﻿## 01. The Grandest Tour
#ep2_01_the_grandest_tour_achievement = {
#	possible = {
#		exists = global_var:started_the_grandest_tour_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = the_grandest_tour_achievement_trigger
#			exists = global_var:finished_the_grandest_tour_achievement
#		}
#	}
#}
#
## 02. Your Eternal Reward
#ep2_02_your_eternal_reward_achievement = {
#	possible = {
#		exists = global_var:started_your_eternal_reward_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = your_eternal_reward_achievement_trigger
#			exists = global_var:finished_your_eternal_reward_achievement
#		}
#	}
#}
#
## 03. Imperial March
#ep2_03_imperial_march_achievement = {
#	possible = {
#		exists = global_var:started_imperial_march_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = imperial_march_achievement_trigger
#			exists = global_var:finished_imperial_march_achievement
#		}
#	}
#}
#
## 04. Black Dinner
#ep2_04_black_dinner_achievement = {
#	possible = {
#		exists = global_var:started_black_dinner_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = black_dinner_achievement_trigger
#			exists = global_var:finished_black_dinner_achievement
#		}
#	}
#}
#
## 05. There and Back Again
#ep2_05_there_and_back_again_achievement = {
#	possible = {
#		exists = global_var:started_there_and_back_again_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = there_and_back_again_achievement_trigger
#			has_trait_xp = {
#				trait = lifestyle_traveler
#				track = travel
#				value >= 100
#			}
#			has_trait_xp = {
#				trait = lifestyle_traveler
#				track = danger
#				value >= 100
#			}
#		}
#	}
#}
#
## 06. The Very Best
#ep2_06_the_very_best_achievement = {
#	possible = {
#		exists = global_var:started_the_very_best_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = the_very_best_achievement_trigger
#			OR = {
#				has_trait_xp = {
#					trait = tourney_participant
#					track = foot
#					value >= 100
#				}
#				has_trait_xp = {
#					trait = tourney_participant
#					track = bow
#					value >= 100
#				}
#				has_trait_xp = {
#					trait = tourney_participant
#					track = horse
#					value >= 100
#				}
#				has_trait_xp = {
#					trait = tourney_participant
#					track = wit
#					value >= 100
#				}
#			}
#		}
#	}
#}
#
## 07. Like No One Ever Was
#ep2_07_like_no_one_ever_was_achievement = {
#	possible = {
#		exists = global_var:started_like_no_one_ever_was_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = like_no_one_ever_was_achievement_trigger
#			has_trait_xp = {
#				trait = tourney_participant
#				track = foot
#				value >= 100
#			}
#			has_trait_xp = {
#				trait = tourney_participant
#				track = bow
#				value >= 100
#			}
#			has_trait_xp = {
#				trait = tourney_participant
#				track = horse
#				value >= 100
#			}
#			has_trait_xp = {
#				trait = tourney_participant
#				track = wit
#				value >= 100
#			}
#		}
#	}
#}
#
## 08. A Thousand and One Night
#ep2_08_a_thousand_and_one_nights_achievement = {
#	possible = {
#		exists = global_var:started_a_thousand_and_one_nights_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = a_thousand_and_one_nights_achievement_trigger
#			exists = global_var:finished_a_thousand_and_one_nights_achievement
#		}
#	}
#}
#
## 09. A Knight's Tale
#ep2_09_a_knights_tale_achievement = {
#	possible = {
#		exists = global_var:started_a_knights_tale_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = a_knights_tale_achievement_trigger
#			exists = global_var:finished_a_knights_tale_achievement
#		}
#	}
#}
#
## 10. Hunting Accident
#ep2_10_hunting_accident_achievement = {
#	possible = {
#		exists = global_var:started_hunting_accident_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = hunting_accident_achievement_trigger
#			exists = global_var:finished_hunting_accident_achievement
#		}
#	}
#}
#
## 11. Lions and Tigers and Bears, Oh My!
#ep2_11_lions_and_tigers_and_bears_oh_my_achievement = {
#	possible = {
#		exists = global_var:started_lions_and_tigers_and_bears_oh_my_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = lions_and_tigers_and_bears_oh_my_achievement_trigger
