N3OW/events/decisions_events/iberia_north_africa_events.txt

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2025-12-16 13:42:24 +00:00
namespace = iberia_north_africa
#decision_form_portugal events
#0001 - Tell founder about portugal
#0002 - Tell everyone in diplo range about portugal (and convert people in portugal to portuguese culture)
#decision_unite_the_spanish_thrones
#0005 - Tell uniter about united thrones
#0006 - Tell everyone in diplo range about united thrones (and destroy titles)
#decision_unite_africa
#0010 - I united Africa
#0011 - Someone united Frica
#decision_avenge_the_battle_of_tours
#0015 - I avenged the battle of Tours
#0016 - Someone avenged the battle of tours
#decision_build_grand_church
#1001 - I built a church!
#1002 - Someone built a church
## FP2
#golden_age_jewish_science_in_iberia_decision
#2001 - Book Seller
#2002 - Eye Surgery
#2003 - Fighting Scholars
#2105 - Notification for Mediterranean decision
#build_holy_pilgrim_roads_decision
#2011 - Wandering Warrior
#2012 - Relatable Scholar
#2013-2014 - Gift from HoF
#I formed Portugal!
iberia_north_africa.0001 = { #by Mathilda Bjarnehed
type = character_event
title = iberia_north_africa.0001.t
desc = {
desc = iberia_north_africa.0001.start.desc
first_valid = {
triggered_desc = {
trigger = {
game_start_date >= 789.1.1 #The end of Umayyad Conquest
faith = { religion_tag = christianity_religion }
}
desc = iberia_north_africa.0001.christian.desc
}
triggered_desc = {
trigger = {
game_start_date >= 789.1.1 #The end of Umayyad Conquest
faith = { religion_tag = islam_religion }
}
desc = iberia_north_africa.0001.muslim.desc
}
}
desc = iberia_north_africa.0001.end.desc
}
theme = realm
left_portrait = {
character = scope:portugal_former
animation = admiration
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
form_portugal_decision_effects = yes #Title changes, prestige, culture swap
legend_seed_new_title_effect = yes
}
option = {
name = iberia_north_africa.0001.a
set_nickname_effect = { NICKNAME = nick_the_great }
}
}
scripted_trigger iberia_north_africa_0002_is_in_portugal_trigger = {
capital_province = {
county = {
any_this_title_or_de_jure_above = {
this = title:k_portugal
}
}
}
}
#Someone formed Portugal!
iberia_north_africa.0002 = { #by Mathilda Bjarnehed
type = character_event
title = iberia_north_africa.0001.t
desc = {
desc = iberia_north_africa.0002.start.desc
first_valid = {
triggered_desc = {
trigger = {
has_RelationToMe_relation = { CHARACTER = scope:portugal_former }
}
desc = iberia_north_africa.0002.relation_former.desc
}
desc = iberia_north_africa.0002.former.desc
}
desc = iberia_north_africa.0002.end.desc
}
theme = realm
left_portrait = {
character = scope:portugal_former
animation = admiration
}
immediate = {
#If in Portugal, play the appropriate sound effect.
if = {
limit = { iberia_north_africa_0002_is_in_portugal_trigger = yes }
play_music_cue = "mx_cue_positive_effect"
}
}
#OK
option = {
trigger = { iberia_north_africa_0002_is_in_portugal_trigger = no }
name = {
trigger = { faith = scope:portugal_former.faith }
text = iberia_north_africa.0002.a1
}
name = {
trigger = { faith != scope:portugal_former.faith }
text = name_i_see
}
}
#Convert to portuguese
option = {
trigger = { iberia_north_africa_0002_is_in_portugal_trigger = yes }
name = iberia_north_africa.0002.b
every_courtier = {
limit = { has_same_culture_as = root }
add_to_list = convert_list
}
set_culture = culture:portuguese
every_in_list = {
list = convert_list
custom = portguese_convert_list_court
set_culture = culture:portuguese
}
ai_chance = {
base = 1
}
}
#Keep my culture
option = {
trigger = { iberia_north_africa_0002_is_in_portugal_trigger = yes }
name = iberia_north_africa.0002.c
reverse_add_opinion = {
target = scope:portugal_former
modifier = disappointed_opinion
opinion = -15
}
ai_chance = {
base = 0
}
}
}
#I have united the Spanish thrones!
iberia_north_africa.0005 = { #by Mathilda Bjarnehed
type = character_event
title = iberia_north_africa.0005.t
desc = iberia_north_africa.0005.desc
theme = realm
left_portrait = {
character = scope:spain_uniter
animation = personality_bold
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
unite_the_spanish_thrones_decision_effects = yes
legend_seed_great_deed_title_effect = {
TITLE = root.primary_title
}
}
option = {
name = iberia_north_africa.0005.a
give_nickname = nick_the_motherfather_of_spain
}
}
#Someone united the spanish thrones!
iberia_north_africa.0006 = { #by Mathilda Bjarnehed
type = character_event
title = iberia_north_africa.0005.t
desc = {
desc = iberia_north_africa.0006.start.desc
first_valid = {
triggered_desc = {
trigger = {
has_RelationToMe_relation = { CHARACTER = scope:spain_uniter }
}
desc = iberia_north_africa.0006.relation_former.desc
}
desc = iberia_north_africa.0006.former.desc
}
desc = iberia_north_africa.0006.end.desc
}
theme = realm
left_portrait = {
character = scope:spain_uniter
animation = personality_bold
}
option = {
name = name_i_see
}
}
#I have united Africa!
iberia_north_africa.0010 = { #by Mathilda Bjarnehed
type = character_event
title = iberia_north_africa.0010.t
desc = {
desc = iberia_north_africa.0010.start.desc
triggered_desc = {
trigger = {
exists = scope:vassal_1
exists = scope:vassal_2
}
desc = iberia_north_africa.0010.vassals.desc
}
first_valid = {
triggered_desc = {
trigger = { faith = { religion_tag = west_african_bori_religion } }
desc = iberia_north_africa.0010.spirits.desc
}
triggered_desc = {
trigger = {
faith = {
OR = {
religion_tag = west_african_roog_religion
religion_tag = west_african_religion
}
}
}
desc = iberia_north_africa.0010.ancestors.desc
}
desc = iberia_north_africa.0010.generic.desc
}
}
theme = realm
left_portrait = {
character = scope:africa_uniter
animation = personality_honorable
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
unite_africa_decision_effects = yes
legend_seed_great_deed_region_effect = {
REGION = geographical_region:world_africa
}
#For description
random_vassal = {
limit = { highest_held_title_tier = tier_kingdom }
alternative_limit = { highest_held_title_tier = tier_duchy }
alternative_limit = { highest_held_title_tier = tier_county }
save_scope_as = vassal_1
}
random_vassal_or_below = {
limit = {
NOR = {
has_culture = scope:vassal_1.culture
highest_held_title_tier = scope:vassal_1.highest_held_title_tier
}
highest_held_title_tier = tier_county
}
alternative_limit = {
NOR = {
has_culture = scope:vassal_1.culture
highest_held_title_tier = scope:vassal_1.highest_held_title_tier
}
highest_held_title_tier = tier_duchy
}
alternative_limit = {
NOR = {
has_culture = scope:vassal_1.culture
highest_held_title_tier = scope:vassal_1.highest_held_title_tier
}
}
save_scope_as = vassal_2
}
}
option = {
name = iberia_north_africa.0010.a
give_nickname = nick_the_unifier_of_africa
}
}
#Someone united Africa!
iberia_north_africa.0011 = { #by Mathilda Bjarnehed
type = character_event
title = iberia_north_africa.0010.t
desc = {
desc = iberia_north_africa.0011.start.desc
first_valid = {
triggered_desc = {
trigger = {
has_RelationToMe_relation = { CHARACTER = scope:africa_uniter }
}
desc = iberia_north_africa.0011.relation_former.desc
}
desc = iberia_north_africa.0011.former.desc
}
desc = iberia_north_africa.0011.end.desc
}
theme = realm
left_portrait = {
character = scope:africa_uniter
animation = personality_honorable
}
immediate = {
show_as_tooltip = {
scope:africa_uniter.faith = {
change_fervor = {
value = medium_fervor_gain
desc = fervor_gain_united_africa
}
}
}
}
option = {
name = {
trigger = { faith = scope:africa_uniter.faith }
text = iberia_north_africa.0002.a1
}
name = {
trigger = { faith != scope:africa_uniter.faith }
text = name_alas
}
}
}
#I have avenged the Battle of Tours
iberia_north_africa.0015 = { #by Mathilda Bjarnehed
type = character_event
title = iberia_north_africa.0015.t
desc = {
desc = iberia_north_africa.0015.part1.desc
desc = iberia_north_africa.0015.part2.desc
}
theme = realm
left_portrait = {
character = scope:avenger
animation = personality_vengeful
}
immediate = {
play_music_cue = "mx_cue_combat_2"
avenge_the_battle_of_tours_decision_effects = yes
legend_seed_great_deed_faith_effect = {
ANTAGONIST = scope:frankish_christian_faith.religious_head
OLD_FAITH = scope:frankish_christian_faith
}
}
option = {
name = iberia_north_africa.0015.a
}
}
#Someone avenged the Battle of Tours
iberia_north_africa.0016 = { #by Mathilda Bjarnehed
type = character_event
title = {
first_valid = {
triggered_desc = {
trigger = { faith = { religion_tag = islam_religion } }
desc = iberia_north_africa.0015.t
}
desc = iberia_north_africa.0016.t
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = { faith = { religion_tag = islam_religion } }
desc = {
desc = iberia_north_africa.0015.part1.desc
first_valid = {
triggered_desc = {
trigger = {
has_RelationToMe_relation = { CHARACTER = scope:avenger }
}
desc = iberia_north_africa.0016.relation_former.desc
}
desc = iberia_north_africa.0016.former.desc
}
desc = iberia_north_africa.0015.islam.desc
}
}
desc = iberia_north_africa.0016.generic.desc
}
}
theme = realm
left_portrait = {
character = scope:avenger
animation = personality_vengeful
}
immediate = {
play_music_cue = "mx_cue_combat_3"
if = {
limit = { exists = scope:frankish_christian_faith }
show_as_tooltip = {
scope:avenger = {
faith = {
change_fervor = {
value = major_fervor_gain
desc = fervor_gain_avenged_battle_of_tours
}
}
}
scope:frankish_christian_faith = {
change_fervor = {
value = major_fervor_loss
desc = fervor_loss_avenged_battle_of_tours
}
}
}
}
}
option = {
name = {
trigger = { faith = { religion_tag = islam_religion } }
text = iberia_north_africa.0015.a
}
name = {
trigger = { faith = { religion_tag = christianity_religion } }
text = iberia_north_africa.0016.christianity.a
}
name = {
trigger = {
faith = {
NOR = {
religion_tag = christianity_religion
religion_tag = islam_religion
}
}
}
text = name_alas
}
}
}
#I formed Canarias!
