Scripted trigger
ai_wants_high_unity
ai_wants_high_unity = yesgame/common/scripted_triggers/00_ai_value_triggers.txt, line 300 (28 lines). No parameters.
ai_wants_high_unity is a scripted trigger in Crusader Kings III, written at line 300 of its file. It takes no parameters: ai_wants_high_unity = yes (or no). The game's script calls it in 6 places, among them Steer House Unity (decision), Extol Virtuousness (interaction) and Revoke Title (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_ai_value_triggers.txt.
What it checks
- Government is Clan
One of these
All of these
One of these
has_trait_benevolent_trigger = yesor
has_trait_submissive_trigger = yes
has_trait_malicious_trigger = no
or
ai_has_economical_boom_personality = yesor
All of these
- Does not have the Trait: Detractor of the Caliphate
exists = struggle:persian_struggleIf
a check the game hides
Then
house = title:d_sunni.holder.house
Otherwise
house = title:d_sunni.previous_holder.house
or
has_character_flag = agenda_towards_deescalation
ai_wants_low_unity = no
• 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 (28 lines of game script)
ai_wants_high_unity = {
government_has_flag = government_is_clan
# We'll make sure that the AI only wants to actively increase Unity if they have a matching personality
OR = {
AND = {
OR = {
has_trait_benevolent_trigger = yes
has_trait_submissive_trigger = yes
}
has_trait_malicious_trigger = no
}
ai_has_economical_boom_personality = yes
AND = {
NOT = { has_trait = fp3_struggle_detractor }
# House is the most recent Caliphs house
exists = struggle:persian_struggle
trigger_if = {
limit = { exists = title:d_sunni.holder }
house = title:d_sunni.holder.house
}
trigger_else = { house = title:d_sunni.previous_holder.house }
}
has_character_flag = agenda_towards_deescalation
}
# And to make sure the AI doesn't want to increase and decrease Unity at the same time
ai_wants_low_unity = no
}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_wants_high_unity.
Decisions (1)
Character interactions (2)
Script values (1)
- adjust_court_position_score_for_unity
Scripted modifiers (AI weights) (2)
- evaluate_action_decreasing_house_unity
- evaluate_action_increasing_house_unity
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.