N3OW/events/scheme_events/governor_contract_events.txt

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2025-12-16 13:42:24 +00:00
##########################
# GOVERNOR CONTRACT EVENTS
##########################
namespace = governor_contract_event
### Overdue Taxes
# Intro event
governor_contract_event.1000 = {
type = character_event
title = governor_contract_event.1000.t
desc = governor_contract_event.1000.desc
theme = administrative
left_portrait = {
character = root
animation = thinking
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = overdue_taxes
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = tax_destination
}
}
}
option = {
name = governor_contract_event.1000.a
custom_tooltip = governor_contract_event.1001.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:tax_destination
ARRIVAL_EVENT = governor_contract_event.1001
}
ai_chance = {
base = 100
}
}
option = {
name = governor_contract_event.1030.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
# Arrival at the village location
governor_contract_event.1001 = {
type = character_event
title = governor_contract_event.1000.t
desc = governor_contract_event.1001.desc
theme = administrative
override_background = {
trigger = {
root.location = { graphical_wilderness_desert_trigger = yes }
}
reference = wilderness_desert
}
override_background = {
trigger = {
root.location = {
OR = {
terrain = forest
terrain = taiga
}
NOR = {
geographical_region = world_africa
geographical_region = world_india
geographical_region = world_europe_west_iberia
geographical_region = world_middle_east
}
}
}
reference = ep2_hunt_forest_hut
}
override_background = {
trigger = {
root.location = {
OR = {
terrain = forest
terrain = taiga
}
OR = {
geographical_region = world_africa
geographical_region = world_india
geographical_region = world_europe_west_iberia
geographical_region = world_middle_east
}
}
}
reference = wilderness_forest
}
override_background = {
trigger = {
root.location = { graphical_wilderness_jungle_trigger = yes }
}
reference = wilderness_jungle
}
override_background = {
trigger = {
root.location = { graphical_wilderness_steppe_trigger = yes }
}
reference = ep2_travel_settlement_steppe
}
override_background = {
trigger = {
root.location = {
graphical_wilderness_desert_trigger = yes
county = {
OR = {
culture = { culture_has_archer_cavalry_maa = yes }
holder ?= { mpo_can_recruit_nomad_maa_trigger = yes }
}
}
}
}
reference = ep2_travel_nomad_settlement_desert
}
override_background = {
trigger = {
root.location = {
graphical_wilderness_desert_trigger = yes
county = {
NOR = {
culture = { culture_has_archer_cavalry_maa = yes }
holder ?= { mpo_can_recruit_nomad_maa_trigger = yes }
}
}
}
}
reference = ep2_travel_settlement_desert
}
override_background = {
trigger = {
root.location = { graphical_hills_trigger = yes }
}
reference = ep2_travel_settlement_hills
}
override_background = {
trigger = {
root.location = { graphical_wilderness_mountains_trigger = yes }
}
reference = ep2_travel_settlement_mountains
}
override_background = {
trigger = {
root.location = {
OR = {
terrain = farmlands
terrain = plains
terrain = floodplains
}
}
}
reference = ep2_travel_settlement_farm
}
left_portrait = {
character = root
animation = disapproval
}
immediate = {
random_character_active_contract = {
task_contract_type = overdue_taxes
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = tax_destination
}
}
}
option = {
name = governor_contract_event.1001.a
duel = {
skill = diplomacy
value = 10
60 = {
desc = governor_contract_event.1001.a.success
compare_modifier = {
value = scope:duel_value
multiplier = 2.5
}
save_scope_value_as = {
name = governor_contract_event_1003_diplomacy
value = yes
}
trigger_event = {
id = governor_contract_event.1003
}
custom_tooltip = governor_contract_event.1001.success
}
40 = {
desc = governor_contract_event.1001.a.failure
compare_modifier = {
value = scope:duel_value
multiplier = -2.5
}
trigger_event = {
id = governor_contract_event.1004
}
custom_tooltip = governor_contract_event.1001.failure
}
}
ai_chance = {
base = 10
modifier = {
factor = 2
has_trait = education_diplomacy
}
modifier = {
factor = 2
has_trait = patient
}
modifier = {
factor = 2
has_trait = gregarious
}
modifier = {
factor = 1.5
has_trait = trusting
}
modifier = {
factor = 1.5
has_trait = compassionate
}
}
}
option = {
name = governor_contract_event.1001.b
duel = {
skill = stewardship
value = 10
60 = {
desc = governor_contract_event.1001.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 2.5
}
save_scope_value_as = {
name = governor_contract_event_1003_stewardship
value = yes
}
trigger_event = {
id = governor_contract_event.1003
}
custom_tooltip = governor_contract_event.1001.success
}
40 = {
desc = governor_contract_event.1001.b.failure
compare_modifier = {
value = scope:duel_value
multiplier = -2.5
}
trigger_event = {
id = governor_contract_event.1004
}
custom_tooltip = governor_contract_event.1001.failure
}
}
ai_chance = {
base = 10
modifier = {
factor = 2
has_trait = education_stewardship
}
modifier = {
factor = 2
has_trait = greedy
}
modifier = {
factor = 2
has_trait = diligent
}
modifier = {
factor = 1.5
has_trait = shy
}
modifier = {
factor = 1.5
has_trait = paranoid
}
}
}
}
# Success event
governor_contract_event.1003 = {
type = character_event
title = governor_contract_event.1003.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:governor_contract_event_1003_diplomacy
}
desc = governor_contract_event.1003.desc_diplomacy
}
triggered_desc = {
trigger = {
exists = scope:governor_contract_event_1003_stewardship
}
desc = governor_contract_event.1003.desc_stewardship
}
}
desc = governor_contract_event.1003.desc_outro
}
theme = administrative
left_portrait = {
character = root
animation = thinking
}
override_background = {
trigger = {
root.location = { graphical_wilderness_desert_trigger = yes }
}
reference = wilderness_desert
}
override_background = {
trigger = {
root.location = {
OR = {
terrain = forest
terrain = taiga
}
NOR = {
geographical_region = world_africa
geographical_region = world_india
geographical_region = world_europe_west_iberia
geographical_region = world_middle_east
}
}
}
reference = ep2_hunt_forest_hut
}
override_background = {
trigger = {
root.location = {
OR = {
terrain = forest
terrain = taiga
}
OR = {
geographical_region = world_africa
geographical_region = world_india