iberia_north_africa.9101 = { #by James Beaumont
type = character_event
title = iberia_north_africa.9101.t
desc = {
desc = iberia_north_africa.9101.desc.intro
first_valid = {
triggered_desc = {
trigger = {
NOT = { religion = religion:north_african_religion }
}
desc = iberia_north_africa.9101.desc.iberian
}
triggered_desc = {
trigger = {
religion = religion:north_african_religion
}
desc = iberia_north_africa.9101.desc.guanche
}
}
desc = iberia_north_africa.9101.desc.outro
}
theme = realm
left_portrait = {
character = scope:canarias_former
animation = admiration
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
declare_canarias_decision_effects = yes
legend_seed_new_title_effect = yes
}
option = {
name = iberia_north_africa.9101.a
trigger = {
NOT = {
culture = { has_cultural_pillar = heritage_iberian }
}
}
set_nickname_effect = { NICKNAME = nick_the_great }
}
option = {
name = iberia_north_africa.9101.b
trigger = {
NAND = {
culture = { has_cultural_pillar = heritage_berber }
religion = religion:north_african_religion
}
}
set_nickname_effect = { NICKNAME = nick_the_great }
title:k_canarias = {
set_de_jure_liege_title = title:e_spain
}
}
}
##################################################
# Loyalty to St. Peter's Throne
# by Ewan Cowhig Croft
# 0101 - 0110
##################################################
# Mozarabic Christianity reaffirms its place amongst the ecumenical churches.
iberia_north_africa.0101 = {
type = character_event
title = iberia_north_africa.0101.t
desc = iberia_north_africa.0101.desc
theme = faith
left_portrait = {
character = scope:religious_leader
animation = personality_zealous
}
right_portrait = {
character = scope:pope
animation = flirtation
}
immediate = { play_music_cue = "mx_cue_faith_conversion" }
# One people, one faith: swap Rite for Communal Identity.
option = {
name = iberia_north_africa.0101.a
flavor = iberia_north_africa.0101.a.tt
# Apply the effects in the after block to keep future notifications from erroring.
show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes }
# Flag our choice.
save_scope_value_as = {
name = mozarabic_choice
value = flag:righteous
}
stress_impact = {
shy = minor_stress_impact_gain
cynical = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
ai_zeal = 0.5
}
}
}
# We cannot be afraid to seize power in order to defend our own: swap Rite for Pursuit of Power.
option = {
name = iberia_north_africa.0101.b
flavor = iberia_north_africa.0101.b.tt
# Apply the effects in the after block to keep future notifications from erroring.
show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes }
# Flag our choice.
save_scope_value_as = {
name = mozarabic_choice
value = flag:fundamentalist
}
stress_impact = {
compassionate = medium_stress_impact_loss
craven = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
ai_compassion = -1
}
}
}
# The GetHolyBooks will still need interpretation: swap Rite for Religious Law.
option = {
name = iberia_north_africa.0101.c
flavor = iberia_north_africa.0101.c.tt
# Apply the effects in the after block to keep future notifications from erroring.
show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes }
# Flag our choice.
save_scope_value_as = {
name = mozarabic_choice
value = flag:pluralist
}
stress_impact = {
lazy = medium_stress_impact_loss
arbitrary = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = 0.5
}
}
}
after = {
# Now take care of notification events for players.
every_player = {
limit = {
this != scope:religious_leader
OR = {
faith = faith:mozarabic_church
any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege }
}
}
trigger_event = iberia_north_africa.0102
}
# And finally, actually apply the effects.
if = {
limit = {
exists = scope:mozarabic_choice
scope:mozarabic_choice = flag:fundamentalist
}
mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes
}
if = {
limit = {
exists = scope:mozarabic_choice
scope:mozarabic_choice = flag:righteous
}
mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes
}
if = {
limit = {
exists = scope:mozarabic_choice
scope:mozarabic_choice = flag:pluralist
}
mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes
}
}
}
# Notification event for relevant players.
iberia_north_africa.0102 = {
type = character_event
title = iberia_north_africa.0102.t
desc = {
desc = iberia_north_africa.0102.desc.intro
# Fundamentalist
triggered_desc = {
trigger = { scope:mozarabic_choice = flag:fundamentalist }
desc = iberia_north_africa.0102.desc.fundamentalist
}
# Righteous
triggered_desc = {
trigger = { scope:mozarabic_choice = flag:righteous }
desc = iberia_north_africa.0102.desc.righteous
}
# Pluralist
triggered_desc = {
trigger = { scope:mozarabic_choice = flag:pluralist }
desc = iberia_north_africa.0102.desc.pluralist
}
}
theme = faith
left_portrait = {
character = scope:religious_leader
animation = personality_zealous
}
right_portrait = {
character = scope:pope
animation = flirtation
}
immediate = { play_music_cue = "mx_cue_faith_conversion" }
# Fundamentalist path.
option = {
# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
name = {
text = {
first_valid = {
triggered_desc = {
trigger = { faith = faith:mozarabic_church }
desc = iberia_north_africa.0102.a.same_faith
}
triggered_desc = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
desc = iberia_north_africa.0102.a.same_religion
}
desc = iberia_north_africa.0102.a.misc
}
}
}
trigger = { scope:mozarabic_choice = flag:fundamentalist }
show_as_tooltip = {
scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes }
}
# No stress impact for a notification event.
ai_chance = {
# AI chance isn't relevant for a notification event.
base = 100
}
}
# Righteous path.
option = {
# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
name = {
text = {
first_valid = {
triggered_desc = {
trigger = { faith = faith:mozarabic_church }
desc = iberia_north_africa.0102.b.same_faith
}
triggered_desc = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
desc = iberia_north_africa.0102.b.same_religion
}
desc = iberia_north_africa.0102.b.misc
}
}
}
trigger = { scope:mozarabic_choice = flag:righteous }
show_as_tooltip = {
scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes }
}
# No stress impact for a notification event.
ai_chance = {
# AI chance isn't relevant for a notification event.
base = 100
}
}
# Pluralist path.
option = {
# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
name = {
text = {
first_valid = {
triggered_desc = {
trigger = { faith = faith:mozarabic_church }
desc = iberia_north_africa.0102.c.same_faith
}
triggered_desc = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
desc = iberia_north_africa.0102.c.same_religion
}
desc = iberia_north_africa.0102.c.misc
}
}
}
trigger = { scope:mozarabic_choice = flag:pluralist }
show_as_tooltip = {
scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes }
}
# No stress impact for a notification event.
ai_chance = {
# AI chance isn't relevant for a notification event.
base = 100
}
}
}
##################################################
# An Iberian Rite
# by Ewan Cowhig Croft
# 0111 - 0120
##################################################
# Mozarabic Christianity breaks away from Rome's strictures.
iberia_north_africa.0111 = {
type = character_event
title = iberia_north_africa.0111.t
desc = iberia_north_africa.0111.desc
theme = faith
left_portrait = {
character = scope:religious_leader
animation = personality_vengeful
}
right_portrait = {
character = scope:pope
animation = fear
}
immediate = { play_music_cue = "mx_cue_faith_conversion" }
# Jesus taught peace, and we shall follow: swap Rite for Pacifism.
option = {
name = iberia_north_africa.0111.a
flavor = iberia_north_africa.0111.a.tt
# Apply the effects in the after block to keep future notifications from erroring.
show_as_tooltip = { mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes }
# Flag our choice.
save_scope_value_as = {
name = mozarabic_choice
value = flag:righteous
}
stress_impact = {
shy = minor_stress_impact_gain
cynical = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
ai_zeal = 0.5
}
}
}
# Even without Rome, we know the value of defending our own: swap Rite for Armed Pilgrimages.
option = {
name = iberia_north_africa.0111.b
flavor = iberia_north_africa.0111.b.tt
# Apply the effects in the after block to keep future notifications from erroring.
show_as_tooltip = { mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes }
# Flag our choice.
save_scope_value_as = {
name = mozarabic_choice
value = flag:fundamentalist
}
stress_impact = {
compassionate = medium_stress_impact_loss
craven = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
ai_compassion = -1
}
}
}
# Is Islam not a religion of the Book too?: swap Rite for Islamic Syncretism.
option = {
name = iberia_north_africa.0111.c
flavor = iberia_north_africa.0111.c.tt
# Apply the effects in the after block to keep future notifications from erroring.
show_as_tooltip = { mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes }
# Flag our choice.
save_scope_value_as = {
name = mozarabic_choice
value = flag:pluralist
}
stress_impact = {
lazy = medium_stress_impact_loss
arbitrary = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = 0.5
}
}
}
after = {
mozarabic_break_with_rome_decision_hof_and_ecumenism_processing_scripted_effect = yes
# Now take care of notification events for players.
every_player = {
limit = {
this != scope:religious_leader
OR = {
faith = faith:mozarabic_church
any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege }
}
}
trigger_event = iberia_north_africa.0112
}
# And finally, actually apply the effects.
if = {
limit = {
exists = scope:mozarabic_choice
scope:mozarabic_choice = flag:fundamentalist
}
mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes
}
if = {
limit = {
exists = scope:mozarabic_choice
scope:mozarabic_choice = flag:righteous
}
mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes
}
if = {
limit = {
exists = scope:mozarabic_choice
scope:mozarabic_choice = flag:pluralist
}
mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes
}
}
}
# Notification event for relevant players.
iberia_north_africa.0112 = {
type = character_event
title = iberia_north_africa.0112.t
desc = {
desc = iberia_north_africa.0112.desc.intro
# Fundamentalist
triggered_desc = {
trigger = { scope:mozarabic_choice = flag:fundamentalist }
desc = iberia_north_africa.0112.desc.fundamentalist
}
# Righteous
triggered_desc = {
trigger = { scope:mozarabic_choice = flag:righteous }
desc = iberia_north_africa.0112.desc.righteous
}
# Pluralist
triggered_desc = {
trigger = { scope:mozarabic_choice = flag:pluralist }
desc = iberia_north_africa.0112.desc.pluralist
}
}
theme = faith
left_portrait = {
character = scope:religious_leader
animation = personality_vengeful
}
right_portrait = {
character = scope:pope
animation = fear
}
immediate = {
play_music_cue = "mx_cue_faith_conversion"
}
# Fundamentalist path.
option = {
# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
name = {
text = {
first_valid = {
triggered_desc = {
trigger = { faith = faith:mozarabic_church }
desc = iberia_north_africa.0112.a.same_faith
}
triggered_desc = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
desc = iberia_north_africa.0112.a.same_religion
}
desc = iberia_north_africa.0112.a.misc
}
}
}
trigger = { scope:mozarabic_choice = flag:fundamentalist }
show_as_tooltip = {
scope:religious_leader = { mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes }
}
# No stress impact for a notification event.
ai_chance = {
# AI chance isn't relevant for a notification event.
base = 100
}
}
# Righteous path.
option = {
# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
name = {
text = {
first_valid = {
triggered_desc = {
trigger = { faith = faith:mozarabic_church }
desc = iberia_north_africa.0112.b.same_faith
}
triggered_desc = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
desc = iberia_north_africa.0112.b.same_religion
}
desc = iberia_north_africa.0112.b.misc
}
}
}
trigger = { scope:mozarabic_choice = flag:righteous }
show_as_tooltip = {
scope:religious_leader = { mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes }
}
# No stress impact for a notification event.
ai_chance = {
# AI chance isn't relevant for a notification event.
base = 100
}
}
# Pluralist path.
option = {
# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
name = {
text = {
first_valid = {
triggered_desc = {
trigger = {
faith = {
OR = {
this = faith:mozarabic_church
has_doctrine = tenet_islamic_syncretism
}
}
}
desc = iberia_north_africa.0112.c.same_faith
}
triggered_desc = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
desc = iberia_north_africa.0112.c.same_religion
}
triggered_desc = {
trigger = { religion = religion:islam_religion }
desc = iberia_north_africa.0112.c.same_religion
}
desc = iberia_north_africa.0112.c.misc
}
}
}
trigger = { scope:mozarabic_choice = flag:pluralist }
show_as_tooltip = {
scope:religious_leader = { mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes }
}
# No stress impact for a notification event.
ai_chance = {
# AI chance isn't relevant for a notification event.
base = 100
}
}
after = {
show_as_tooltip = { mozarabic_break_with_rome_decision_hof_and_ecumenism_processing_scripted_effect = yes }
}
}
##################################################
# A Return to the Countryside
# ^Geddit GEDDIT [not-actually-particularly-clever chortling]
# by Ewan Cowhig Croft
# 0121 - 0130
##################################################
# A disillusioned ruler seeks out and sponsors the remnant pagan aspects of the Pyrenees.
iberia_north_africa.0121 = {
type = character_event
title = iberia_north_africa.0121.t
desc = {
desc = iberia_north_africa.0121.desc.intro
# Nab the rationalisation.
desc = {
# We order these according to approximate rarity level/importance.
## They're kept isolated in a scripted trigger file so that we can maintain easy parity between the decision rationales & the event desc rationales.
first_valid = {
# Excommunicated
triggered_desc = {
trigger = { favour_the_countryside_basques_rationale_excommunicated_trigger = yes }
desc = iberia_north_africa.0121.desc.excommunicated
}
# Rivalry with HoF
triggered_desc = {
trigger = { favour_the_countryside_basques_rationale_hof_rivalry_trigger = yes }
desc = iberia_north_africa.0121.desc.rivalry_with_hof
}
# Negative Piety Level
triggered_desc = {
trigger = { favour_the_countryside_basques_rationale_negative_piety_level_trigger = yes }
desc = iberia_north_africa.0121.desc.negative_piety_level
}
# Easter egg: the Lorgar special
triggered_desc = {
trigger = { has_trait = zealous }
desc = iberia_north_africa.0121.desc.lorgar
}
# Sinful Traits
triggered_desc = {
trigger = { favour_the_countryside_basques_rationale_sinful_traits_trigger = yes }
desc = iberia_north_africa.0121.desc.sinful_traits
}
# Virtuous Basque pagan traits
triggered_desc = {
trigger = { favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = yes }
desc = iberia_north_africa.0121.desc.virtuous_basque_pagan_traits
}
# Naked cynicism; we use this as the fallback.
desc = iberia_north_africa.0121.desc.naked_cynicism
}
}
desc = iberia_north_africa.0121.desc.outro
}
theme = faith
left_portrait = {
character = scope:religious_leader
animation = scheme
}
right_portrait = {
character = scope:scandalised_cleric
animation = stress
}
override_background = { reference = wilderness_mountains }
immediate = {
play_music_cue = "mx_cue_faith_conversion"
}
# scope:basque_faith shall be a warrior's faith again!: swap Christian Syncretism for Warmonger.
option = {
name = iberia_north_africa.0121.a
flavor = iberia_north_africa.0121.a.tt
# The AI should only really be doing this if they're coming out of the Vikings or otherwise have suitable traits.
trigger = {
OR = {
is_ai = no
scope:old_faith = { has_doctrine_parameter = great_holy_wars_active_if_reformed }
has_trait = wrathful
has_trait = crusader_king
has_trait = faith_warrior
}
}
# Apply the effects in the after block to keep future notifications from erroring.
show_as_tooltip = { favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes }
# Flag our choice.
save_scope_value_as = {
name = basque_choice
value = flag:righteous
}
stress_impact = {
base = major_stress_impact_gain
wrathful = miniscule_stress_impact_loss
calm = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
ai_energy = 0.5
}
}
}
# It is more important to live in harmony with nature than with neighbours: swap Christian Syncretism for Sanctity of Nature.
option = {
name = iberia_north_africa.0121.b
flavor = iberia_north_africa.0121.b.tt
# The AI should only be doing this if they're self-assured about what it'll likely do to them, or it's something they're already in to.
