Scripted trigger
ai_has_warlike_personality
ai_has_warlike_personality = yesgame/common/scripted_triggers/00_ai_value_triggers.txt, line 54 (97 lines). No parameters.
ai_has_warlike_personality is a scripted trigger in Crusader Kings III, written at line 54 of its file. It takes no parameters: ai_has_warlike_personality = yes (or no). The game's script calls it in 92 places, among them Demand Shared Army Logistics (decision), Organize House Members for War (decision) and Placate Vassals (decision). Patch 1.20.1.2, from game/common/scripted_triggers/00_ai_value_triggers.txt.
What it checks
One of these
All of these
- Has the Trait: Despoiler of Byzantium
- Any held title:
- Title tier at most Empire
One of these
empire = title:e_byzantiumor
empire = title:e_latin_empire
or
vassal_contract_has_flag = admin_ai_is_warlikeor
Their house: The House their has the Organized for War modifieror
All of these
- Any character struggle:
If
is_struggle_type = persian_struggle
Then
is_struggle_phase = struggle_persia_phase_unrest
Otherwise
- Never
- Has the Trait: Detractor of the Caliphate
- Any character struggle:
or
All of these
- Government is Nomadic
ai_has_cautious_personality = noeconomical_ai_guts_trigger = no
or
All of these
- Ai boldness more than 0
- Ai greed at least 0
One of these
- Has the Trait: Wrathful
or
Has the Trait: Impatientor
Has the Trait: Sadisticor
Has the Trait: Ambitiousor
Has the Trait: Vengefulor
Has the Trait: Zealousor
Has the Trait: Irritableor
All of these
- Ai boldness at least 50
- Ai greed at least 50
or
All of these
- Ai boldness at least 25
- Ai greed at least 100
or
All of these
- Ai boldness at least 100
- Ai greed at least 25
or
Government is a Tribal-type Governmentor
Their culture: The Culture has the Bellicose Cultural Pillar
None of these
- Ai compassion at least 75
- Has the Trait: Compassionate
- Has the Trait: Craven
- Has the Trait: Calm
- Their faith: Has a Doctrine or Tenet with pacifist
- Their culture: The Culture has the Cost for converting to a pacifist faith: -25% Tradition
- Their house: The House their has the Encouraged Economy modifier
vassal_contract_has_flag = admin_ai_is_builder
or
Has “imperial expedition charged” (a variable the game's script sets)or
All of these
One of these
- Is a Tributary
or
Is not an Independent Ruler
overlord ?= { has_realm_law_flag = subjects_appear_more_warlike }
or
Their house:has_house_aspiration_parameter = aspect_of_destruction
None of these
- Has “conqueror” (a variable the game's script sets)
- Their house:
One of these
has_house_aspiration_parameter = aspect_of_creationor
has_house_aspiration_parameter = aspect_of_serenityor
has_house_aspiration_parameter = aspect_of_trickery
• 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 (97 lines of game script)
ai_has_warlike_personality = {
OR = {
AND = {
has_trait = despoiler_of_byzantium
any_held_title = {
tier <= tier_empire
OR = {
empire = title:e_byzantium
empire = title:e_latin_empire
}
}
}
vassal_contract_has_flag = admin_ai_is_warlike # Admin vassals with the "Frontier" administration consider it their job to expand
house ?= { # The unity decision "Organize House Members for War" forces AI house members to adopt this stance
has_house_modifier = unity_house_organized_for_war_modifier
}
AND = { # They are Detractors during the FP3 Struggle in the Unrest Phase
any_character_struggle = {
trigger_if = {
limit = { is_struggle_type = persian_struggle }
is_struggle_phase = struggle_persia_phase_unrest
}
trigger_else = { always = no }
}
has_trait = fp3_struggle_detractor
}
AND = { # Nomads are not 'unpredictable', they are Warlike instead
government_has_flag = government_is_nomadic
ai_has_cautious_personality = no
economical_ai_guts_trigger = no
}
AND = {
ai_boldness > 0
ai_greed >= 0
OR = {
has_trait = wrathful
has_trait = impatient
has_trait = sadistic
has_trait = ambitious
has_trait = vengeful
has_trait = zealous
has_trait = irritable
AND = {
ai_boldness >= 50
ai_greed >= 50
}
AND = {
ai_boldness >= 25
ai_greed >= 100
}
AND = {
ai_boldness >= 100
ai_greed >= 25
}
government_has_flag = government_is_tribal
culture = { has_cultural_pillar = ethos_bellicose }
}
NOR = {
ai_compassion >= 75
has_trait = compassionate
has_trait = craven
has_trait = calm
faith = { has_doctrine_parameter = pacifist }
culture = { has_cultural_parameter = reduced_cost_for_conversion_to_pacifist_faith }