geographical_region = world_europe_west_iberia
geographical_region = world_middle_east
}
}
}
reference = wilderness_forest
}
override_background = {
trigger = {
root.location = { graphical_wilderness_jungle_trigger = yes }
}
reference = wilderness_jungle
}
override_background = {
trigger = {
root.location = { graphical_wilderness_steppe_trigger = yes }
}
reference = ep2_travel_settlement_steppe
}
override_background = {
trigger = {
root.location = {
graphical_wilderness_desert_trigger = yes
county = {
OR = {
culture = { culture_has_archer_cavalry_maa = yes }
holder ?= { mpo_can_recruit_nomad_maa_trigger = yes }
}
}
}
}
reference = ep2_travel_nomad_settlement_desert
}
override_background = {
trigger = {
root.location = {
graphical_wilderness_desert_trigger = yes
county = {
NOR = {
culture = { culture_has_archer_cavalry_maa = yes }
holder ?= { mpo_can_recruit_nomad_maa_trigger = yes }
}
}
}
}
reference = ep2_travel_settlement_desert
}
override_background = {
trigger = {
root.location = { graphical_hills_trigger = yes }
}
reference = ep2_travel_settlement_hills
}
override_background = {
trigger = {
root.location = { graphical_wilderness_mountains_trigger = yes }
}
reference = ep2_travel_settlement_mountains
}
override_background = {
trigger = {
root.location = {
OR = {
terrain = farmlands
terrain = plains
terrain = floodplains
}
}
}
reference = ep2_travel_settlement_farm
}
immediate = {
generate_governance_outcome_effect = { OPTIONS = 6 }
}
option = { # Special governor trait option
name = governor_contract_event.1003.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = taxes_governor
}
}
option = {
name = governor_contract_event.1003.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = taxes_paid_in_full
}
}
option = {
name = governor_contract_event.1003.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = taxes_paid_partially
}
}
option = {
name = governor_contract_event.1003.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = taxes_station_troops
}
}
option = {
name = governor_contract_event.1003.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = taxes_assign_administrator
}
}
option = {
name = governor_contract_event.1003.f
trigger = { exists = scope:governance_option_f }
scope:ongoing_contract = {
complete_task_contract = taxes_lower_taxes
}
}
}
# Failure
governor_contract_event.1004 = {
type = character_event
title = governor_contract_event.1004.t
desc = governor_contract_event.1004.desc
theme = administrative
left_portrait = {
character = root
animation = dismissal
}
override_background = {
trigger = {
root.location = { graphical_wilderness_desert_trigger = yes }
}
reference = wilderness_desert
}
override_background = {
trigger = {
root.location = {
OR = {
terrain = forest
terrain = taiga
}
NOR = {
geographical_region = world_africa
geographical_region = world_india
geographical_region = world_europe_west_iberia
geographical_region = world_middle_east
}
}
}
reference = ep2_hunt_forest_hut
}
override_background = {
trigger = {
root.location = {
OR = {
terrain = forest
terrain = taiga
}
OR = {
geographical_region = world_africa
geographical_region = world_india
geographical_region = world_europe_west_iberia
geographical_region = world_middle_east
}
}
}
reference = wilderness_forest
}
override_background = {
trigger = {
root.location = { graphical_wilderness_jungle_trigger = yes }
}
reference = wilderness_jungle
}
override_background = {
trigger = {
root.location = { graphical_wilderness_steppe_trigger = yes }
}
reference = ep2_travel_settlement_steppe
}
override_background = {
trigger = {
root.location = {
graphical_wilderness_desert_trigger = yes
county.culture = {
culture_has_archer_cavalry_maa = yes
}
}
}
reference = ep2_travel_nomad_settlement_desert
}
override_background = {
trigger = {
root.location = {
graphical_wilderness_desert_trigger = yes
county.culture = {
NOT = { culture_has_archer_cavalry_maa = yes }
}
}
}
reference = ep2_travel_settlement_desert
}
override_background = {
trigger = {
root.location = { graphical_hills_trigger = yes }
}
reference = ep2_travel_settlement_hills
}
override_background = {
trigger = {
root.location = { graphical_wilderness_mountains_trigger = yes }
}
reference = ep2_travel_settlement_mountains
}
override_background = {
trigger = {
root.location = {
OR = {
terrain = farmlands
terrain = plains
terrain = floodplains
}
}
}
reference = ep2_travel_settlement_farm
}
option = {
name = governor_contract_event.1004.a
scope:ongoing_contract ?= {
complete_task_contract = failure_standard
}
}
}
### Hoarding Mayor
# Intro event
governor_contract_event.1010 = {
type = character_event
title = governor_contract_event.1010.t
desc = governor_contract_event.1010.desc
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = worry
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = hoarding_mayor
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = mayor_destination
}
# Save the employer
task_contract_employer = {
save_scope_as = hoarding_mayor
}
}
}
option = {
name = governor_contract_event.1010.a
custom_tooltip = governor_contract_event.1010.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:mayor_destination
ARRIVAL_EVENT = governor_contract_event.1011
}
}
}
# Arrival at mayor's residence
governor_contract_event.1011 = {
type = character_event
title = governor_contract_event.1010.t
desc = {
desc = governor_contract_event.1011.desc_intro
first_valid = {
triggered_desc = {
trigger = {
scope:hoarding_mayor = {
OR = {
has_trait = craven
has_trait = shy
}
}
}
desc = governor_contract_event.1011.desc_fear
}
triggered_desc = {
trigger = {
scope:hoarding_mayor = {
OR = {
has_trait = brave
has_trait = arrogant
has_trait = greedy
}
}
}
desc = governor_contract_event.1011.desc_upset
}
desc = governor_contract_event.1011.desc_worried
}
}
theme = administrative
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = debating
}
right_portrait = {
character = scope:hoarding_mayor
triggered_animation = {
trigger = {
scope:hoarding_mayor = {
OR = {
has_trait = craven
has_trait = shy
}
}
}
animation = fear
}
triggered_animation = {
trigger = {
scope:hoarding_mayor = {
OR = {
has_trait = brave
has_trait = arrogant
has_trait = greedy
}
}
}
animation = anger
}
animation = shock
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = hoarding_mayor
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = mayor_destination
