CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

ai_has_warlike_personality

ai_has_warlike_personality = yes

game/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

  • None of these

    • Has “conqueror” (a variable the game's script sets)
    • Their house:
      • One of these

        • has_house_aspiration_parameter = aspect_of_creation
        • or

          has_house_aspiration_parameter = aspect_of_serenity
        • or

          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.

Court position tasks (2)

  • Oversee Breeding
  • Support Troops

Legends (1)

  • Heroic

Story cycles (1)

  • story_adventurer_ai

Events (7)

1 more

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.

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