targetted_decisions = { # in MEP, species is emulated via religion, which as a side effect makes certain alliances # impossible. To get around that required events and special decisions. join_defend_against_evil_war = { is_high_prio = yes # Will show an alert if special action is available filter = all#Filter characters targetted by the player ai_target_filter = all #Filter for characters targetted by the AI from_potential = { # The person making the decision must be a defender of middle earth is_ruler = yes trait = good_side independent = yes mercenary = no } potential = { # The recipient must be a defender ruler defending against evil trait = good_side is_ruler = yes is_primary_war_defender = yes any_war = { attacker = { OR = { trait = evil_side AND = { religion_group = religion_group_melkor NOT = { trait = good_side } } } war_with = PREVPREV } } } allow = { # the person making the decision must be at peace FROM = { trait = good_side war = no } # the target must be loosing the defensive war against evil ROOT = { any_war = { war_score = 20 attacker = { OR = { trait = evil_side AND = { religion_group = religion_group_melkor NOT = { trait = good_side } } } war_with = PREVPREV } } } } effect = { FROM = { join_defender_wars = ROOT } ROOT = { letter_event = { id = alliancesystem.50 } } } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 } } # The species/religion thing also means any attempt to invite someone to your court will *always* # be refused if there is a species difference. invite_tocourt_special = { is_high_prio = no filter = all ai_target_filter = all from_potential = { # The person making the decision must be a ruler (and the player) is_ruler = yes wealth = 200 ai = no } potential = { # The recipient must be a a courtier with no prospects in another court is_ruler = no dynasty = none is_heir = no NOT = { num_of_claims = 1 } host = { NOT = { character = FROM } } age = 16 } allow = { opinion = { who = FROM value = 20 } is_councillor = no is_married = no NOT = { num_of_lovers = 1 } # don't allow evil characters to go to good, and vice versa OR = { AND = { FROM = { trait = good_side } OR = { NOT = { trait = evil_side } NOT = { religion_group = religion_group_melkor } } } AND = { FROM = { OR = { trait = evil_side religion_group = religion_group_melkor } } NOT = { trait = good_side } } # but do allow 'neutrals' to have no such restriction FROM = { NOT = { trait = good_side trait = evil_side religion_group = religion_group_melkor } } } } effect = { # money changes hands and person comes to FROM court FROM = { wealth = -150 } ROOT = { wealth = 150 move_character = FROM } } revoke_allowed = { always = no #Not used in vanilla } ai_will_do = { factor = 0 } } }