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settlement_decisions.txt
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settlement_decisions.txt
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# Settlement decisions are possible vs _all_ settlements and are shown in the Settlement Diplomacy View, not the Intrigue View. The taker is in the FROM scope.
#
# filter = [capital/owned/vassal_owned/sub_realm_owned/realm_owned/dynasty_owned/all]
# ai_target_filter = [capital/owned/vassal_owned/sub_realm_owned/realm_owned/dynasty_owned/all] (which settlements for which the AI evaluates the decision.)
# owned: all settlements owned by the AI
# vassal_owned: all settlements owned by direct vassal rulers of the AI's employer
# sub_realm_owned: all settlements below the AI's employer
# realm_owned: all settlements in the same top realm as the AI
# dynasty_owned: all settlements owned by members of the same dynasty
# all: all settlements (Avoid if possible. VERY CPU-HEAVY!)
#
settlement_decisions = {
convert_tribal_to_castle = {
only_playable = yes
filter = owned
ai_target_filter = owned
is_high_prio = yes
from_potential = {
is_playable = yes
OR = {
is_feudal = yes
culture_group = lizardman_group
}
nor = {
trait = creature_beastman
trait = creature_orc
trait = creature_goblin
culture = amazon_main
culture = miyan
}
higher_tier_than = BARON
}
potential = {
holding_type = tribal
holder_scope = {
character = FROM
}
}
allow = {
location = {
religion = FROM
nor = {
culture_group = orc_group
culture_group = goblin_group
}
}
#To civilize Lustria you need to cut down the jungle first, then put resources
OR = {
location = {
NOT = {
region = world_new_world_lustria
}
}
AND = {
location = {
NOR = {
has_province_modifier = lustria_medium_jungle
has_province_modifier = lustria_dense_jungle
has_province_modifier = lustria_oppressive_jungle
}
}
FROM = {
wealth = 250
}
OR = {
capital_holding = {
has_building = tb_hillfort_4
}
capital_holding = {
has_building = tb_norscan_fort_4
}
ROOT = {
has_building = tb_ruincity_6
}
}
}
}
}
effect = {
log = "work decision convert_tribal_to_castle for [Root.GetBestName]"
if = {
limit = {
location = {
region = world_new_world_lustria
}
}
FROM = {
wealth = -250
}
}
convert_to = CASTLE
refill_holding_levy = yes
hidden_tooltip = {
if = {
limit = {
is_capital = yes
dejure_liege_title = {
location = {
num_of_empty_holdings = 2
}
NOT = {
any_direct_de_jure_vassal_title = {
holding_type = city
}
region = world_new_world_lustria
}
}
}
location = {
build_holding = {
type = city
}
}
}
if = {
limit = {
is_capital = yes
dejure_liege_title = {
location = {
num_of_empty_holdings = 2
}
NOT = {
any_direct_de_jure_vassal_title = {
holding_type = temple
}
}
}
}
location = {
build_holding = {
type = temple
}
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
}
}
convert_tribal_to_city = {
only_playable = yes
filter = owned
ai_target_filter = owned
is_high_prio = yes
from_potential = {
is_playable = yes
OR = {
is_republic = yes
culture_group = lizardman_group
}
higher_tier_than = BARON
nor = {
trait = creature_beastman
trait = creature_orc
trait = creature_goblin
culture = amazon_main
