_tooltip_1
}
custom_tooltip = {
text = seek_treatment_tooltip_3
hidden_tooltip = {
NOR = {
has_character_modifier = mystic_treatment_decent
has_character_modifier = successful_treatment_1
has_character_modifier = successful_treatment_2
has_character_modifier = successful_treatment_3
}
}
}
}
effect = {
log = "work decision seek_treatment for [Root.GetBestName]"
set_character_flag = recent_treatment
hidden_tooltip = {
remove_treatment_modifiers_effect = yes
}
custom_tooltip = {
text = seek_treatment_tooltip_4
hidden_tooltip = {
random_courtier_or_vassal = {
limit = {
is_adult = yes
has_minor_title = title_court_physician
liege = {
character = ROOT
}
}
character_event = {
id = RIP.11031
}
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0.25
modifier = {
factor = 2
OR = {
trait = craven
trait = paranoid