}
# Save the employer
task_contract_employer = {
save_scope_as = hoarding_mayor
}
}
generate_governance_outcome_effect = { OPTIONS = 6 }
hidden_effect = {
current_travel_plan ?= { pause_travel_plan = yes }
}
}
option = { # Special governor trait option
name = governor_contract_event.1011.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = mayor_governor
}
}
option = {
name = governor_contract_event.1011.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = mayor_claim_gold
}
}
option = {
name = governor_contract_event.1011.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = mayor_invest_in_buildings
}
}
option = {
name = governor_contract_event.1011.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = mayor_hold_festivities
}
}
option = {
name = governor_contract_event.1011.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = mayor_reprimand
}
}
option = {
name = governor_contract_event.1011.f
trigger = { exists = scope:governance_option_f }
scope:ongoing_contract = {
complete_task_contract = mayor_hook
}
}
after = {
hidden_effect = {
current_travel_plan ?= { resume_travel_plan = yes }
}
}
}
# Cancel travel plan confirmation - Do you really want to forgoe the contract?
governor_contract_event.1012 = {
type = character_event
title = governor_contract_event.1012.t
desc = governor_contract_event.1012.desc
theme = administrative
left_portrait = {
character = root
animation = thinking
}
immediate = {
# Save the contract
random_character_active_contract = {
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
# Save the employer
task_contract_employer ?= {
save_scope_as = contract_employer
}
# Save your character
task_contract_taker = {
save_scope_as = contract_taker
}
}
}
option = { # On second thought, let's go!
name = governor_contract_event.1012.a
custom_tooltip = governor_contract_event.1012.a_tt
start_travel_plan = {
destination = scope:ongoing_destination
on_arrival_event = governor_contract_event.1013
on_travel_planner_cancel_event = governor_contract_event.1012
on_arrival_destinations = all_but_last
}
}
option = { # I have more important matters to deal with.
name = governor_contract_event.1012.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
}
}
governor_contract_event.1013 = {
hidden = yes
immediate = {
scope:ongoing_contract = {
switch = {
trigger = has_task_contract_type
overdue_taxes = {
scope:contract_taker = { trigger_event = governor_contract_event.1001 }
}
hoarding_mayor = {
scope:contract_taker = { trigger_event = governor_contract_event.1011 }
}
rampant_bandits = {
scope:contract_taker = { trigger_event = governor_contract_event.1031 }
}
inept_mayor = {
scope:contract_taker = { trigger_event = governor_contract_event.2011 }
}
raiding_peasants = {
scope:contract_taker = { trigger_event = governor_contract_event.2031 }
}
wild_predators = {
scope:contract_taker = { trigger_event = governor_contract_event.2041 }
}
evil_presence = {
scope:contract_taker = { trigger_event = governor_contract_event.2051 }
}
buried_treasure = {
scope:contract_taker = { trigger_event = governor_contract_event.2071 }
}
public_land = {
scope:contract_taker = { trigger_event = governor_contract_event.2081 }
}
mad_prophet = {
scope:contract_taker = { trigger_event = governor_contract_event.2091 }
}
hungry_times = {
scope:contract_taker = { trigger_event = governor_contract_event.2111 }
}
}
}
}
}
### Bountiful Harvest
# Intro event
governor_contract_event.1020 = {
type = character_event
title = governor_contract_event.1020.t
desc = governor_contract_event.1020.desc
theme = administrative
override_background = { reference = bp1_wine_cellar }
left_portrait = {
character = root
animation = happiness
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = bountiful_harvest
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = mayor_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 6 }
}
option = { # Special governor trait option
name = governor_contract_event.1020.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = harvest_governor
}
}
option = {
name = governor_contract_event.1020.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = harvest_distribute
}
}
option = {
name = governor_contract_event.1020.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = harvest_capital
}
}
option = {
name = governor_contract_event.1020.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = harvest_charity
}
}
option = {
name = governor_contract_event.1020.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = harvest_sell_excess
}
}
option = {
name = governor_contract_event.1020.f
trigger = { exists = scope:governance_option_f }
scope:ongoing_contract = {
complete_task_contract = harvest_claim_it_yourself
}
}
}
### Rampaging Bandits
# Intro event
governor_contract_event.1030 = {
type = character_event
title = governor_contract_event.1030.t
desc = governor_contract_event.1030.desc
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = worry
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = rampant_bandits
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = bandit_destination
}
}
show_as_tooltip = { # To make sure the player sees it
scope:bandit_destination.county = {
add_county_modifier = {
modifier = ep3_governance_rampant_bandits
years = 40
}
}
}
}
option = {
name = governor_contract_event.1030.a
custom_tooltip = governor_contract_event.1038.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:bandit_destination
ARRIVAL_EVENT = governor_contract_event.1031
}
ai_chance = {
base = 100
modifier = {
factor = 0
is_available = no
}
modifier = {
factor = 0.5
has_trait = lazy
}
}
}
option = {
name = governor_contract_event.1030.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 100
has_trait = lazy
}
}
}
}
# Arrival at bandit camp
governor_contract_event.1031 = {
type = character_event
title = governor_contract_event.1030.t
desc = governor_contract_event.1031.desc
theme = administrative
override_background = { reference = wilderness }
left_portrait = {
character = root
animation = marshal
}
immediate = {
add_character_flag = need_military_outfit
# Save the contract
random_character_active_contract = {
task_contract_type = rampant_bandits
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = bandit_destination
}
}
hidden_effect = {
current_travel_plan ?= {
delay_travel_plan = { days = 180 }
}
}
}
option = { # Overwhelm the bandits!