culture = miyan
}
}
potential = {
holding_type = tribal
holder_scope = {
character = FROM
}
}
allow = {
location = {
religion = FROM
nor = {
culture_group = orc_group
culture_group = goblin_group
}
}
#To civilize Lustria you need to cut down the jungle first, then put resources
OR = {
location = {
NOT = {
region = world_new_world_lustria
}
}
AND = {
location = {
NOR = {
has_province_modifier = lustria_medium_jungle
has_province_modifier = lustria_dense_jungle
has_province_modifier = lustria_oppressive_jungle
}
}
FROM = {
wealth = 250
}
or = {
ROOT = {
has_building = tb_market_town_4
}
ROOT = {
has_building = tb_skinkcustodians_4
}
}
}
}
}
effect = {
log = "work decision convert_tribal_to_city for [Root.GetBestName]"
if = {
limit = {
location = {
region = world_new_world_lustria
}
}
FROM = {
wealth = -250
}
}
convert_to = CITY
refill_holding_levy = yes
hidden_tooltip = {
if = {
limit = {
is_capital = yes
dejure_liege_title = {
location = {
num_of_empty_holdings = 2
}
NOT = {
any_direct_de_jure_vassal_title = {
holding_type = castle
}
}
}
}
location = {
build_holding = {
type = castle
}
}
}
if = {
limit = {
is_capital = yes
dejure_liege_title = {
location = {
num_of_empty_holdings = 2
}
NOT = {
any_direct_de_jure_vassal_title = {
holding_type = temple
}
region = world_new_world_lustria
}
}
}
location = {
build_holding = {
type = temple
}
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1 # On average ca 1 year before taken
}
}
convert_tribal_to_temple = {
only_playable = yes
filter = owned
ai_target_filter = owned
is_high_prio = yes
from_potential = {
OR = {
is_theocracy = yes
government = chaosdwarf_government
}
nor = {
trait = creature_beastman
religion_group = old_gods_group
}
}
potential = {
holding_type = tribal
holder_scope = {
character = FROM
}
}
allow = {
location = {
religion = FROM
nor = {
culture_group = orc_group
culture_group = goblin_group
}
}
#To civilize Lustria you need to cut down the jungle first, then put resources
OR = {
location = {
NOT = {
region = world_new_world_lustria
}
}
AND = {
location = {
NOR = {
has_province_modifier = lustria_medium_jungle
has_province_modifier = lustria_dense_jungle
has_province_modifier = lustria_oppressive_jungle
}
}
FROM = {
wealth = 250
}
capital_holding = {
has_building = tb_hillfort_4
}
}
}
}
effect = {
log = "work decision convert_tribal_to_temple for [Root.GetBestName]"
if = {
limit = {
location = {
region = world_new_world_lustria
}
}
FROM = {
wealth = -250
}
}
convert_to = temple
refill_holding_levy = yes
hidden_tooltip = {
if = {
limit = {
is_capital = yes
dejure_liege_title = {
location = {
num_of_empty_holdings = 2
}
NOT = {
any_direct_de_jure_vassal_title = {
holding_type = castle
}
}
}
}
location = {
build_holding = {
type = castle
}
}
}
if = {
limit = {
is_capital = yes
dejure_liege_title = {
location = {
num_of_empty_holdings = 2
}
NOT = {
any_direct_de_jure_vassal_title = {
holding_type = city
}
}
}
}
location = {
build_holding = {
type = city
}
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1 # On average ca 1 year before taken
modifier = {
factor = 0.1 # Modified down to ca 10 year average.