house ?= {
has_house_modifier = unity_house_focused_on_economy_modifier
}
vassal_contract_has_flag = admin_ai_is_builder
}
}
# Or we're on the warpath.
has_variable = imperial_expedition_charged
#Or our Devaraja decrees it
AND = {
OR = {
is_tributary = yes
is_independent_ruler = no
}
overlord ?= { has_realm_law_flag = subjects_appear_more_warlike }
}
#Weight the AI according to their Aspect
house ?= { has_house_aspiration_parameter = aspect_of_destruction }
}
NOR = {
has_variable = conqueror
#Weight the AI according to their Aspect
house ?= {
OR = {
has_house_aspiration_parameter = aspect_of_creation
has_house_aspiration_parameter = aspect_of_serenity
has_house_aspiration_parameter = aspect_of_trickery
}
}
}
}As written in game/common/scripted_triggers/00_ai_value_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls ai_has_warlike_personality.
Decisions (7)
- Demand Shared Army Logistics
- Organize House Members for War
- Placate Vassals
- Proclaim the Age of Crusades
- Promote Development
- Reinforce Army with Loyal Officers
1 more
Character interactions (7)
- Aid Tribal Development
- Ask for Clerical Influence
- Ask for Gold
- Beseech Claim
- Negotiate For Land
- Request Claim
1 more
Casus belli (1)
Court positions (2)
Court position tasks (2)
- Oversee Breeding
- Support Troops
Legends (1)
- Heroic
Story cycles (1)
- story_adventurer_ai
Laws (7)
Cultural traditions (17)
Events (7)
- An Oath for the Ages
coronation_events.0100 - Blessing of Arms
pam_secular_faith_events.0012 - Proactive Reconnaissance: …
laamp_base_contract_schemes.3301 - The … Consort
coronation_events.6140 - The Builder: Sandcastles in the Sand
bp2_yearly.1050 - The Builder: The Commons
bp2_yearly.1065
1 more
- The Builder: What's in an Arch
bp2_yearly.1070
Scripted effects (3)
Scripted triggers (4)
Script values (14)
- ai_men_at_arms_chance_expense_below_ideal
- ai_men_at_arms_chance_expense_below_min
- ai_men_at_arms_expense_barter_goods_ideal
- ai_men_at_arms_expense_barter_goods_min
- ai_men_at_arms_expense_gold_ideal
- ai_men_at_arms_expense_gold_min
8 more
- ai_men_at_arms_expense_prestige_ideal
- ai_men_at_arms_expense_prestige_min
- ai_men_at_arms_expense_treasury_ideal
- ai_men_at_arms_expense_treasury_min
- hegemon_favored_stability_phase_value
- heroic_legend_create_ai
- holy_legend_create_ai
- legitimizing_legend_create_ai
Customizable localization (1)
- AIEconomicPersonality
House aspirations (6)
- army_commanders
- army_quartermasters
- aspect_of_destruction
- aspect_of_trickery
- celestial_warlord
- tactical_besiegers
Subject contracts (4)
- Available Administration Types
- Available Administration Types
- Available Administration Types
- Available Administration Types
Tax slots (1)
- Ghazi Status
Source: game/common/scripted_triggers/00_ai_value_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.