name = governor_contract_event.1031.a
random_list = {
60 = { # Success
trigger_event = {
id = governor_contract_event.1032
days = 3
}
custom_tooltip = governor_contract_event.1031.success
modifier = {
factor = 1.2
has_trait = brave
}
modifier = {
factor = 1.2
has_trait = reckless
}
modifier = {
factor = 1.2
has_trait = aggressive_attacker
}
modifier = {
factor = 1.4
OR = {
has_trait = zealous
has_trait = holy_warrior
}
scope:bandit_destination.county = {
faith != root.faith
}
}
}
40 = { # Failure
trigger_event = {
id = governor_contract_event.1033
days = 3
}
custom_tooltip = governor_contract_event.1031.failure
modifier = {
factor = 1.2
scope:ongoing_contract.task_contract_tier >= define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER
scope:ongoing_contract.task_contract_tier < define:NTaskContract|HIGH_TASK_CONTRACT_TIER
}
modifier = {
factor = 1.4
scope:ongoing_contract.task_contract_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER
}
}
}
ai_chance = {
base = 10
modifier = {
factor = 2
has_trait = brave
}
modifier = {
factor = 2
has_trait = reckless
}
modifier = {
factor = 1.5
has_trait = aggressive_attacker
}
modifier = {
factor = 1.5
has_trait = wrathful
}
}
}
option = { # Let's lay out a tactic before we attack.
name = governor_contract_event.1031.b
duel = {
skill = martial
value = 10
60 = {
desc = governor_contract_event.1031.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 2.5
}
save_scope_value_as = {
name = governor_contract_event_1031_tactical
value = yes
}
trigger_event = {
id = governor_contract_event.1032
days = 3
}
custom_tooltip = governor_contract_event.1031.success
}
40 = {
desc = governor_contract_event.1031.b.failure
compare_modifier = {
value = scope:duel_value
multiplier = -2.5
}
trigger_event = {
id = governor_contract_event.1033
days = 3
}
custom_tooltip = governor_contract_event.1031.failure
}
}
ai_chance = {
base = 10
modifier = {
factor = 2
has_trait = education_martial
}
modifier = {
factor = 2
has_trait = patient
}
modifier = {
factor = 1.5
has_trait = ambitious
}
}
}
option = { # Lure them into a trap.
name = governor_contract_event.1031.c
duel = {
skill = intrigue
value = 10
60 = {
desc = governor_contract_event.1031.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 2.5