trigger = {
OR = {
is_ai = no
faith = { has_doctrine_parameter = believes_in_harmony_with_nature_invisible }
AND = {
OR = {
has_trait = stubborn
has_trait = patient
has_trait = lifestyle_gardener
}
has_trait = calm
has_trait = brave
}
}
}
# Apply the effects in the after block to keep future notifications from erroring.
show_as_tooltip = { favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes }
# Flag our choice.
save_scope_value_as = {
name = basque_choice
value = flag:fundamentalist
}
stress_impact = {
base = major_stress_impact_gain
# I mean, you *know* this one is gonna come back to bite you, hard.
craven = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
ai_vengefulness = -1
}
}
}
# There are more worthy religions to share traditions with...: swap Christian Syncretism for Islamic Syncretism.
option = {
name = iberia_north_africa.0121.c
flavor = iberia_north_africa.0121.c.tt
# The AI should only really be doing this if it means they're adopting *less* traditions, not more.
trigger = {
OR = {
is_ai = no
faith = {
has_doctrine_parameter = islamic_syncretic_actor_opinion_active
religion = religion:islam_religion
}
}
}
# Apply the effects in the after block to keep future notifications from erroring.
show_as_tooltip = { favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes }
# Flag our choice.
save_scope_value_as = {
name = basque_choice
value = flag:pluralist
}
# Zealous Muslims & syncretics gain less stress from this.
if = {
limit = {
faith = {
has_doctrine_parameter = islamic_syncretic_actor_opinion_active
religion = religion:islam_religion
}
}
stress_impact = {
base = major_stress_impact_gain
zealous = medium_stress_impact_loss
fickle = minor_stress_impact_gain
drunkard = major_stress_impact_gain
}
}
# But everyone else doesn't.
else = {
stress_impact = {
base = major_stress_impact_gain
fickle = minor_stress_impact_gain
drunkard = major_stress_impact_gain
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
ai_boldness = 1
}
}
}
# If I try to force change, am I any less corrupt than scope:old_faith?: leave the faith as you found it.
option = {
name = iberia_north_africa.0121.d
flavor = iberia_north_africa.0121.d.tt
# Apply the effects in the after block to keep future notifications from erroring.
show_as_tooltip = { favour_the_countryside_basques_decision_default_path_scripted_effect = yes }
# Flag our choice.
save_scope_value_as = {
name = basque_choice
value = flag:unchanged
}
stress_impact = {
lazy = minor_stress_impact_loss
arbitrary = major_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = -0.5
}
}
}
after = {
legend_seed_great_deed_faith_effect = {
OLD_FAITH = scope:old_faith
ANTAGONIST = scope:scandalised_cleric
}
# Now take care of notification events for players.
every_player = {
limit = {
this != scope:religious_leader
OR = {
favour_the_countryside_basques_counts_as_basque_trigger = yes
any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege }
}
}
trigger_event = iberia_north_africa.0122
}
# And finally, actually apply the effects.
## Our default stuff.
favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
## Then our changes/lack of changes.
if = {
limit = {
exists = scope:basque_choice
scope:basque_choice = flag:fundamentalist
}
favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes
}
else_if = {
limit = {
exists = scope:basque_choice
scope:basque_choice = flag:righteous
}
favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes
}
else_if = {
limit = {
exists = scope:basque_choice
scope:basque_choice = flag:pluralist
}
favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes
}
else_if = {
limit = {
exists = scope:basque_choice
scope:basque_choice = flag:unchanged
}
favour_the_countryside_basques_decision_default_path_scripted_effect = yes
}
}
}
# Notification event for relevant players.
iberia_north_africa.0122 = {
type = character_event
title = iberia_north_africa.0122.t
desc = {
desc = iberia_north_africa.0122.desc.intro
# Nab the rationalisation.
desc = {
# We order these according to approximate rarity level/importance.
## They're kept isolated in a scripted trigger file so that we can maintain easy parity between the decision rationales & the event desc rationales.
first_valid = {
# Excommunicated
triggered_desc = {
trigger = { favour_the_countryside_basques_rationale_excommunicated_trigger = yes }
desc = iberia_north_africa.0122.desc.excommunicated
}
# Rivalry with HoF
triggered_desc = {
trigger = { favour_the_countryside_basques_rationale_hof_rivalry_trigger = yes }
desc = iberia_north_africa.0122.desc.rivalry_with_hof
}
# Negative Piety Level
triggered_desc = {
trigger = { favour_the_countryside_basques_rationale_negative_piety_level_trigger = yes }
desc = iberia_north_africa.0122.desc.negative_piety_level
}
# Easter egg: the Lorgar special
triggered_desc = {
trigger = { has_trait = zealous }
desc = iberia_north_africa.0122.desc.lorgar
}
# Sinful Traits
triggered_desc = {
trigger = { favour_the_countryside_basques_rationale_sinful_traits_trigger = yes }
desc = iberia_north_africa.0122.desc.sinful_traits
}
# Virtuous Basque pagan traits
triggered_desc = {
trigger = { favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = yes }
desc = iberia_north_africa.0122.desc.virtuous_basque_pagan_traits
}
# Naked cynicism; we use this as the fallback.
desc = iberia_north_africa.0122.desc.naked_cynicism
}
}
desc = iberia_north_africa.0122.desc.midtro
# What direction is the faith going?
first_valid = {
# Fundamentalist
triggered_desc = {
trigger = { scope:basque_choice = flag:fundamentalist }
desc = iberia_north_africa.0122.desc.fundamentalist
}
# Righteous
triggered_desc = {
trigger = { scope:basque_choice = flag:righteous }
desc = iberia_north_africa.0122.desc.righteous
}
# Pluralist
triggered_desc = {
trigger = { scope:basque_choice = flag:pluralist }
desc = iberia_north_africa.0122.desc.pluralist
}
# Unchanged
triggered_desc = {
trigger = { scope:basque_choice = flag:unchanged }
desc = iberia_north_africa.0122.desc.unchanged
}
}
}
theme = faith
left_portrait = {
character = scope:religious_leader
animation = scheme
}
right_portrait = {
character = scope:scandalised_cleric
animation = stress
}
override_background = { reference = wilderness_mountains }
immediate = { play_music_cue = "mx_cue_faith_conversion" }
# Culturally Basque or Basque-adjacent player; join in?
option = {
name = iberia_north_africa.0122.a
trigger = {
is_ai = no
favour_the_countryside_basques_counts_as_basque_trigger = yes
}
set_character_faith_with_conversion = scope:religious_leader.faith
show_as_tooltip = {
scope:religious_leader = {
favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes
}
}
# No stress impact for a notification event.
ai_chance = {
# AI chance isn't relevant for a notification event.
base = 0
}
}
# Fundamentalist path.
option = {
# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
name = {
text = {
first_valid = {
triggered_desc = {
trigger = { faith = scope:old_faith }
desc = iberia_north_africa.0122.b.same_faith
}
triggered_desc = {
trigger = { religion = scope:old_faith.religion }
desc = iberia_north_africa.0122.b.same_religion
}
triggered_desc = {
trigger = {
faith = { has_doctrine_parameter = great_holy_wars_active_if_reformed }
}
desc = iberia_north_africa.0122.b.respects_fellow_warmongers
}
desc = iberia_north_africa.0122.b.misc
}
}
}
trigger = { scope:basque_choice = flag:fundamentalist }
show_as_tooltip = {
scope:religious_leader = {
favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes
}
}
# No stress impact for a notification event.
ai_chance = {
# AI chance isn't relevant for a notification event.
base = 100
}
}
# Righteous path.
option = {
# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
name = {
text = {
first_valid = {
triggered_desc = {
trigger = { faith = scope:old_faith }
desc = iberia_north_africa.0122.c.same_faith
}
triggered_desc = {
trigger = { religion = scope:old_faith.religion }
desc = iberia_north_africa.0122.c.same_religion
}
triggered_desc = {
trigger = {
faith = { has_doctrine_parameter = believes_in_harmony_with_nature_invisible }
}
desc = iberia_north_africa.0122.c.believes_in_harmony_with_nature
}
desc = iberia_north_africa.0122.c.misc
}
}
}
trigger = { scope:basque_choice = flag:righteous }
show_as_tooltip = {
scope:religious_leader = {
favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes
}
}
# No stress impact for a notification event.
ai_chance = {
# AI chance isn't relevant for a notification event.
base = 100
}
}
# Pluralist path.
option = {
# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
name = {
text = {
first_valid = {
triggered_desc = {
trigger = { faith.religion = religion:islam_religion }
desc = iberia_north_africa.0122.d.muslim
}
triggered_desc = {
trigger = { faith = scope:old_faith }
desc = iberia_north_africa.0122.d.same_faith
}
triggered_desc = {
trigger = { religion = scope:old_faith.religion }
desc = iberia_north_africa.0122.d.same_religion
}
triggered_desc = {
trigger = {
faith = { has_doctrine_parameter = islamic_syncretic_actor_opinion_active }
}
desc = iberia_north_africa.0122.d.syncretised_with_islam
}
desc = iberia_north_africa.0122.d.misc
}
}
}
trigger = { scope:basque_choice = flag:pluralist }
show_as_tooltip = {
scope:religious_leader = {
favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes
}
}
# No stress impact for a notification event.
ai_chance = {
# AI chance isn't relevant for a notification event.
base = 100
}
}
# Unchanged path.
option = {
# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
name = {
text = {
first_valid = {
triggered_desc = {
trigger = { faith = scope:old_faith }
desc = iberia_north_africa.0122.e.same_faith
}
triggered_desc = {
trigger = { religion = scope:old_faith.religion }
desc = iberia_north_africa.0122.e.same_religion
}
triggered_desc = {
trigger = {
faith = { has_doctrine_parameter = christian_syncretic_actor_opinion_active }
}
desc = iberia_north_africa.0122.e.syncretised_with_christianity
}
desc = iberia_north_africa.0122.e.misc
}
}
}
trigger = { scope:basque_choice = flag:unchanged }
show_as_tooltip = {
scope:religious_leader = { favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes }
}
# No stress impact for a notification event.
ai_chance = {
# AI chance isn't relevant for a notification event.
base = 100
}
}
}
##################################################
# A Kingdom around the Aragon
# by Ewan Cowhig Croft
# 0131 - 0140
##################################################
scripted_trigger convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = {
tier = tier_county
NOT = { culture = culture:aragonese }
}
scripted_effect copy_over_new_cultural_pillars_to_aragonese_effect = {
culture:aragonese = {
# Language.
if = {
limit = {
NOT = { has_same_culture_language = scope:founder_culture }
}
set_language_from = scope:founder_culture
}
# Martial Tradition.
if = {
limit = {
NOT = { has_same_culture_martial_tradition = scope:founder_culture }
}
set_martial_custom_from = scope:founder_culture
}
# We don't do heritage because we don't want to shift Aragonese out of the Iberian block.
}
}
scripted_effect calculate_controlled_aragonese_duchies_effect = {
random_list = {
100 = {
trigger = {
completely_controls = title:d_valencia
trigger_if = {
limit = { exists = scope:duchy_a }
NOT = { scope:duchy_a = title:d_valencia }
}
trigger_if = {
limit = { exists = scope:duchy_b }
NOT = { scope:duchy_a = title:d_valencia }
}
trigger_if = {
limit = { exists = scope:duchy_c }
NOT = { scope:duchy_a = title:d_valencia }
}
}
title:d_valencia = {
if = {
limit = {
NOT = { exists = scope:duchy_a }
}
save_scope_as = duchy_a
}
else_if = {
limit = {
NOT = {
this = scope:duchy_a
exists = scope:duchy_b
}
}
save_scope_as = duchy_b
}
else_if = {
limit = {
NOT = {
this = scope:duchy_a
this = scope:duchy_b
exists = scope:duchy_c
}
}
save_scope_as = duchy_c
}
}
}
100 = {
trigger = {
completely_controls = title:d_barcelona
trigger_if = {
limit = { exists = scope:duchy_a }
NOT = { scope:duchy_a = title:d_barcelona }
}
trigger_if = {
limit = { exists = scope:duchy_b }
NOT = { scope:duchy_a = title:d_barcelona }
}
trigger_if = {
limit = { exists = scope:duchy_c }
NOT = { scope:duchy_a = title:d_barcelona }
}
}
title:d_barcelona = {
if = {
limit = {
NOT = { exists = scope:duchy_a }
}
save_scope_as = duchy_a
}
else_if = {
limit = {
NOT = {
this = scope:duchy_a
exists = scope:duchy_b
}
}
save_scope_as = duchy_b
}
else_if = {
limit = {
NOT = {
this = scope:duchy_a
this = scope:duchy_b
exists = scope:duchy_c
}
}
save_scope_as = duchy_c
}
}
}
100 = {
trigger = {
completely_controls = title:d_navarra
trigger_if = {
limit = { exists = scope:duchy_a }
NOT = { scope:duchy_a = title:d_navarra }
}
trigger_if = {
limit = { exists = scope:duchy_b }
NOT = { scope:duchy_a = title:d_navarra }
}
trigger_if = {
limit = { exists = scope:duchy_c }
NOT = { scope:duchy_a = title:d_navarra }
}
}
title:d_navarra = {
if = {
limit = {
NOT = { exists = scope:duchy_a }
}
save_scope_as = duchy_a
}
else_if = {
limit = {
NOT = {
this = scope:duchy_a
exists = scope:duchy_b
}
}
save_scope_as = duchy_b
}
else_if = {
limit = {
NOT = {
this = scope:duchy_a
this = scope:duchy_b
exists = scope:duchy_c
}
}
save_scope_as = duchy_c
}
}
}
}
}
scripted_effect convert_aragonese_counties_to_aragonese_effect = {
# Several counties within d_aragon will convert.
while = {
custom = form_the_kingdom_of_aragon_decision.tt.x_random_counties_in_d_aragon
count = 3
title:d_aragon = {
random_in_de_jure_hierarchy = {
# If scope:founder has their capital in the area, make sure we grab it first.
limit = {
convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes
this = scope:founder.capital_county
}
# Otherwise, go for c_alto_aragon, but we want it to *look* random.
alternative_limit = {
convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes
this = title:c_alto_aragon
this != scope:founder.capital_county
}
# Then we grab any local county held by scope:founder.
alternative_limit = {
convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes
holder = scope:founder
any_neighboring_county = { culture = culture:aragonese }
}
set_county_culture = culture:aragonese
}
}
}
}
# Aragon, and the Aragonese, has/have emerged.
iberia_north_africa.0131 = {
type = character_event
title = iberia_north_africa.0131.t
desc = {
desc = iberia_north_africa.0131.desc.intro
first_valid = {
# Only has the minimum one duchy.
triggered_desc = {
trigger = {
NOT = { exists = scope:duchy_b }
}
desc = iberia_north_africa.0131.desc.duchy.one
}
# Has an extra duchy.
triggered_desc = {
trigger = {
NOT = { exists = scope:duchy_c }
}
desc = iberia_north_africa.0131.desc.duchy.two
}
# Has all three duchies!
desc = iberia_north_africa.0131.desc.duchy.three
}
desc = iberia_north_africa.0131.desc.outro
}
theme = crown
left_portrait = {
character = scope:founder
animation = personality_bold
}
override_background = { reference = farmland }
trigger = {
# Account for ruler designer'd Aragonese cultures.
NOT = { culture = culture:aragonese }
}
on_trigger_fail = {
# If you ruler designer'd in an Aragonese character, everything in this event is irrelevant to ye appart from the culture converting, so we just do that silently.
convert_aragonese_counties_to_aragonese_effect = yes
}
immediate = {
play_music_cue = "mx_cue_succession_instrumental"
