Devs still around here HELP!! This is ONE decision (of the many I made and they all have problems) that simply won't show up. Playable Characters (so pc or ai) should be able to change a child's lifestyle focus (struggle, humility, etc.) after it has been set. Player shouldn't be at war, child can be landed or not, but must be vassal or below of player. The player should have wealth of at least 25, is the dynasty head, and should have job traits that correspond to lifestyle focus (e.g. grey eminence characters can get kids with struggle focus to change to humility). It won't show up, please help. Everything is within targetted_decisions = {}
change_childs_focus_to_struggle = {
only_playable = yes
filter = realm
ai_target_filter = realm
ai_check_interval = 4
from_potential = {
is_playable = yes
has_dlc = "Zeus"
prisoner = no
is_incapable = no
is_adult = yes
dynasty_head = { character = FROM }
OR = {
trait = tough_soldier
trait = skilled_tactician
trait = brilliant_strategist
}
wealth = 25
}
potential = {
is_adult = no
age >= 7
age <= 10
NOR = {
character = FROM
has_character_flag = dynasty_head_imparted_guidance_child
has_character_flag = guardian_asked_to_change_focus
}
OR = {
has_focus = focus_ch_pride
has_focus = focus_ch_humility
has_focus = focus_ch_duty
has_focus = focus_ch_etiquette
has_focus = focus_ch_thrift
has_focus = focus_ch_faith
}
culture = FROM
religion = FROM
is_within_diplo_range = FROM
same_realm = FROM
is_vassal_or_below_of = FROM
dynasty = FROM
}
allow = {
is_within_diplo_range = FROM
same_realm = FROM
war = no
FROM = { wealth = 25 }
}
effect = {
set_character_flag = dynasty_head_imparted_guidance_child
if = {
limit = { liege = { lower_tier_than = COUNT } }
hidden_tooltip = {
clear_focus = yes
}
FROM = { wealth = -5 }
set_focus = focus_ch_struggle
break = yes
}
if = {
limit = { liege = { tier = COUNT } }
hidden_tooltip = {
clear_focus = yes
}
FROM = { wealth = -10 }
set_focus = focus_ch_struggle
break = yes
}
if = {
limit = { liege = { tier = DUKE } }
hidden_tooltip = {
clear_focus = yes
}
FROM = { wealth = -15 }
set_focus = focus_ch_struggle
break = yes
}
if = {
limit = { liege = { tier = KING } }
hidden_tooltip = {
clear_focus = yes
}
FROM = { wealth = -20 }
set_focus = focus_ch_struggle
break = yes
}
if = {
limit = { liege = { tier = EMPEROR } }
hidden_tooltip = {
clear_focus = yes
}
FROM = { wealth = -25 }
set_focus = focus_ch_struggle
break = yes
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.5
FROM = { trait = tough_soldier }
}
modifier = {
factor = 0.1
NOT = { is_close_relative = FROM }
}
modifier = {
factor = 0.25
OR = {
father_even_if_dead = { any_sibling = { character = FROM } }
mother_even_if_dead = { any_sibling = { character = FROM } }
}
}
modifier = {
factor = 0.25
OR = {
any_sibling = { is_father = FROM }
any_sibling = { is_mother = FROM }
}
}
modifier = {
factor = 1.5
OR = {
is_grandchild_of = FROM
is_child_of = FROM
}
}
modifier = {
factor = 2
is_close_relative = FROM
is_heir = yes
}
modifier = {
factor = 0.5
is_heir = no
}
modifier = {
factor = 0.05
is_female = yes
}
modifier = {
factor = 0.25
FROM = { NOT = { wealth = 30 } }
}
modifier = {
factor = 0.5
FROM = { NOT = { wealth = 60 } }
}
modifier = {
factor = 0.1
FROM = { trait = greedy }
}
modifier = {
factor = 2
FROM = { trait = charitable }
}
modifier = {
factor = 0.5
FROM = { trait = content }
}
modifier = {
factor = 0.25
FROM = { trait = slothful }
}
modifier = {
factor = 0.25
trait = bastard
}
modifier = {
factor = 0
OR = {
trait = slow
trait = imbecile
trait = inbred
trait = dwarf
trait = tiny
trait = slothful
}
}
modifier = {
factor = 2
OR = {
trait = genius
trait = quick
trait = bright
}
}
modifier = {
factor = 0.25
OR = {
trait = weak
trait = delicate
trait = clubfooted
trait = hunchback
}
}
modifier = {
factor = 2
OR = {
trait = strong
trait = burly
trait = tall
trait = agile
trait = ambidextrous
trait = powerful_voice
trait = imposing
}
}
modifier = {
factor = 0
NOT = { martial = 3 }
}
modifier = {
factor = 1.5
martial = 5
}
modifier = {
factor = 2
martial = 7
}
modifier = {
factor = 0.5
OR = {
diplomacy = 7
stewardship = 7
intrigue = 7
learning = 7
}
}
modifier = {
factor = 0.5
martial < 5
OR = {
diplomacy = 5
stewardship = 5
intrigue = 5
learning = 5
}
}
modifier = {
factor = 0.25
martial < 4
OR = {
diplomacy = 5
stewardship = 5
intrigue = 5
learning = 5
}
}
modifier = {
factor = 0.25
martial < 6
OR = {