}
save_scope_value_as = {
name = governor_contract_event_1031_trap
value = yes
}
trigger_event = {
id = governor_contract_event.1032
days = 3
}
custom_tooltip = governor_contract_event.1031.success
}
40 = {
desc = governor_contract_event.1031.c.failure
compare_modifier = {
value = scope:duel_value
multiplier = -2.5
}
trigger_event = {
id = governor_contract_event.1033
days = 3
}
custom_tooltip = governor_contract_event.1031.failure
}
}
ai_chance = {
base = 10
modifier = {
factor = 2
has_trait = education_intrigue
}
modifier = {
factor = 2
has_trait = deceitful
}
modifier = {
factor = 1.5
has_trait = paranoid
}
modifier = {
factor = 1.5
has_trait = craven
}
}
}
}
# Success!
governor_contract_event.1032 = {
type = character_event
title = governor_contract_event.1030.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:governor_contract_event_1031_tactical
}
desc = governor_contract_event.1032.desc_tactical
}
triggered_desc = {
trigger = {
exists = scope:governor_contract_event_1031_trap
}
desc = governor_contract_event.1032.desc_trap
}
desc = governor_contract_event.1032.desc_charge
}
desc = governor_contract_event.1032.desc_outro
}
theme = administrative
override_background = { reference = ep2_hunt_poachers_camp }
left_portrait = {
character = root
triggered_animation = {
trigger = {
exists = scope:governor_contract_event_1031_tactical
}
animation = inspect_weapon
}
triggered_animation = {
trigger = {
exists = scope:governor_contract_event_1031_trap
}
animation = scheme
}
animation = celebrate_sword
camera = camera_event_left_forward
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = rampant_bandits
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = bandit_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 6 }
scope:bandit_destination.county = {
if = {
limit = {
has_county_modifier = ep3_governance_rampant_bandits
}
remove_county_modifier = ep3_governance_rampant_bandits
}
}
}
option = { # Special governor trait option
name = governor_contract_event.1032.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = bandit_governor
}
}
option = {
name = governor_contract_event.1032.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = bandit_pardon
}
}
option = {
name = governor_contract_event.1032.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = bandit_recruit
}
}
option = {
name = governor_contract_event.1032.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = bandit_payment
}
}
option = {
name = governor_contract_event.1032.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = bandit_execute
}
}
option = {
name = governor_contract_event.1032.f
trigger = { exists = scope:governance_option_f }
scope:ongoing_contract = {
complete_task_contract = bandit_gold
}
}
after = {
hidden_effect = {
#current_travel_plan ?= { resume_travel_plan = yes }
}
current_travel_plan ?= { resume_travel_plan = yes }
remove_character_flag = need_military_outfit
}
}
# Failure!
governor_contract_event.1033 = {
type = character_event
title = governor_contract_event.1030.t
desc = governor_contract_event.1033.desc
theme = administrative
override_background = { reference = ep2_hunt_poachers_camp }
left_portrait = {
character = root
animation = debating
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = rampant_bandits
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = bandit_destination
}
}
}
option = {
name = governor_contract_event.1033.a
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
current_travel_plan ?= { resume_travel_plan = yes }
}
after = {
hidden_effect = {
#current_travel_plan ?= { resume_travel_plan = yes }
}
remove_character_flag = need_military_outfit
}
}
### Discontent Soldiers
# Intro event
governor_contract_event.2000 = {
type = character_event
title = governor_contract_event.2000.t
desc = governor_contract_event.2000.desc
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = worry
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = discontent_soldiers
save_scope_as = ongoing_contract
}
random_neighboring_and_across_water_realm_same_rank_owner = {
limit = { liege = root.liege }
save_scope_as = other_gov
}
scope:ongoing_contract = { # Save other gov for reward effects
set_variable = {
name = other_gov
value = scope:other_gov
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
}
option = { # Special governor trait option
name = governor_contract_event.2000.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = soldiers_land
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2000.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = soldiers_rival
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
}
}
}
option = {
name = governor_contract_event.2000.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = soldiers_break
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
}
}
option = {
name = governor_contract_event.2000.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = soldiers_punish
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 0.5
ai_greed = 0.5
}
}
}
option = {
name = governor_contract_event.2000.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = soldiers_pay
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
}
}
}
### Inept Mayor
# Intro event
governor_contract_event.2010 = {
type = character_event
title = governor_contract_event.2010.t
desc = governor_contract_event.2010.desc
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = reading
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = inept_mayor
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = mayor_destination
}
# Save the employer
task_contract_employer = {
save_scope_as = inept_mayor
}
}
}
option = {
name = governor_contract_event.2010.a
custom_tooltip = governor_contract_event.1010.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:mayor_destination
ARRIVAL_EVENT = governor_contract_event.2011
}
}
}
# Arrival at mayor's residence
governor_contract_event.2011 = {
type = character_event
title = governor_contract_event.2010.t
desc = {
desc = governor_contract_event.2011.desc_intro
first_valid = {
triggered_desc = {
trigger = {
scope:inept_mayor = {
OR = {
has_trait = lazy
has_trait = craven
has_trait = loyal
has_trait = contrite
has_trait = honest
}
}
}
desc = governor_contract_event.2011.desc_fear
}
triggered_desc = {
trigger = {
scope:inept_mayor = {
OR = {
has_trait = brave
has_trait = arrogant
has_trait = diligent
}
}
}
desc = governor_contract_event.2011.desc_upset
}
desc = governor_contract_event.2011.desc_worried
}
}
theme = administrative
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = debating
}
right_portrait = {
character = scope:inept_mayor
triggered_animation = {
trigger = {
scope:inept_mayor = {
OR = {
has_trait = craven
has_trait = shy
}
}
}
animation = fear
}
triggered_animation = {
trigger = {
scope:inept_mayor = {
OR = {
has_trait = brave
has_trait = arrogant
has_trait = greedy
}
}
}
animation = anger
}
animation = shock
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = inept_mayor
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = mayor_destination
}
# Save the employer
task_contract_employer = {