# Calculate scopes for the desc loc.
calculate_controlled_aragonese_duchies_effect = yes
calculate_controlled_aragonese_duchies_effect = yes
calculate_controlled_aragonese_duchies_effect = yes
# Flip scope:founder's culture.
set_culture = culture:aragonese
# Change the culture a bit.
culture:aragonese = {
# Innovations are transferred over.
get_all_innovations_from = scope:founder_culture
# And the creation of the culture is adjusted.
reset_culture_creation_date = yes
}
# Several counties within d_aragon will convert.
convert_aragonese_counties_to_aragonese_effect = yes
legend_seed_new_title_effect = yes
}
# Vanilla: just the regular Aragonese culture, please.
option = {
name = iberia_north_africa.0131.a
# No other effects.
# No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
ai_chance = {
# The AI should basically always opt for vanilla.
base = 100
}
}
# Take Pillars: not all the trappings of scope:founder_culture are so bad...
option = {
name = iberia_north_africa.0131.b
trigger = {
culture:aragonese = {
OR = {
NOT = { has_same_culture_language = scope:founder_culture }
NOT = { has_same_culture_martial_tradition = scope:founder_culture }
}
}
}
# Copy over the salient pillars.
copy_over_new_cultural_pillars_to_aragonese_effect = yes
# No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
ai_chance = {
# The AI should basically always opt for vanilla.
base = 0
}
}
# Take Ethos: what's important to us hasn't changed.
option = {
name = iberia_north_africa.0131.c
trigger = {
culture:aragonese = {
NOT = { has_same_culture_ethos = scope:founder_culture }
}
}
# Copy over the ethos.
culture:aragonese = { set_ethos_from = scope:founder_culture }
# No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
ai_chance = {
# The AI should basically always opt for vanilla.
base = 0
}
}
# Take Both: we cannot forget our roots!
option = {
name = iberia_north_africa.0131.d
trigger = {
culture:aragonese = {
NOT = { has_same_culture_ethos = scope:founder_culture }
OR = {
NOT = { has_same_culture_language = scope:founder_culture }
NOT = { has_same_culture_martial_tradition = scope:founder_culture }
}
}
}
# Copy over the ethos.
culture:aragonese = { set_ethos_from = scope:founder_culture }
# Copy over the salient pillars.
copy_over_new_cultural_pillars_to_aragonese_effect = yes
# No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
ai_chance = {
# The AI should basically always opt for vanilla.
base = 0
# ... *basically* always.
modifier = {
add = 100
has_trait = stubborn
}
}
}
}
# No notification event for this'un, as it's a small decision.
# Secure the Mediterranean notif
iberia_north_africa.2105 = {
type = character_event
title = iberia_north_africa.2105.t
desc = iberia_north_africa.2105.desc
theme = crown
override_background = { reference = throne_room_mediterranean }
left_portrait = root
immediate = {
show_as_tooltip = {
house = {
add_house_modifier = {
modifier = fp2_controls_the_mediterranean_house_modifier
years = 100
}
}
dynasty = { add_dynasty_prestige = major_prestige_gain }
}
}
option = {
name = iberia_north_africa.2105.a
custom_tooltip = secure_mediterranean_decision.a
}
}
########################################################
# golden_age_jewish_science_in_iberia_decision events
# By Hugo Cortell
#
# Note: These events are all additional
# rewards for sponsoring a golden age,
# therefore they are not much of a challenge.
# Just some cool free stuff for players!
########################################################
iberia_north_africa.2001 = { # Jewish translator of old books (reward: skill boost)
type = character_event
title = iberia_north_africa.2001.t
desc = iberia_north_africa.2001.desc
theme = learning
override_background = { reference = throne_room }
left_portrait = {
character = root
animation = personality_content
}
right_portrait = {
character = scope:generated_actor
animation = admiration
}
immediate = {
create_character = {
age = { 24 51 }
location = root.capital_province
gender_female_chance = root_faith_dominant_gender_female_chance
culture = root.culture
faith = faith:rabbinism
random_traits = yes
trait = education_learning_2
learning = { 6 12 }
dynasty = none
after_creation = {
add_prestige = { minor_prestige_gain major_prestige_gain }
add_piety = { minor_piety_gain medium_piety_gain }
}
save_scope_as = generated_actor
}
get_lowest_player_skill_effect = yes
}
option = { # Request a book that will make up for your weaknesses - for a price
flavor = iberia_north_africa.2001.a.a
name = {
text = {
desc = iberia_north_africa.2001.a
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:lowest_player_skill = flag:martial }
desc = iberia_north_africa.2001.a.martial
}
triggered_desc = {
trigger = { scope:lowest_player_skill = flag:learning }
desc = iberia_north_africa.2001.a.learning
}
triggered_desc = {
trigger = { scope:lowest_player_skill = flag:stewardship }
desc = iberia_north_africa.2001.a.stewardship
}
desc = iberia_north_africa.2001.a.diplointrigue
}
}
desc = iberia_north_africa.2001.a.end
}
}
send_interface_message = {
type = event_learning_good
title = iberia_north_africa.2001.t
right_icon = scope:generated_actor
pay_short_term_gold = {
target = scope:generated_actor
gold = medium_gold_value
}
if = {
limit = { scope:lowest_player_skill = flag:diplomacy }
add_character_modifier = {
modifier = fp2_translated_skill_book_diplomacy_modifier
years = 20
}
}
else_if = {
limit = { scope:lowest_player_skill = flag:martial }
add_character_modifier = {
modifier = fp2_translated_skill_book_martial_modifier
years = 20
}
}
else_if = {
limit = { scope:lowest_player_skill = flag:stewardship }
add_character_modifier = {
modifier = fp2_translated_skill_book_stewardship_modifier
years = 20
}
}
else_if = {
limit = { scope:lowest_player_skill = flag:intrigue }
add_character_modifier = {
modifier = fp2_translated_skill_book_intrigue_modifier
years = 20
}
}
else = {
add_character_modifier = {
modifier = fp2_translated_skill_book_learning_modifier
years = 20
}
}
}
ai_chance = {
base = 20
modifier = {
add = -50
short_term_gold < medium_gold_value
}
}
}
option = { # Sure give me anything (no control over outcome, but always positive - and at a lower cost)
name = iberia_north_africa.2001.b
show_as_tooltip = {
pay_short_term_gold = {
target = scope:generated_actor
gold = minor_gold_value
}
custom_tooltip = iberia_north_africa.2001.b.a
}
hidden_effect = {
send_interface_message = {
type = event_learning_good
title = iberia_north_africa.2001.t
right_icon = scope:generated_actor
pay_short_term_gold = {
target = scope:generated_actor
gold = minor_gold_value
}
random_list = {
1 = {
add_character_modifier = {
modifier = fp2_translated_skill_book_diplomacy_modifier
years = 20
}
}
1 = {
add_character_modifier = {
modifier = fp2_translated_skill_book_martial_modifier
years = 20
}
}
1 = {
add_character_modifier = {
modifier = fp2_translated_skill_book_stewardship_modifier
years = 20
}
}
1 = {
add_character_modifier = {
modifier = fp2_translated_skill_book_intrigue_modifier
years = 20
}
}
1 = {
add_character_modifier = {
modifier = fp2_translated_skill_book_learning_modifier
years = 20
}
}
}
}
}
ai_chance = {
base = 80
modifier = {
add = -50
short_term_gold < minor_gold_value
}
}
}
option = { # History is dumb
name = iberia_north_africa.2001.c
send_interface_message = {
type = event_learning_good
title = fp2_rejection_of_old_thoughts_modifier
right_icon = root
capital_county = {
add_county_modifier = {
modifier = fp2_rejection_of_old_thoughts_modifier
years = 5
}
}
}
ai_chance = { base = 35 }
}
after = { scope:generated_actor = { silent_disappearance_effect = yes } }
}
iberia_north_africa.2002 = { # Cataract surgery event (reward: free doctor)
type = character_event
title = iberia_north_africa.2002.t
desc = iberia_north_africa.2002.desc
theme = learning
override_background = { reference = throne_room }
left_portrait = {
character = scope:patientzero
animation = beg
}
lower_left_portrait = root
right_portrait = {
character = scope:generated_actor
animation = disapproval
}
trigger = {
any_vassal_or_below = {
age > 48 # Cataracts begin to develop at 40 years of age and usually finish by 60, therefore 50 seems like a decent value for a medieval high-society member
NOT = { has_trait = blind }
}
}
immediate = {
create_character = {
age = { 21 44 }
location = root.capital_province
gender_female_chance = root_faith_dominant_gender_female_chance
culture = root.culture
faith = faith:rabbinism
random_traits = yes
trait = scholar
trait = lifestyle_physician
learning = { 8 12 }
dynasty = none
after_creation = {
add_gold = minor_gold_value
add_prestige = { medium_prestige_gain major_prestige_gain }
add_piety = minor_piety_gain
add_trait_xp = {
trait = lifestyle_physician
value = 100
}
}
save_scope_as = generated_actor
}
random_vassal_or_below = {
limit = {
age > 48
NOT = { has_trait = blind }
}
save_scope_as = patientzero
}
if = {
limit = {
any_child = {
is_child_of = root
age < 15
}
}
random_child = {
limit = {
is_child_of = root
age < 15
}
save_scope_as = child_offering
}
}
}
option = { # Offer your child as an assistant, ~50% chance of learning medicine, 10% chance of dying. (good odds by lunatic trait option standards)
name = iberia_north_africa.2002.a
flavor = iberia_north_africa.2002.a.flavor
trigger = {
is_ai = no
exists = scope:child_offering
OR = {
has_trait = lunatic_1
has_trait = lunatic_genetic
has_trait = lifestyle_physician
has_trait = torturer
}
}
random_list = {
50 = {
modifier = {
add = scope:child_offering.learning
always = yes
}
send_interface_message = {
type = event_court_physician_good
title = iberia_north_africa.2002.a.b
left_icon = scope:patientzero
right_icon = scope:generated_actor
random_list = {
desc = iberia_north_africa.2002.a.a
45 = {} # Assistant helps, but fails to learn anything
45 = {
modifier = {
add = {
value = scope:child_offering.learning
divide = 1.25
round = yes
}
always = yes
}
scope:child_offering = {
if = { # For really, really odd cases
limit = { has_trait = lifestyle_physician }
add_learning_lifestyle_xp = medium_lifestyle_experience
add_trait_xp = {
trait = lifestyle_physician
value = 5
}
}
add_trait = lifestyle_physician
}
}
10 = {
scope:child_offering = {
death = { death_reason = death_training_accident }
}
}
}
scope:patientzero = {
add_character_modifier = {
modifier = fp2_removed_cataracts_modifier
years = 30
}
}
add_courtier = scope:generated_actor
add_prestige = medium_prestige_gain
}
}
50 = {
send_interface_message = {
type = event_court_physician_bad
title = iberia_north_africa.2002.a.b
left_icon = scope:child_offering
right_icon = scope:patientzero
random_list = {
desc = iberia_north_africa.2002.a.a
45 = {} # Assistant helps, but fails to learn anything
45 = {
scope:child_offering = {
add_trait = lifestyle_physician
}
}
10 = {
scope:child_offering = {
death = { death_reason = death_training_accident }
}
}
}
scope:patientzero = { add_trait = blind }
}
}
}
}
option = { # "Did you just "well actually" the entire field of astrology?" option, removes the risk of the doctor running away if the operation is botched
name = iberia_north_africa.2002.d
trigger = {
OR = {
has_trait = theologian
has_trait = scholar
}
}
random_list = {
50 = {
send_interface_message = {
type = event_court_physician_good
title = iberia_north_africa.2002.a.b
left_icon = scope:patientzero
right_icon = scope:generated_actor
scope:patientzero = {
add_character_modifier = {
modifier = fp2_removed_cataracts_modifier
years = 30
}
}
add_courtier = scope:generated_actor
add_prestige = medium_prestige_gain
}
}
50 = {
send_interface_message = {
type = event_court_physician_bad
title = iberia_north_africa.2002.a.b
left_icon = scope:patientzero
right_icon = scope:generated_actor
scope:patientzero = { add_trait = blind }
add_courtier = scope:generated_actor
add_prestige = minor_prestige_loss
hidden_effect = {
scope:patientzero = {
set_relation_rival = {
target = scope:generated_actor
reason = rival_failed_cataract_surgery
}
}
} # Reasonably upset
}
}
}
}
option = { # Take the risk, gamble away the doctor for some renown
name = iberia_north_africa.2002.b
random_list = {
50 = {
send_interface_message = {
type = event_court_physician_good
title = iberia_north_africa.2002.a.b
left_icon = scope:patientzero
right_icon = scope:generated_actor
scope:patientzero = {
add_character_modifier = {
modifier = fp2_removed_cataracts_modifier
years = 30
}
}
add_courtier = scope:generated_actor
add_prestige = medium_prestige_gain
}
}
50 = {
send_interface_message = {
type = event_court_physician_bad
title = iberia_north_africa.2002.a.b
right_icon = scope:patientzero
scope:patientzero = { add_trait = blind }
}
}
}
ai_chance = {
base = 50
}
}
option = { # Safe choice, ask the doctor to say (get free doctor)
name = iberia_north_africa.2002.c
send_interface_message = {
type = send_interface_message
title = court_physician_court_position
right_icon = scope:generated_actor
add_courtier = scope:generated_actor
add_prestige = medium_prestige_loss
scope:patientzero = {
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -25
}
}
}
ai_chance = {
base = 50
}
}
after = {
if = {
limit = { NOT = { scope:generated_actor = { is_courtier_of = root } } }
scope:generated_actor = { silent_disappearance_effect = yes }
}
}
}
iberia_north_africa.2003 = { # Two scholars are fighting over misc stuff (reward: one scholar or two grumpy scholars)
type = character_event
title = iberia_north_africa.2003.t
desc = iberia_north_africa.2003.desc
theme = learning
override_background = { reference = throne_room }
left_portrait = {
character = scope:generated_actor_r
animation = disapproval
}
right_portrait = {
character = scope:generated_actor_k
animation = dismissal
}
lower_center_portrait = root
immediate = {
create_character = {
age = { 26 51 }
location = root.capital_province
gender_female_chance = root_faith_dominant_gender_female_chance
culture = root.culture
faith = faith:rabbinism
random_traits = yes
trait = scholar
trait = diplomatic_court_1
learning = { 8 14 }
dynasty = none
after_creation = {
add_prestige = { minor_prestige_gain major_prestige_gain }
add_piety = { minor_piety_gain medium_piety_gain }
}
save_scope_as = generated_actor_r
}
create_character = {
age = { 23 43 }
location = root.capital_province
gender_female_chance = root_faith_dominant_gender_female_chance
culture = root.culture
faith = faith:karaism
random_traits = yes
trait = theologian
trait = scholarly_court_1
learning = { 8 14 }
dynasty = none
after_creation = {
add_prestige = { minor_prestige_gain major_prestige_gain }
add_piety = { minor_piety_gain medium_piety_gain }
}
save_scope_as = generated_actor_k
}
hidden_effect = { # Let the drama begin
add_courtier = scope:generated_actor_r
add_courtier = scope:generated_actor_k
scope:generated_actor_r = {
add_opinion = {
target = scope:generated_actor_k
modifier = angry_opinion
opinion = -80
}
}
scope:generated_actor_k = {
add_opinion = {
target = scope:generated_actor_r
modifier = angry_opinion
opinion = -80
}
}
}
# Loc
capital_county = { save_scope_as = playerprovince }
}
option = {
name = iberia_north_africa.2003.a
flavor = iberia_north_africa.2003.a.flavor
trigger = { # NOTE: You can type bypass_requirements to bypass requirements on options, very useful!
