improve_city_province_decision = {
title = improve_city_province_decision_name
picture = "gfx/interface/illustrations/decisions/decision_misc.dds"
desc = improve_city_province_decision_desc
selection_tooltip = improve_city_province_decision_tooltip
cooldown = { years = 50 }
major = no
sort_order = 90
is_shown = {
exists = dynasty
dynasty = {
has_dynasty_perk = fp2_urbanism_legacy_5
}
}
is_valid_showing_failures_only = {
custom_tooltip = {
text = improve_city_province_decision_at_least_one_city_tt
any_sub_realm_county = {
count > 0
holder = root
any_county_province = {
#Any place where I saw:
# building_slots < 5
# has_holding_type = city_holding
# I replaced with the following OR section
OR = {
AND = {
building_slots < 2
has_holding_type = city_holding
culture = {
NOT = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 3
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
NOT = {
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 4
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
NOT = {
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 5
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
}
}
}
}
effect = {
#Generate intelligible effect
if = {
limit = {
any_sub_realm_county = {
count > 0
holder = root
any_county_province = {
OR = {
AND = {
building_slots < 2
has_holding_type = city_holding
culture = {
NOT = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 3
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
NOT = {
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 4
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
NOT = {
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 5
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
}
}
}
every_sub_realm_county = {
# only county directly own by the character
limit = { holder = root }
every_county_province = {
limit = {
OR = {
AND = {
building_slots < 2
has_holding_type = city_holding
culture = {
NOT = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 3
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
NOT = {
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 4
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
NOT = {
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 5
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
}
save_scope_as = current_province
prev.holder = {
send_interface_toast = {
type = event_generic_good
title = city_gained_building_slots
left_icon = scope:current_province.barony
scope:current_province = {
add_province_modifier = extra_building_slot
}
}
}
}
}
}
else = {
custom_tooltip = improve_city_province_decision_decision_no_effect
}
}
cost = {
gold = {
value = improve_city_province_decision_cost
multiply = {
value = 1
every_sub_realm_county = {
# only county directly own by the character
limit = { holder = root }
every_county_province = {
limit = {
OR = {
AND = {
building_slots < 2
has_holding_type = city_holding
culture = {
NOT = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 3
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
NOT = {
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 4
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
NOT = {
has_innovation = innovation_guilds
}
}
}
AND = {
building_slots < 5
has_holding_type = city_holding
culture = {
has_innovation = innovation_ledger
has_innovation = innovation_baliffs
has_innovation = innovation_guilds
}
}
}
}
add = 1
}
}
}
}
}
ai_check_interval = 120
ai_potential = {
is_at_war = no
# Has enough gold.
short_term_gold >= ai_war_chest_desired_gold_value
NOR = {
has_trait = lazy
has_trait = callous
}
}
ai_will_do = {
base = 100
}
}