}
}
}
make_primary = {
only_playable = yes
filter = owned
ai_target_filter = owned
from_potential = {
is_playable = yes
}
potential = {
is_capital = no
holder_scope = {
character = FROM
}
dejure_liege_title = {
holder_scope = {
character = FROM
}
}
}
allow = {
FROM = {
OR = {
AND = {
is_merchant_republic = no
is_nomadic = no
}
capital_scope = {
ROOT = {
location = {
NOT = {
province = PREVPREV
}
}
}
}
}
}
}
effect = {
log = "work decision make_primary for [Root.GetBestName]"
make_capital_holding = yes
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
# Not if this settlement is not allowed
factor = 0
NOT = {
is_allowed_holding_type = FROM
}
}
modifier = {
# Not if existing capital is preferred
factor = 0
defacto_liege_title = {
is_preferred_holding_type = FROM
}
}
modifier = {
# Not if this settlement is not preferred and another settlement is
factor = 0
NOT = {
is_preferred_holding_type = FROM
}
defacto_liege_title = {
any_direct_de_jure_vassal_title = {
holder = FROM
is_preferred_holding_type = FROM
}
}
}
}
}
revoke_primary = {
only_playable = yes
filter = owned
ai_target_filter = owned
from_potential = {
is_playable = yes
is_nomadic = yes
has_dlc = "Horse Lords"
}
potential = {
is_capital = yes
holder_scope = {
character = FROM
capital_holding = {
NOT = {
title = PREVPREV
}
}
}
capital_scope = {
has_empty_holding = yes
}
NOT = {
holding_type = nomad
}
}
effect = {
log = "work decision revoke_primary for [Root.GetBestName]"
revoke_capital_holding = yes
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
}
}
pillage_settlement = {
only_independent = yes
filter = owned
ai_target_filter = owned
is_high_prio = yes
from_potential = {
is_playable = yes
OR = {
is_nomadic = yes
is_tribal = yes
}
has_dlc = "Horse Lords"
}
potential = {
NOT = {
holding_type = nomad
}
OR = {
NOT = {
holding_type = tribal
}
FROM = {
is_tribal = no
}
}
OR = {
FROM = {
is_nomadic = yes
}
location = {
num_of_settlements = 2
}
}
owner = {
character = FROM
}
}
allow = {
NOT = {
has_holding_modifier = recently_burnt_the_land
}
owner = {
independent = yes
}
has_siege = no
custom_tooltip = {
text = stop_pillaging_custom_tooltip
hidden_tooltip = {
NOT = {
has_holding_modifier = stop_burning_land
}
}
}
}
effect = {
log = "work decision pillage_settlement for [Root.GetBestName]"
hidden_tooltip = {
location = {
save_event_target_as = nickname_target
}
FROM = {
save_event_target_as = nickname_receiver
}
if = {
limit = {
owner = {
has_nickname = no
is_adult = yes
NOT = {
trait = incapable
}
}
}
random_list = {
5 = {
owner = {
give_nickname = nick_the_destroyer
}
}
5 = {
owner = {
give_nickname = nick_the_scourge_of_god
}
modifier = {
factor = 0
event_target:nickname_target = {
religion = FROM
}
}
}
5 = {
owner = {
give_nickname = nick_the_slayer_of_culture
}
modifier = {
factor = 0
event_target:nickname_target = {
culture = FROM
}
}
}
5 = {
owner = {
give_nickname = nick_the_terror_of_provincename
}
}
5 = {
owner = {
give_nickname = nick_the_culture_marauder
}
modifier = {
factor = 0
event_target:nickname_target = {
culture = FROM
}
}
}
75 = {
}
}
}
}
if = {
limit = {
NOT = {
holding_type = tribal
}
}
FROM = {
wealth = 50
}
custom_tooltip = {
text = gain_tech_custom_tooltip
hidden_tooltip = {
FROM = {
random_list = {
10 = {
military_techpoints = 5
}
10 = {
economy_techpoints = 5
}
10 = {
culture_techpoints = 5
}
}
}
}
}
}
if = {
limit = {
holding_type = tribal
}
FROM = {
wealth = 25
population = 150
}
}
custom_tooltip = {
text = "PILLAGE_DESTROY_BUILDINGS"
hidden_tooltip = {
destroy_random_building = THIS
destroy_random_building = THIS
add_holding_modifier = {
modifier = recently_burnt_the_land
months = 7
}
}
}
hidden_tooltip = {
location = {
add_province_modifier = {
modifier = rampaging_nomads
years = 10
}
}
location = {
add_province_modifier = {
modifier = burnt_the_land
years = 10
}
}
if = {
limit = {
