Scripted effect
ai_conqueror_yearly_effect
ai_conqueror_yearly_effect = yesgame/common/scripted_effects/00_ai_conqueror_effects.txt, line 1 (866 lines). No parameters.
ai_conqueror_yearly_effect is a scripted effect in Crusader Kings III, written at line 1 of its file. It takes no parameters: ai_conqueror_yearly_effect = yes. The game's script calls it in 1 place, among them Conqueror (story cycle). Patch 1.20.1.2, from game/common/scripted_effects/00_ai_conqueror_effects.txt.
What it does
If
- Has “conqueror” (a variable the game's script sets)
- Is an Independent Ruler
Then
If
a check the game hides
Then
move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_short_term }move_budget_gold = { gold = war_chest_gold from = budget_war_chest to = budget_short_term }- If has Treasury:
move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_short_term }move_budget_treasury = { treasury = war_chest_treasury from = budget_war_chest to = budget_short_term }
Otherwise
move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_war_chest }move_budget_gold = { gold = short_term_gold from = budget_short_term to = budget_war_chest }move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_short_term }- If has Treasury:
move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_war_chest }move_budget_treasury = { treasury = short_term_treasury from = budget_short_term to = budget_war_chest }move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_short_term }
If
can_execute_decision = mpo_become_greatest_of_khans_decision
Then
execute_decision = mpo_become_greatest_of_khans_decision
If
can_execute_decision = nomad_higher_tier_title_decision
Then
execute_decision = nomad_higher_tier_title_decision
If
a check the game hides
Then
If
- Is at not War
war_chest_gold < war_chest_gold_maximumNOT = { has_focus = stewardship_wealth_focus }
Then
set_focus = stewardship_wealth_focus
Else if
- Is at not War
One of these
All of these
- Prestige level less than 4
can_use_conquest_cbs_trigger = yes
or
Prestige less than 1000
NOT = { has_focus = diplomacy_majesty_focus }- Does not have the Trait: August
Then
set_focus = diplomacy_majesty_focus
Else if
Then
set_focus = intrigue_skulduggery_focus
Else if
is_commanding_army = yesNOT = { has_focus = martial_chivalry_focus }
Then
set_focus = martial_chivalry_focus
Else if
NOT = { has_focus = martial_authority_focus }- Any held title:
- Title tier exactly County
- County Control less than 100
Then
set_focus = martial_authority_focus
Else if
NOT = { has_focus = martial_strategy_focus }
Then
set_focus = martial_strategy_focus
If
- Any scheme:
is_scheme_exposed = yes
Then
- Every scheme:
- Where:
is_scheme_exposed = yes
end_scheme = yes
- Where:
- Any scheme:
If
- Ai honor less than 50
One of these
None of these
- Any scheme:
One of these
scheme_type = murderor
scheme_type = abductor
scheme_type = claim_throneor
scheme_type = fabricate_hook
- Any scheme:
or
All of these
- Has the Twice Schemed Perk
- Scheme (less than 2):
One of these
scheme_type = murderor
scheme_type = abductor
scheme_type = claim_throneor
scheme_type = fabricate_hook
Then
- Every targeting faction:
- Where › scope:root_scope:
can_start_scheme = { type = murder target_character = scope:faction_in_question.special_character }
faction_type = claimant_faction
- Where › scope:root_scope:
If
a check the game hides
Then
start_scheme = { type = murder target_character = scope:murder_target }
If
- Any scheme:
is_scheme_exposed = yes
Then
- Every scheme:
- Where:
is_scheme_exposed = yes
end_scheme = yes
- Where:
- Any scheme:
If
- Has the Truth is Relative Perk
One of these
None of these
- Any scheme:
One of these
scheme_type = murderor
scheme_type = abductor
scheme_type = claim_throneor
scheme_type = fabricate_hook
- Any scheme:
or
All of these
- Has the Twice Schemed Perk
- Scheme (less than 2):
One of these
scheme_type = murderor
scheme_type = abductor
scheme_type = claim_throneor
… (more in the script below)
- … (more in the script below)
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.