save_scope_as = inept_mayor
}
}
generate_governance_outcome_effect = { OPTIONS = 4 }
hidden_effect = {
current_travel_plan ?= { pause_travel_plan = yes }
}
}
option = { # Special governor trait option
name = governor_contract_event.2011.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = mayor_in_govt
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2011.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = mayor_in_fire
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = {
name = governor_contract_event.2011.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = mayor_in_help
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
}
}
}
option = {
name = governor_contract_event.2011.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = mayor_in_punish
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
after = {
hidden_effect = {
current_travel_plan ?= { resume_travel_plan = yes }
}
}
}
### Provincial Investment
# Intro event
governor_contract_event.2020 = {
type = character_event
title = governor_contract_event.2020.t
desc = governor_contract_event.2020.desc
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = betting
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = prov_investment
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
liege = { save_scope_as = emperor }
generate_governance_outcome_effect = { OPTIONS = 6 }
}
option = { # Special governor trait option
name = governor_contract_event.2020.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = invest_infrastructure
}
add_character_flag = {
flag = admin_invest_infrastructure
days = 5
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2020.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = invest_church
}
add_character_flag = {
flag = admin_invest_church
days = 5
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = {
name = governor_contract_event.2020.c
flavor = governor_contract_event.2020.c_tt
trigger = { exists = scope:governance_option_c }
duel = {
skill = intrigue
value = average_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
has_trait = governor
add = 25
}
save_scope_value_as = {
name = governor_contract_event_2020_duel
value = flag:invest_monument
}
desc = governor_contract_event.2020.success
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = invest_monument
}
}
add_character_flag = {
flag = admin_invest_monument_success
days = 5
}
trigger_event = governor_contract_event.2021
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = governor_contract_event.2020.failure
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
}
add_character_flag = {
flag = admin_invest_monument_fail
days = 5
}
trigger_event = governor_contract_event.2022
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -0.5
ai_boldness = 0.5
}
}
}
option = {
name = governor_contract_event.2020.d
trigger = { exists = scope:governance_option_d }
duel = {
skill = stewardship
value = average_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
has_trait = governor
add = 25
}
save_scope_value_as = {
name = governor_contract_event_2020_duel
value = flag:invest_traders
}
desc = governor_contract_event.2020.success
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = invest_traders
}
}
add_character_flag = {
flag = admin_invest_traders_success
days = 5
}
trigger_event = governor_contract_event.2021
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = governor_contract_event.2020.failure
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
}
add_character_flag = {
flag = admin_invest_traders_fail
days = 5
}
trigger_event = governor_contract_event.2022
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
option = {
name = governor_contract_event.2020.e
trigger = { exists = scope:governance_option_e }
duel = {
skill = martial
value = average_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
has_trait = governor
add = 25
}
save_scope_value_as = {
name = governor_contract_event_2020_duel
value = flag:invest_military
}
desc = governor_contract_event.2020.success
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = invest_military
}
}
add_character_flag = {
flag = admin_invest_military_success
days = 5
}
trigger_event = governor_contract_event.2021
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = governor_contract_event.2020.failure
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
}
add_character_flag = {
flag = admin_invest_military_fail
days = 5
}
trigger_event = governor_contract_event.2022
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
ai_boldness = 0.5
}
}
}
option = {
name = governor_contract_event.2020.f
trigger = { exists = scope:governance_option_f }
scope:ongoing_contract = {
complete_task_contract = invest_food
}
add_character_flag = {
flag = admin_invest_food
days = 5
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
}
}
}
#Success
governor_contract_event.2021 = {
type = character_event
title = governor_contract_event.2021.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
has_character_flag = admin_invest_infrastructure
}
desc = governor_contract_event.2021.desc_infrastructure
}
triggered_desc = {
trigger = {
has_character_flag = admin_invest_church
}
desc = governor_contract_event.2021.desc_church
}
triggered_desc = {
trigger = {
has_character_flag = admin_invest_monument_success
}
desc = governor_contract_event.2021.desc_monument
}
triggered_desc = {
trigger = {
has_character_flag = admin_invest_traders_success
}
desc = governor_contract_event.2021.desc_traders
}
triggered_desc = {
trigger = {
has_character_flag = admin_invest_military_success
}
desc = governor_contract_event.2021.desc_military
}
triggered_desc = {
trigger = {
has_character_flag = admin_invest_food
}
desc = governor_contract_event.2021.desc_food
}
}
desc = governor_contract_event.2021.desc
}
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = personality_bold
}
option = {
name = governor_contract_event.2021.a
if = {
limit = {
scope:governor_contract_event_2020_duel ?= flag:invest_monument
}
scope:ongoing_contract = {
complete_task_contract = invest_monument
}
}
else_if = {
limit = {
scope:governor_contract_event_2020_duel ?= flag:invest_traders
}
scope:ongoing_contract = {
complete_task_contract = invest_traders
}
}
else_if = {
limit = {
scope:governor_contract_event_2020_duel ?= flag:invest_military
}
scope:ongoing_contract = {
complete_task_contract = invest_military
}
}
}
}
#Failure
governor_contract_event.2022 = {
type = character_event
title = governor_contract_event.2022.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
has_character_flag = admin_invest_monument_fail
}
desc = governor_contract_event.2022.desc_monument
}
triggered_desc = {
trigger = {
has_character_flag = admin_invest_traders_fail
}
desc = governor_contract_event.2022.desc_traders
}
triggered_desc = {
trigger = {
has_character_flag = admin_invest_military_fail
}
desc = governor_contract_event.2022.desc_military
}
}
desc = governor_contract_event.2022.desc
}
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = disapproval
}
option = {
name = governor_contract_event.2022.a