diplomacy = 7
stewardship = 7
intrigue = 7
learning = 7
}
}
modifier = {
factor = 2
martial = 8
}
modifier = {
factor = 0
OR = {
trait = idolizer
trait = timid
trait = craven
trait = frail
trait = indolent
}
}
modifier = {
factor = 2
FROM = {
OR = {
government = tribal_government
government = nomadic_government
}
}
}
}
}
change_childs_focus_to_struggle = {
only_playable = yes
filter = realm
ai_target_filter = realm
ai_check_interval = 4
from_potential = {
is_playable = yes
has_dlc = "Zeus"
prisoner = no
is_incapable = no
is_adult = yes
dynasty_head = { character = FROM }
OR = {
trait = tough_soldier
trait = skilled_tactician
trait = brilliant_strategist
}
wealth = 25
}
potential = {
is_adult = no
age >= 7
age <= 10
NOR = {
character = FROM
has_character_flag = dynasty_head_imparted_guidance_child
has_character_flag = guardian_asked_to_change_focus
}
OR = {
has_focus = focus_ch_pride
has_focus = focus_ch_humility
has_focus = focus_ch_duty
has_focus = focus_ch_etiquette
has_focus = focus_ch_thrift
has_focus = focus_ch_faith
}
culture = FROM
religion = FROM
is_within_diplo_range = FROM
same_realm = FROM
is_vassal_or_below_of = FROM
dynasty = FROM
}
allow = {
is_within_diplo_range = FROM
same_realm = FROM
war = no
FROM = { wealth = 25 }
}
effect = {
set_character_flag = dynasty_head_imparted_guidance_child
if = {
limit = { liege = { lower_tier_than = COUNT } }
hidden_tooltip = {
clear_focus = yes
}
FROM = { wealth = -5 }
set_focus = focus_ch_struggle
break = yes
}
if = {
limit = { liege = { tier = COUNT } }
hidden_tooltip = {
clear_focus = yes
}
FROM = { wealth = -10 }
set_focus = focus_ch_struggle
break = yes
}
if = {
limit = { liege = { tier = DUKE } }
hidden_tooltip = {
clear_focus = yes
}
FROM = { wealth = -15 }
set_focus = focus_ch_struggle
break = yes
}
if = {
limit = { liege = { tier = KING } }
hidden_tooltip = {
clear_focus = yes
}
FROM = { wealth = -20 }
set_focus = focus_ch_struggle
break = yes
}
if = {
limit = { liege = { tier = EMPEROR } }
hidden_tooltip = {
clear_focus = yes
}
FROM = { wealth = -25 }
set_focus = focus_ch_struggle
break = yes
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.5
FROM = { trait = tough_soldier }
}
modifier = {
factor = 0.1
NOT = { is_close_relative = FROM }
}
modifier = {
factor = 0.25
OR = {
father_even_if_dead = { any_sibling = { character = FROM } }
mother_even_if_dead = { any_sibling = { character = FROM } }
}
}
modifier = {
factor = 0.25
OR = {
any_sibling = { is_father = FROM }
any_sibling = { is_mother = FROM }
}
}
modifier = {
factor = 1.5
OR = {
is_grandchild_of = FROM
is_child_of = FROM
}
}
modifier = {
factor = 2
is_close_relative = FROM
is_heir = yes
}
modifier = {
factor = 0.5
is_heir = no
}
modifier = {
factor = 0.05
is_female = yes
}
modifier = {
factor = 0.25
FROM = { NOT = { wealth = 30 } }
}
modifier = {
factor = 0.5
FROM = { NOT = { wealth = 60 } }
}
modifier = {
factor = 0.1
FROM = { trait = greedy }
}
modifier = {
factor = 2
FROM = { trait = charitable }
}
modifier = {
factor = 0.5
FROM = { trait = content }
}
modifier = {
factor = 0.25
FROM = { trait = slothful }
}
modifier = {
factor = 0.25
trait = bastard
}
modifier = {
factor = 0
OR = {
trait = slow
trait = imbecile
trait = inbred
trait = dwarf
trait = tiny
trait = slothful
}
}
modifier = {
factor = 2
OR = {
trait = genius
trait = quick
trait = bright
}
}
modifier = {
factor = 0.25
OR = {
trait = weak
trait = delicate
trait = clubfooted
trait = hunchback
}
}
modifier = {
factor = 2
OR = {
trait = strong
trait = burly
trait = tall
trait = agile
trait = ambidextrous
trait = powerful_voice
trait = imposing
}
}
modifier = {
factor = 0
NOT = { martial = 3 }
}
modifier = {
factor = 1.5
martial = 5
}
modifier = {
factor = 2
martial = 7
}
modifier = {
factor = 0.5
OR = {
diplomacy = 7
stewardship = 7
intrigue = 7
learning = 7
}
}
modifier = {
factor = 0.5
martial < 5
OR = {
diplomacy = 5
stewardship = 5
intrigue = 5
learning = 5
}
}
modifier = {
factor = 0.25
martial < 4
OR = {
diplomacy = 5
stewardship = 5
intrigue = 5
learning = 5
}
}
modifier = {
factor = 0.25
martial < 6
OR = {
diplomacy = 7
stewardship = 7
intrigue = 7
learning = 7
}
}
modifier = {
factor = 2
martial = 8
}
modifier = {
factor = 0
OR = {
trait = idolizer
trait = timid
trait = craven
trait = frail
trait = indolent
}
}
modifier = {
factor = 2
FROM = {
OR = {
government = tribal_government
government = nomadic_government
}
}
}
}
}