#Ruler Personalities #1st personality will be assigned at 15 years of age. #2nd personality will be assigned after ruling for 10 years. #3rd personality will be assigned after ruling for 25 years. #Most personalities are always available (unless contradictory to existing personality), a few are restricted to good rulers. ### ALL RULER PERSONAILITIES ### # just_personality # righteous_personality # tolerant_personality # kind_hearted_personality # free_thinker_personality # well_connected_personality # calm_personality # careful_personality # secretive_personality # intricate_web_weaver_personality # fertile_personality # well_advised_personality # benevolent_personality # zealot_personality # pious_personality # lawgiver_personality # midas_touched_personality # incorruptible_personality # architectural_visionary_personality # scholar_personality # entrepreneur_personality # industrious_personality # expansionist_personality # charismatic_negotiator_personality # silver_tongue_personality # conqueror_personality # tactical_genius_personality # bold_fighter_personality # strict_personality # inspiring_leader_personality # martial_educator_personality # navigator_personality # fierce_negotiator_personality # babbling_buffoon_personality # embezzler_personality # infertile_personality # drunkard_personality # sinner_personality # greedy_personality # cruel_personality # naive_personality # craven_personality # loose_lips_personality # obsessive_perfectionist_personality # malevolent_personality # immortal_personality ############################################### # Good ############################################### #"Statesman" Traits just_personality = { #personality_events.10 ruler_allow = { allow = { NOT = { ruler_has_personality = cruel_personality } } chance = { modifier = { factor = 1 ADM = 6 } } } heir_allow = { allow = { NOT = { heir_has_personality = cruel_personality } } chance = { modifier = { factor = 1 ADM = 6 } } } consort_allow = { allow = { NOT = { consort_has_personality = cruel_personality } } chance = { modifier = { factor = 1 ADM = 6 } } } easy_war_chance_multiplier = 0.5 fair_fights = yes global_unrest = -2 nation_designer_cost = 5 } #1 less bad righteous_personality = { #personality_events.11 ruler_allow = { chance = { modifier = { factor = 1 ADM = 6 } modifier = { factor = 1 has_new_dynasty = yes } } } heir_allow = { chance = { modifier = { factor = 1 heir_adm = 6 } } } consort_allow = { chance = { modifier = { factor = 1 consort_adm = 6 } } } allow = { OR = { government = republic government = monarchy } NOT = { government = steppe_horde } NOT = { government = tribal_despotism } NOT = { government = tribal_kingdom } NOT = { government = tribal_federation } NOT = { government = tribal_democracy } NOT = { government = native_council } NOT = { government = siberian_native_council } } chance = { } easy_war_chance_multiplier = 0.75 legitimacy = 1 republican_tradition = 0.5 nation_designer_cost = 5 } #1 better, 1 less bad tolerant_personality = { #personality_events.13 ruler_allow = { allow = { NOT = { ruler_has_personality = zealot_personality } NOT = { ruler_has_personality = free_thinker_personality } } } heir_allow = { allow = { NOT = { heir_has_personality = zealot_personality } NOT = { heir_has_personality = free_thinker_personality } } } consort_allow = { allow = { NOT = { consort_has_personality = zealot_personality } NOT = { consort_has_personality = free_thinker_personality } } } allow = { OR = { any_owned_province = { has_owner_religion = no } any_neighbor_country = { NOT = { religion = ROOT } } } NOT = { has_idea_group = religious_ideas } } chance = { modifier = { factor = 1 NOT = { dominant_religion = ROOT } } modifier = { factor = 1 has_idea_group = humanist_ideas } } heretic_ally_acceptance = 10 heathen_ally_acceptance = 20 tolerance_heretic = 1 tolerance_heathen = 1 nation_designer_cost = 5 } kind_hearted_personality = { #personality_events.14 ruler_allow = { allow = { NOT = { ruler_has_personality = cruel_personality } NOT = { ruler_has_personality = malevolent_personality } } } heir_allow = { allow = { NOT = { heir_has_personality = cruel_personality } NOT = { ruler_has_personality = malevolent_personality } } } consort_allow = { allow = { NOT = { consort_has_personality = cruel_personality } NOT = { ruler_has_personality = malevolent_personality } } } allow = { } chance = { } gift_chance = 65 war_exhaustion = -0.05 nation_designer_cost = 10 } # 1 better free_thinker_personality = { #personality_events.15 ruler_allow = { allow = { NOT = { ruler_has_personality = careful_personality } NOT = { ruler_has_personality = zealot_personality } NOT = { ruler_has_personality = tolerant_personality } } chance = { modifier = { factor = 1 DIP = 6 } modifier = { factor = 1 ADM = 6 } modifier = { factor = 1 MIL = 6 } } } heir_allow = { allow = { NOT = { heir_has_personality = careful_personality } NOT = { heir_has_personality = zealot_personality } NOT = { heir_has_personality = tolerant_personality } } chance = { modifier = { factor = 1 heir_dip = 6 } modifier = { factor = 1 heir_adm = 6 } modifier = { factor = 1 heir_mil = 6 } } } consort_allow = { allow = { NOT = { consort_has_personality = careful_personality } NOT = { consort_has_personality = zealot_personality } NOT = { consort_has_personality = tolerant_personality } } chance = { modifier = { factor = 1 consort_dip = 6 } modifier = { factor = 1 consort_adm = 6 } modifier = { factor = 1 consort_mil = 6 } } } allow = { } chance = { } custom_ai_explanation = "AI_RULER_SPEND_UNLOCK_INSTIT" idea_cost = -0.05 nation_designer_cost = 5 } #1 easier event, 1 better event well_connected_personality = { #personality_events.16 ruler_allow = { chance = { modifier = { factor = 1 ruler_is_foreigner = yes } modifier = { factor = 1 DIP = 6 } } } heir_allow = { chance = { modifier = { factor = 1 has_foreign_heir = yes } modifier = { factor = 1 heir_dip = 6 } } } consort_allow = { chance = { modifier = { factor = 1 consort_dip = 6 } } } allow = { } chance = { modifier = { factor = 1 num_of_royal_marriages = 5 } } other_ai_help_us_multiplier = 2 advisor_cost = -0.2 nation_designer_cost = 5 } #1 better event calm_personality = { #personality_events.17 ruler_allow = { allow = { } chance = { modifier = { factor = 1 is_monarch_leader = no } } } heir_allow = { allow = { } chance = { modifier = { factor = 1 is_heir_leader = no } } } consort_allow = { allow = { } } allow = { } chance = { } war_chance_multiplier = 0.5 easy_war_chance_multiplier = 0.75 stability_cost_modifier = -0.10 nation_designer_cost = 5 } #1 easier event careful_personality = { #personality_events.18 ruler_allow = { allow = { NOT = { ruler_has_personality = naive_personality } NOT = { ruler_has_personality = free_thinker_personality } NOT = { ruler_has_personality = bold_fighter_personality } } chance = { modifier = { factor = 1 DIP = 6 } } } heir_allow = { allow = { NOT = { heir_has_personality = naive_personality } NOT = { heir_has_personality = free_thinker_personality } NOT = { heir_has_personality = bold_fighter_personality } } chance = { modifier = { factor = 1 heir_dip = 6 } } } consort_allow = { allow = { NOT = { consort_has_personality = naive_personality } NOT = { consort_has_personality = free_thinker_personality } NOT = { consort_has_personality = bold_fighter_personality } } chance = { modifier = { factor = 1 consort_dip = 6 } } } allow = { } chance = { } war_chance_multiplier = 0.4 enemy_strength_multiplier = 1.2 ae_impact = -0.10 nation_designer_cost = 10 } #modifies scandal at court, secretive_personality = { #personality_events.19 ruler_allow = { allow = { NOT = { ruler_has_personality = loose_lips_personality } } chance = { modifier = { factor = 1 DIP = 6 } } } heir_allow = { allow = { NOT = { heir_has_personality = loose_lips_personality } } chance = { modifier = { factor = 1 heir_dip = 6 } } } consort_allow = { allow = { NOT = { consort_has_personality = loose_lips_personality } } chance = { modifier = { factor = 1 consort_dip = 6 } } } allow = { } chance = { } wants_condottieri = yes global_spy_defence = 0.2 nation_designer_cost = 5 } intricate_web_weaver_personality = { #personality_events.20 ruler_allow = { allow = { NOT = { ruler_has_personality = loose_lip...
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