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
}
}
### Raiding Peasants
# Intro event
governor_contract_event.2030 = {
type = character_event
title = governor_contract_event.2030.t
desc = governor_contract_event.2030.desc
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = worry
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = raiding_peasants
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
scope:ongoing_destination.county = {
random_neighboring_county = {
limit = {
holder.top_liege = {
this != root.top_liege
}
}
holder.top_liege = { save_scope_as = neighbor }
}
}
}
option = {
name = governor_contract_event.2030.a
custom_tooltip = governor_contract_event.2030.a.tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:ongoing_destination
ARRIVAL_EVENT = governor_contract_event.2031
}
ai_chance = {
base = 100
modifier = {
factor = 0
is_available = no
}
modifier = {
factor = 0.5
has_trait = lazy
}
}
}
option = {
name = governor_contract_event.1030.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 100
has_trait = lazy
}
}
}
}
# Arrival at the village
governor_contract_event.2031 = {
type = character_event
title = governor_contract_event.2030.t
desc = governor_contract_event.2031.desc
theme = administrative
override_background = { reference = ep2_hunt_poachers_camp }
left_portrait = {
character = root
animation = debating
}
right_portrait = {
character = scope:peasant
animation = celebrate_spear
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = raiding_peasants
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
hidden_effect = {
random_pool_character = {
province = root.location
limit = {
has_dynasty = no
martial >= 8
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
}
save_scope_as = peasant
}
scope:peasant ?= { add_trait = peasant_leader }
if = {
limit = {
NOT = { exists = scope:peasant }
}
create_character = {
template = peasant_faction_leader_template
location = root.location
culture = scope:ongoing_destination.county.culture
faith = scope:ongoing_destination.county.faith
gender_female_chance = root_soldier_female_chance
save_scope_as = peasant
}
if = {
limit = {
is_ai = yes
}
scope:peasant = { add_character_flag = generated }
}
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
hidden_effect = {
current_travel_plan ?= { pause_travel_plan = yes }
}
}
option = { # Special governor trait option
name = governor_contract_event.2031.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:peasant = { add_to_court_and_entourage_only_effect = yes }
if = {
limit = {
maa_regiments_count < maa_regiments_max_count
}
create_maa_regiment = {
type = light_footmen
check_can_recruit = yes
size = 3
}
}
scope:ongoing_contract = {
complete_task_contract = peasant_enroll
}
scope:peasant = {
remove_character_flag = generated
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2031.b
trigger = { exists = scope:governance_option_b }
scope:peasant = {
death = { death_reason = death_execution killer = root }
}
scope:ongoing_contract = {
complete_task_contract = peasant_punish
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = governor_contract_event.2031.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = peasant_encourage
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -0.5
}
}
}
option = {
name = governor_contract_event.2031.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = peasant_work
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
option = {
name = governor_contract_event.2031.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = peasant_take
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
after = {
hidden_effect = {
current_travel_plan ?= { resume_travel_plan = yes }
if = {
limit = {
scope:peasant ?= { has_character_flag = generated }
}
scope:peasant = { silent_disappearance_effect = yes }
}
}
}
}
### Wild Predators
# Intro event
governor_contract_event.2040 = {
type = character_event
title = governor_contract_event.2040.t
desc = governor_contract_event.2040.desc
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = reading
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = wild_predators
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
select_local_animal_effect = { TYPE = prowling }
}
option = {
name = governor_contract_event.2040.a
custom_tooltip = governor_contract_event.2030.a.tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:ongoing_destination
ARRIVAL_EVENT = governor_contract_event.2041
}
ai_chance = {
base = 100
modifier = {
factor = 0
is_available = no
}
modifier = {
factor = 0.5
has_trait = lazy
}
}
}
option = {
name = governor_contract_event.1030.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 100
has_trait = lazy
}
}
}
}
# Arrival at the place
governor_contract_event.2041 = {
type = character_event
title = governor_contract_event.2040.t
desc = governor_contract_event.2041.desc
theme = administrative
override_background = { reference = ep2_hunt_poachers_camp }
left_portrait = {
character = root
animation = personality_bold
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = wild_predators
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 6 }
hidden_effect = {
current_travel_plan ?= { pause_travel_plan = yes }
}
}
option = { # Special governor trait option
name = governor_contract_event.2041.a
flavor = governor_contract_event.2041.a.tt
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = predators_poisoners
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2041.b
trigger = { exists = scope:governance_option_b }
duel = {
skill = prowess
value = decent_skill_rating
50 = {
desc = governor_contract_event.2041.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = {
has_trait = lifestyle_hunter
add = 20
}
modifier = {
has_trait_xp = {
trait = lifestyle_hunter
track = hunter
value >= trait_second_level
}
add = 20
}
save_scope_value_as = {
name = governor_contract_event_2041_duel
value = flag:predators_hunt
}
trigger_event = governor_contract_event.2042
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = predators_hunt
}
}
}
50 = {
desc = governor_contract_event.2041.b.fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
trigger_event = governor_contract_event.2043
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
increase_wounds_no_death_effect = { REASON = wild_animal }
}
add_character_flag = {
flag = governor_contract_event_2043_wounded
days = 5
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = {
name = governor_contract_event.2041.c
trigger = { exists = scope:governance_option_c }
duel = {
skill = stewardship
value = average_skill_rating
50 = {
desc = governor_contract_event.2041.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
save_scope_value_as = {
name = governor_contract_event_2041_duel
value = flag:predators_hunters
}
trigger_event = governor_contract_event.2042
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = predators_hunters
}
}
}
50 = {
desc = governor_contract_event.2041.c.fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
trigger_event = governor_contract_event.2043
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