is_ai = no
OR = {
has_trait = bastard_founder
has_trait = saoshyant
has_trait = sayyid
has_trait = savior
has_trait = augustus
has_trait = chakravarti
has_trait = heresiarch
has_trait = crusader_king
has_trait = order_member
has_trait = faith_warrior
has_trait = saint
has_trait = irritable
has_trait = bossy
has_trait = august
}
}
send_interface_message = {
type = event_learning_good
title = yearly.0001.learning
right_icon = scope:generated_actor_r
left_icon = scope:generated_actor_k
show_as_tooltip = {
add_courtier = scope:generated_actor_r
add_courtier = scope:generated_actor_k
}
scope:generated_actor_r = {
add_opinion = {
target = root
modifier = feast_sided_against_me_in_my_fight_opinion
opinion = -60
}
}
scope:generated_actor_k = {
add_opinion = {
target = root
modifier = feast_sided_against_me_in_my_fight_opinion
opinion = -60
}
}
}
}
# NOTE: Neither faith is more progressive than the other, therefore this is just the personal opinion of the characters rather than a greater religious feud
option = { # Side with philosophers
name = iberia_north_africa.2003.b
send_interface_message = {
type = event_learning_good
title = yearly.0001.learning
right_icon = scope:generated_actor_k
show_as_tooltip = { add_courtier = scope:generated_actor_k }
remove_courtier_or_guest = scope:generated_actor_r
scope:generated_actor_k = {
add_opinion = {
target = root
modifier = feast_sided_with_me_in_my_fight_opinion
opinion = 25
}
}
}
ai_chance = { base = 50 }
}
option = { # Side with prophets
name = iberia_north_africa.2003.c
send_interface_message = {
type = event_learning_good
title = yearly.0001.learning
right_icon = scope:generated_actor_r
show_as_tooltip = { add_courtier = scope:generated_actor_r }
remove_courtier_or_guest = scope:generated_actor_k
scope:generated_actor_r = {
add_opinion = {
target = root
modifier = feast_sided_with_me_in_my_fight_opinion
opinion = 25
}
}
}
ai_chance = { base = 50 }
}
}
########################################################
# build_holy_pilgrim_roads_decision events
# By Hugo Cortell
########################################################
iberia_north_africa.2011 = { # Holy Warrior
type = character_event
title = iberia_north_africa.2011.t
desc = {
desc = iberia_north_africa.2011.desc
first_valid = {
triggered_desc = {
trigger = { scope:generated_actor = { has_trait = order_member } }
desc = iberia_north_africa.2011.desc_captain
}
desc = iberia_north_africa.2011.desc_soldier
}
}
theme = faith
override_background = { reference = terrain }
left_portrait = {
character = root
animation = personality_cynical
}
right_portrait = {
character = scope:generated_actor
animation = personality_zealous
}
trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root }
immediate = {
scope:chosen_location_for_pilgrim_roads = { random_county_province = { save_scope_as = pilgrim_spawn_location } }
random_list = {
70 = { # A missguided holy warrior
create_character = {
age = { 19 34 }
location = scope:pilgrim_spawn_location
gender_female_chance = root_faith_dominant_gender_female_chance
culture = root.culture
faith = root.faith
random_traits = yes
trait = holy_warrior
trait = pilgrim
martial = { 7 12 }
dynasty = none
after_creation = {
add_gold = minor_gold_value
add_prestige = minor_prestige_gain
add_piety = { minor_piety_gain medium_piety_gain }
if = {
limit = { has_trait = cynical }
remove_trait = cynical
add_trait = zealous
}
random_list = { # Simple backstory
1 = { add_trait = murderer }
2 = { add_trait = wounded_1 }
2 = { add_trait = wounded_2 }
5 = { add_trait = adventurer }
1 = { add_trait = lifestyle_hunter }
}
}
save_scope_as = generated_actor
}
}
30 = { # Missguided former holy order captain
create_character = {
age = { 27 46 }
location = scope:pilgrim_spawn_location
gender_female_chance = root_faith_dominant_gender_female_chance
culture = root.culture
faith = root.faith
random_traits = yes
trait = warlike_court_2
trait = holy_warrior
trait = order_member
trait = devoted
trait = pilgrim
trait = brave
martial = { 10 20 }
dynasty = none
after_creation = {
add_gold = medium_gold_value
add_prestige = { minor_prestige_gain medium_prestige_gain }
add_piety = {
value = major_piety_gain
multiply = { 1 5 }
round = yes
}
if = {
limit = { has_trait = cynical }
remove_trait = cynical
add_trait = zealous
}
random_list = { # Spicy backstory (why would someone in such a cushy position wander off?)