The script as written (120 lines of game script)
ai_conqueror_yearly_effect = {
if = {
limit = {
has_variable = conqueror
top_liege = this
}
save_scope_as = root_scope
###### BUDGETING
if = {
limit = {
is_at_war = no
years_from_game_start >= 5
NOT = {
has_character_flag = conqueror_anti_pacing_flag
}
primary_title = { title_held_years >= 3 } # Do not go into buildup mode if there's a brother you need to destroy immediately!
OR = {
any_neighboring_and_across_water_top_liege_realm_owner = {
count = all
current_military_strength >= scope:root_scope.max_military_strength
NOR = {
is_allied_to = scope:root_scope
has_relation_friend = scope:root_scope
has_relation_lover = scope:root_scope
}
}
any_neighboring_and_across_water_top_liege_realm_owner = {
count >= 2
current_military_strength >= scope:root_scope.max_military_strength
NOR = {
is_allied_to = scope:root_scope
has_relation_friend = scope:root_scope
has_relation_lover = scope:root_scope
}
}
any_vassal = {
joined_faction ?= {
faction_power >= faction_power_halfway_threshold
}
}
AND = {
NOT = { ai_should_get_conqueror_bonuses = yes } # They have a 75% discount
monthly_character_income_minus_expenses > half_monthly_character_income # Try to spend at least 50% of income on MaA!
}
}
}
add_character_flag = { # Conquerors should sometimes spend on MaA, if there are strong neighbours
flag = conqueror_pacing_flag
years = 3
}
add_character_flag = {
flag = conqueror_anti_pacing_flag
years = 10
}
}
if = {
limit = {
has_character_flag = conqueror_pacing_flag
}
move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_short_term }
move_budget_gold = { gold = war_chest_gold from = budget_war_chest to = budget_short_term }
if = {
limit = {
has_treasury = yes
}
move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_short_term }
move_budget_treasury = { treasury = war_chest_treasury from = budget_war_chest to = budget_short_term }
}
}
else = { # Conquerors are special; they don't care about states or eras - they just want to conquer, and put their resources towards just that.
move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_war_chest }
move_budget_gold = { gold = short_term_gold from = budget_short_term to = budget_war_chest }
# Conquerors have no concern for the future; only here and now matters
move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_short_term }
if = {
limit = {
has_treasury = yes
}
move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_war_chest }
move_budget_treasury = { treasury = short_term_treasury from = budget_short_term to = budget_war_chest }
# Conquerorstreasurye no treasuryern for the future; only here and now matters
move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_short_term }
}
}
###### IMPORTANT DECISIONS
if = {
limit = {
can_execute_decision = mpo_become_greatest_of_khans_decision
}
execute_decision = mpo_become_greatest_of_khans_decision
}
if = {
limit = {
can_execute_decision = nomad_higher_tier_title_decision
}
execute_decision = nomad_higher_tier_title_decision
}
###### LIFESTYLES
if = { # Conquerors change lifestyle focus to suit their needs
limit = {
NOT = { has_character_flag = ai_focus_cd } # No cheating!
}
if = {
limit = {
is_at_war = no
war_chest_gold < war_chest_gold_maximum
NOT = { has_focus = stewardship_wealth_focus }
}
set_focus = stewardship_wealth_focus
add_character_flag = {
flag = ai_focus_cd
years = 5
}
}
else_if = { # Prestige is important for CB's
limit = {
is_at_war = noAs written in game/common/scripted_effects/00_ai_conqueror_effects.txt.
The first 120 of its 866 lines; the rest is in game/common/scripted_effects/00_ai_conqueror_effects.txt from line 1.
Where it is used
Every place in common/, events/ and history/ that calls ai_conqueror_yearly_effect.
Story cycles (1)
- Conqueror
Source: game/common/scripted_effects/00_ai_conqueror_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.