#			has_character_modifier = hunt_captive_beast_modifier
#		}
#	}
#}
#
## 12. Fly, my Pretty!
#ep2_12_fly_my_pretty_achievement = {
#	possible = {
#		exists = global_var:started_fly_my_pretty_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = fly_my_pretty_achievement_trigger
#			has_trait_xp = {
#				trait = lifestyle_hunter
#				track = falconer
#				value >= 100
#			}
#		}
#	}
#}
#
## 13. Pathway to Heaven
#ep2_13_pathway_to_heaven_achievement = {
#	possible = {
#		exists = global_var:started_pathway_to_heaven_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = pathway_to_heaven_achievement_trigger
#			faith = {
#				any_holy_site = {
#					count = all
#					save_temporary_scope_as = holy_site_temp
#					root = {
#						is_target_in_variable_list = {
#							name = pathway_to_heaven_achievement_tally
#							target = scope:holy_site_temp
#						}
#					}
#				}
#			}
#		}
#	}
#}
#
## 14. Sir Lance-a-Lot
#ep2_14_sir_lance_a_lot_achievement = {
#	possible = {
#		exists = global_var:started_sir_lance_a_lot_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = sir_lance_a_lot_achievement_trigger
#			exists = global_var:achieved_sir_lance_a_lot_achievement
#		}
#	}
#}
#
## 15. I'm in my Element(s)
#ep2_15_im_in_my_elements_achievement = {
#	possible = {
#		exists = global_var:started_im_in_my_elements_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = im_in_my_elements_achievement_trigger
#			has_variable_list = ep2_im_in_my_elements_achievement_terrain_list
#			variable_list_size = {
#				name = ep2_im_in_my_elements_achievement_terrain_list
#				# 16 terrains as of ~March 2023 — will need incrementing if we add more.
#				# 17 terrains as of ~October 2025 — will need incrementing if we add more.
#				value >= 17
#			}
#		}
#	}
#}
#
## 16. Ahab
#ep2_16_ahab_achievement = {
#	possible = {
#		exists = global_var:started_ahab_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = ahab_achievement_trigger
#			exists = global_var:achieved_ahab_achievement
#		}
#	}
#}
#
## 17. Little William Marshal
#ep2_17_little_william_marshal_achievement = {
#	possible = {
#		exists = global_var:started_little_william_marshal_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = little_william_marshal_achievement_trigger
#			exists = global_var:finished_little_william_marshal_achievement
#		}
#	}
#}
#
## 18. A True & Perfect Knight
#ep2_18_a_true_and_perfect_knight_achievement = {
#	possible = {
#		exists = global_var:started_a_true_and_perfect_knight_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = a_true_and_perfect_knight_achievement_trigger
#			any_active_accolade = {
#				accolade_rank >= 6
#				acclaimed_knight = { has_trait = faith_warrior }
#			}
#		}
#	}
#}
#
## 19. A.E.I.O.U & Me
#ep2_19_a_e_i_o_u_and_me_achievement = {
#	possible = {
#		exists = global_var:started_a_e_i_o_u_and_me_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = a_e_i_o_u_and_me_achievement_trigger
#			NOT = { exists = global_var:player_declared_war }
#			has_title = title:k_austria
#			dynasty ?= {
#				has_variable = a_e_i_o_u_and_me_achievement_grand_wedding_tally
#				var:a_e_i_o_u_and_me_achievement_grand_wedding_tally >= 5
#			}
#		}
#	}
#}
#
## 20. The Iron and Golden King
#ep2_20_the_iron_and_golden_king_achievement = {
#	possible = {
#		exists = global_var:started_the_iron_and_golden_king_achievement
#		
#	}
#	happened = {
#		custom_description = {
#			text = the_iron_and_golden_king_achievement_trigger
#			capital_county ?= {
#				# Has any special mine.
#				## We let you have any province in the capital county for this.
#				any_county_province = { county_has_any_special_mine_building_trigger = yes }
#				# But then, we need to be stricter with some triggers.
#				title_province = {
#					# Has insanely high income.
#					monthly_income >= 60
#					# Has heavy cavs.
#					has_stationed_regiment_of_base_type = heavy_cavalry
#				}
#			}
#			# Plus make sure you've got an amount: they can be instantly switched around, so we're not fussed where they are.
#			number_maa_soldiers_of_base_type = {
#				type = heavy_cavalry
#				value >= 500
#			}
#		}
#	}
#}
#