10 = { add_trait = murderer }
5 = { add_trait = kinslayer_1 }
5 = {
if = {
limit = { faith = { has_doctrine = tenet_communion } }
add_trait = excommunicated
random_list = {
70 = { add_trait = depressed_1 } # This is the worst thing that can happen to a holy warrior after all
30 = {}
}
}
else = { add_trait = wounded_2 }
}
6 = { add_trait = adulterer }
4 = { add_trait = fornicator }
5 = { add_trait = drunkard }
}
}
save_scope_as = generated_actor
}
}
}
}
option = { # Join me (free warrior)
name = iberia_north_africa.2011.a
send_interface_toast = {
type = event_toast_effect_good
title = iberia_north_africa.2011.t
left_icon = ROOT
right_icon = scope:generated_actor
add_courtier = scope:generated_actor
}
ai_chance = { base = 25 }
}
option = { # Spread the word of me (gain modifier)
name = iberia_north_africa.2011.b
flavor = iberia_north_africa.2011.b.flavor
send_interface_toast = {
type = event_toast_effect_good
title = iberia_north_africa.2011.t
left_icon = ROOT
add_character_modifier = {
modifier = fp2_trusted_by_pilgrim_warriors_modifier
years = 20
}
}
ai_chance = { base = 25 }
scope:generated_actor = { silent_disappearance_effect = yes }
}
option = { # Finish your duty to the lord (gain piety)
name = iberia_north_africa.2011.c
flavor = iberia_north_africa.2011.c.flavor
send_interface_toast = {
type = event_toast_effect_good
title = iberia_north_africa.2011.t
left_icon = ROOT
add_piety = major_piety_gain
}
ai_chance = { base = 50 }
scope:generated_actor = { silent_disappearance_effect = yes }
}
}
iberia_north_africa.2012 = { # Broke student (theology or architecture)
type = character_event
title = iberia_north_africa.2012.t
desc = {
desc = iberia_north_africa.2012.desc
first_valid = {
triggered_desc = {
trigger = { scope:generated_actor = { has_trait = theologian } }
desc = iberia_north_africa.2012.desc_student
}
desc = iberia_north_africa.2012.desc_architect
}
}
theme = faith
override_background = { reference = terrain }
left_portrait = {
character = root
animation = personality_content
}
right_portrait = {
character = scope:generated_actor
animation = admiration
}
trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root }
immediate = {
scope:chosen_location_for_pilgrim_roads = { random_county_province = { save_scope_as = pilgrim_spawn_location } }
random_list = {
50 = { # Scholar
create_character = {
age = { 18 22 }
location = scope:pilgrim_spawn_location
gender_female_chance = root_faith_dominant_gender_female_chance
culture = root.culture
faith = root.faith
random_traits = yes
trait = theologian
trait = improvident
trait = scholarly_court_1
trait = pilgrim
learning = { 9 12 }
dynasty = none
after_creation = {
add_gold = { 0 28 }
remove_short_term_gold = 20 # You cannot add a negative number for gold, therefore we do this
add_prestige = minor_prestige_gain
add_piety = { minor_piety_gain medium_piety_gain }
if = {
limit = { has_trait = cynical }
remove_trait = cynical
add_trait = zealous
}
}
save_scope_as = generated_actor
}
}
50 = { # Architect
create_character = {
age = { 18 22 }
location = scope:pilgrim_spawn_location
gender_female_chance = root_faith_dominant_gender_female_chance
culture = root.culture
faith = root.faith
random_traits = yes
trait = architect
trait = contrite
trait = administrative_court_1
trait = pilgrim
learning = { 8 13 }
dynasty = none
after_creation = {
add_gold = { 0 22 }
remove_short_term_gold = 10
add_prestige = minor_prestige_gain
add_piety = minor_piety_gain
if = {
limit = { has_trait = cynical }
remove_trait = cynical
add_trait = zealous
}
}
save_scope_as = generated_actor
}
}
}
}
option = { # Buy journal
name = iberia_north_africa.2012.a
send_interface_toast = {
type = event_toast_effect_good
title = iberia_north_africa.2012.t
left_icon = ROOT
add_learning_lifestyle_xp = major_lifestyle_experience
remove_short_term_gold = minor_gold_value
}
ai_chance = { base = 35 }
scope:generated_actor = { silent_disappearance_effect = yes }
}
option = { # Perhaps instead you should get a job
name = iberia_north_africa.2012.b
flavor = iberia_north_africa.2012.b.flavor # (okay, where? / at the [chosen_holy_site_for_pilgrim_roads.GetNameNoTier] / I have some good news for both of you)
send_interface_toast = {
type = event_toast_effect_good
title = iberia_north_africa.2012.t
left_icon = ROOT
right_icon = scope:generated_actor
add_courtier = scope:generated_actor
add_hook_if_possible_effect = {
TARGET = scope:generated_actor
TYPE = indebted_hook
YEARS = 12
}
}
ai_chance = { base = 35 }
}
option = { # Charity action
name = iberia_north_africa.2012.c
send_interface_toast = {
type = event_toast_effect_good
title = iberia_north_africa.2012.t
left_icon = ROOT
add_piety = major_piety_gain
remove_short_term_gold = minor_gold_value
}
ai_chance = { base = 35 }
scope:generated_actor = { silent_disappearance_effect = yes }
}
}
iberia_north_africa.2013 = { # Warmup check to ensure you meet the conditions for 2014, otherwise do something else
hidden = yes
trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root }
immediate = {
if = {
limit = {
faith = {
exists = religious_head
religious_head != root
}
}
faith.religious_head = { save_scope_as = fp2_iberia_north_africa_2013_head_of_faith }
trigger_event = iberia_north_africa.2014
}
else = {
random_list = {
15 = { trigger_event = iberia_north_africa.2011 }
15 = { trigger_event = iberia_north_africa.2012 }
# 30 = Removed third outcome
}
}
}
}
iberia_north_africa.2014 = { # Getting a high five (and a gift) from your HOF
type = letter_event
sender = scope:fp2_iberia_north_africa_2013_head_of_faith
opening = iberia_north_africa.2013.t
desc = iberia_north_africa.2013.desc
immediate = {
}
option = { # Butter your HOF up with complements
name = iberia_north_africa.2013.a
send_interface_toast = {
type = event_toast_effect_good
title = iberia_north_africa.2013.notif.t
right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
scope:fp2_iberia_north_africa_2013_head_of_faith = {
add_opinion = {
target = root
modifier = pious_opinion
opinion = 40
}
}
}
ai_chance = { base = 10 }
}
option = { # Give me the piety!!
name = iberia_north_africa.2013.b
send_interface_toast = {
type = event_toast_effect_good
title = iberia_north_africa.2013.notif.t
right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
add_piety = major_piety_gain
}
ai_chance = { base = 50 }
}
option = { # Give me men!
name = iberia_north_africa.2013.c
send_interface_toast = {
type = event_toast_effect_good
title = iberia_north_africa.2013.notif.t
right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
add_character_modifier = {
modifier = fp2_trusted_by_pilgrim_warriors_modifier
years = 20
}
}
ai_chance = { base = 30 }
}
option = { # Gift me a relic worthy of (location) - Does not req ROCO because it is a trinket
name = iberia_north_africa.2013.d
show_as_tooltip = { custom_tooltip = iberia_north_africa.2013.d.tooltip } # Can cause strange behavior where a button is unselectable
hidden_effect = {
scope:fp2_iberia_north_africa_2013_head_of_faith = {
set_up_trinket_adjective_effect = yes
random_list = {
2 = {
create_artifact = {
name = fp2_blessed_junk
description = fp2_blessed_junk_desc
type = miscellaneous
visuals = small_box
modifier = artifact_monthly_piety_1_modifier
save_scope_as = random_trinket
}
}
1 = {
create_artifact = {
name = fp2_blessed_junk
description = fp2_blessed_junk_desc
type = miscellaneous
visuals = pouch
modifier = artifact_monthly_piety_1_modifier
save_scope_as = random_trinket
}
}
1 = {
create_artifact = {
name = fp2_blessed_junk
description = fp2_blessed_junk_desc
type = miscellaneous
visuals = medallion
modifier = artifact_monthly_piety_1_modifier
save_scope_as = random_trinket
}
}
2 = {
create_artifact = {
name = fp2_blessed_junk
description = fp2_blessed_junk_desc
type = miscellaneous
visuals = medium_box
modifier = artifact_monthly_piety_1_modifier
save_scope_as = random_trinket
}
}
1 = {
create_artifact = {
name = fp2_blessed_junk
description = fp2_blessed_junk_desc
type = miscellaneous
visuals = fabric_roll
modifier = artifact_monthly_piety_1_modifier
save_scope_as = random_trinket
}
}
}
scope:random_trinket = {
add_durability = {
value = artifact_durability
multiply = { -0.45 -0.1 } # This is nice, very nice.
}
}
if = { # Cleanup
limit = { exists = var:trinket_adjective_followup }
remove_variable = trinket_adjective_followup
}
}
}
send_interface_toast = {
type = event_toast_effect_good
title = iberia_north_africa.2013.notif.t
right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
left_icon = scope:random_trinket
scope:random_trinket = { set_owner = root }
}
ai_chance = { base = 10 }
}
}
################
# Restore Old Vasconia
# by Joe Parkin
################
#The kingdom revived.
iberia_north_africa.2100 = {
type = character_event
title = iberia_north_africa.2100.t
desc = iberia_north_africa.2100.desc
theme = realm
left_portrait = {
character = scope:founder
animation = personality_bold
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
restore_old_vasconia_decision_scripted_effect = yes
restore_old_vasconia_decision_tooltip_scripted_effect = yes
#Notify other players.
every_player = {
limit = {
#this != scope:founder
in_diplomatic_range = root
}
trigger_event = iberia_north_africa.2101
}
}
#Well done Nickname
option = {
name = iberia_north_africa.2100.a
give_nickname = nick_the_great
add_prestige = minor_prestige_gain
}
#Well done.
option = {
name = iberia_north_africa.2100.b
add_prestige = medium_prestige_gain
}
}
#Inform any players.
iberia_north_africa.2101 = {
type = character_event
title = iberia_north_africa.2100.t
desc = iberia_north_africa.2101.desc
theme = realm
theme = diplomacy
left_portrait = {
character = scope:founder
animation = personality_bold
}
immediate = {
if = {
limit = {
culture = {
OR = {
this = culture:basque
AND = {
any_parent_culture_or_above = { this = culture:basque }
has_cultural_pillar = heritage_iberian
}
}
}
}
play_music_cue = "mx_cue_positive_effect"
}
restore_old_vasconia_decision_tooltip_scripted_effect = yes
}
option = {
name = { #Basques are happy.
trigger = {
culture = {
OR = {
this = culture:basque
AND = {
any_parent_culture_or_above = { this = culture:basque }
has_cultural_pillar = heritage_iberian
}
}
}
}
text = iberia_north_africa.2100.b
}
name = { #Iberians and Franks/Occitans are outraged.
trigger = {
NOT = {
culture = {
OR = {
this = culture:basque
AND = {
any_parent_culture_or_above = { this = culture:basque }
has_cultural_pillar = heritage_iberian
}
}
}
}
culture = {
OR = {
has_cultural_pillar = heritage_frankish
has_cultural_pillar = heritage_iberian
}
}
}
text = iberia_north_africa.2101.b
}
name = { #Noone else especially cares.
trigger = {
culture = {
NOR = {
has_cultural_pillar = heritage_iberian
has_cultural_pillar = heritage_frankish
}
}
}
text = iberia_north_africa.2101.c
}
}
}