OR = {
FROM = {
NOT = {
has_character_modifier = pillage_cooldown
}
}
FROM = {
NOT = {
any_realm_province = {
any_province_holding = {
owner = {
character = FROM
}
has_holding_modifier = recently_burnt_the_land
NOT = {
has_holding_modifier = stop_burning_land
}
}
}
}
}
}
}
FROM = {
character_event = {
id = HL.4800 days = 180
}
}
FROM = {
add_character_modifier = {
modifier = pillage_cooldown
hidden = yes
months = 6
}
}
}
}
if = {
limit = {
NOT = {
has_any_building = yes
}
owner = {
character = FROM
}
}
hidden_tooltip = {
location = {
province_event = {
id = HL.4810 days = 1
}
province_event = {
id = HL.4814 days = 2 random = 2
}
}
}
destroy_settlement = THIS
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
modifier = {
# Only for tribal holdings
factor = 0
NOT = {
holding_type = tribal
}
}
modifier = {
# Beastmen hate civilization
factor = 10
FROM = {
trait = creature_beastman
}
}
}
}
stop_pillage_settlement = {
only_playable = yes
filter = owned
ai_target_filter = owned
from_potential = {
is_playable = yes
OR = {
is_nomadic = yes
is_tribal = yes
}
has_dlc = "Horse Lords"
}
potential = {
has_holding_modifier = recently_burnt_the_land
nor = {
has_holding_modifier = stop_burning_land
holding_type = nomad
}
OR = {
NOT = {
holding_type = tribal
}
FROM = {
is_tribal = no
}
}
owner = {
character = FROM
}
}
allow = {
has_holding_modifier = recently_burnt_the_land
hidden_tooltip = {
NOT = {
has_holding_modifier = stop_burning_land
}
}
}
effect = {
log = "work decision stop_pillage_settlement for [Root.GetBestName]"
hidden_tooltip = {
add_holding_modifier = {
modifier = stop_burning_land
hidden = yes
years = 1
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
adopt_tribalism = {
only_independent = yes
filter = sub_realm_owned
ai_target_filter = sub_realm_owned
is_high_prio = yes
from_potential = {
is_playable = yes
is_nomadic = yes
has_dlc = "Horse Lords"
is_landed = yes
NOT = {
culture_group = lizardman_group
trait = creature_ogre
religion_group = chaos_gods_group
}
}
potential = {
NOT = {
location = {
region = world_chaos_wastes
}
}
OR = {
holding_type = tribal
AND = {
holding_type = nomad
holder_scope = {
character = FROM
}
}
}
holder_scope = {
OR = {
character = FROM
AND = {
any_liege = {
character = FROM
}
NOR = {
is_nomadic = yes
any_liege = {
NOT = {
character = FROM
}
is_nomadic = yes
}
}
}
}
}
}
allow = {
OR = {
is_capital = yes
capital_scope = {
holder_scope = {
character = FROM
}
}
}
has_siege = no
FROM = {
independent = yes
war = no
}
OR = {
holding_type = tribal
AND = {
holding_type = nomad
has_building = no_baghatur_council_2
}
}
}
effect = {
log = "work decision adopt_tribalism for [Root.GetBestName]"
# Change culture and religion of new capital province and possibly more provinces depending on nomad population_and_manpower
location = {
if = {
limit = {
NOT = {
culture = FROM
}
}
culture = FROM
}
if = {
limit = {
NOT = {
religion = FROM
}
}
religion = FROM
}
}
if = {
limit = {
FROM = {
population_and_manpower = 5000
any_realm_province = {
NOT = {
culture = FROM
}
num_of_settlements = 1
ROOT = {
location = {
NOT = {
province = PREVPREV
} # Another province, not the capital
}
}
}
}
}
custom_tooltip = {
text = nomad_settle_conversion_tooltip
}
}
hidden_tooltip = {
if = {
limit = {
FROM = {
population_and_manpower = 5000
any_realm_province = {
NOT = {
culture = FROM
}
num_of_settlements = 1
any_neighbor_province = {
culture = FROM
religion = FROM
}
}
}
}
FROM = {
random_realm_province = {
limit = {
NOT = {
culture = FROM
}
num_of_settlements = 1
any_neighbor_province = {
culture = FROM
religion = FROM
}
}
culture = FROM
religion = FROM
}
}
}
if = {
limit = {
FROM = {
population_and_manpower = 10000
any_realm_province = {
NOT = {
culture = FROM
}
num_of_settlements = 1
any_neighbor_province = {
culture = FROM
religion = FROM
}
}
}
}
FROM = {
random_realm_province = {