ai_boldness = -0.5
}
}
}
option = {
name = governor_contract_event.2041.d
trigger = { exists = scope:governance_option_d }
random_list = {
50 = {
desc = governor_contract_event.2041.d.success
modifier = {
scope:ongoing_destination.county = {
development_level >= medium_development_level
}
add = 10
}
modifier = {
add = scope:ongoing_destination.holder.prowess
exists = scope:ongoing_destination.holder
}
save_scope_value_as = {
name = governor_contract_event_2041_duel
value = flag:predators_locals
}
trigger_event = governor_contract_event.2042
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = predators_locals
}
}
}
50 = {
desc = governor_contract_event.2041.d.fail
modifier = {
scope:ongoing_destination.county = {
development_level <= bad_development_level
}
add = 10
}
trigger_event = governor_contract_event.2043
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
}
}
}
option = {
name = governor_contract_event.2041.e
flavor = governor_contract_event.2041.e.tt
trigger = { exists = scope:governance_option_e }
duel = {
skill = martial
value = decent_skill_rating
50 = {
desc = governor_contract_event.2041.e.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
save_scope_value_as = {
name = governor_contract_event_2041_duel
value = flag:predators_capture
}
trigger_event = governor_contract_event.2042
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = predators_capture
}
}
}
50 = {
desc = governor_contract_event.2041.e.fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
trigger_event = governor_contract_event.2043
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_rationality = -0.5
}
}
}
option = {
name = governor_contract_event.2041.f
trigger = { exists = scope:governance_option_f }
scope:ongoing_contract = {
complete_task_contract = predators_preys
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
ai_greed = -0.5
}
}
}
after = {
hidden_effect = {
current_travel_plan ?= { resume_travel_plan = yes }
}
}
}
#Success
governor_contract_event.2042 = {
type = character_event
title = governor_contract_event.2040.t
desc = governor_contract_event.2042.desc
theme = administrative
override_background = { reference = ep2_hunt_poachers_camp }
left_portrait = {
character = root
animation = personality_bold
}
option = {
name = governor_contract_event.2042.a
scope:ongoing_contract = {
if = {
limit = {
scope:governor_contract_event_2041_duel ?= flag:predators_hunt
}
complete_task_contract = predators_hunt
}
else_if = {
limit = {
scope:governor_contract_event_2041_duel ?= flag:predators_hunters
}
complete_task_contract = predators_hunters
}
else_if = {
limit = {
scope:governor_contract_event_2041_duel ?= flag:predators_locals
}
complete_task_contract = predators_locals
}
else_if = {
limit = {
scope:governor_contract_event_2041_duel ?= flag:predators_capture
}
complete_task_contract = predators_capture
}
}
}
}
#Failure
governor_contract_event.2043 = {
type = character_event
title = governor_contract_event.2040.t
desc = governor_contract_event.2043.desc
theme = administrative
override_background = {
trigger = {
has_character_flag = governor_contract_event_2043_wounded
}
reference = wilderness
}
override_background = {
trigger = {
NOT = { has_character_flag = governor_contract_event_2043_wounded }
}
reference = ep2_hunt_poachers_camp
}
left_portrait = {
character = root
triggered_animation = {
trigger = {
has_character_flag = governor_contract_event_2043_wounded
}
animation = stayback
}
triggered_animation = {
trigger = {
NOT = {
has_character_flag = governor_contract_event_2043_wounded
}
}
animation = disapproval
}
}
option = {
name = governor_contract_event.2043.a
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
if = {
limit = {
has_character_flag = governor_contract_event_2043_wounded
}
increase_wounds_no_death_effect = { REASON = wild_animal }
}
}
}
### Evil Presence
# Intro event
governor_contract_event.2050 = {
type = character_event
title = governor_contract_event.2050.t
desc = {
desc = governor_contract_event.2050.desc
random_valid = {
desc = governor_contract_event.2051.desc_a
desc = governor_contract_event.2051.desc_b
desc = governor_contract_event.2051.desc_c
desc = governor_contract_event.2051.desc_d
desc = governor_contract_event.2051.desc_e
}
random_valid = {
desc = governor_contract_event.2051.desc_f
desc = governor_contract_event.2051.desc_g
desc = governor_contract_event.2051.desc_h
desc = governor_contract_event.2051.desc_i
}
random_valid = {
desc = governor_contract_event.2051.desc_l
desc = governor_contract_event.2051.desc_m
desc = governor_contract_event.2051.desc_n
desc = governor_contract_event.2051.desc_o
desc = governor_contract_event.2051.desc_p
desc = governor_contract_event.2051.desc_q
}
desc = governor_contract_event.2051.desc_end
}
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = worry
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = evil_presence
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
}
option = {
name = governor_contract_event.2050.a
custom_tooltip = governor_contract_event.2030.a.tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:ongoing_destination
ARRIVAL_EVENT = governor_contract_event.2051
}
ai_chance = {
base = 100
modifier = {
factor = 0
is_available = no
}
modifier = {
factor = 0.5
has_trait = lazy
}
}
}
option = {
name = governor_contract_event.1030.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 100
has_trait = lazy
}
}
}
}
# Arrival at the place
governor_contract_event.2051 = {
type = character_event
title = governor_contract_event.2050.t
desc = governor_contract_event.2051.desc
theme = administrative
override_background = { reference = ep2_hunt_foggy_forest }
override_effect_2d = { reference = fog }
left_portrait = {
character = root
animation = worry
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = evil_presence
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
hidden_effect = {
current_travel_plan ?= { pause_travel_plan = yes }
}
}
option = { # Special governor trait option
name = governor_contract_event.2051.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = presence_official
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2051.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = presence_exorcize
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = {
name = governor_contract_event.2051.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = presence_sorcerer
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 0.5
ai_vengefulness = 0.5
ai_rationality = -0.5
}
}
}
option = {
name = governor_contract_event.2051.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = presence_local
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = -0.5
ai_sociability = 0.5
}
}
}
option = {
name = governor_contract_event.2051.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = presence_rationalize
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
after = {
hidden_effect = {
current_travel_plan ?= { resume_travel_plan = yes }
}
}
}
### Miraculous Healing
# Intro event
governor_contract_event.2060 = {
type = character_event
title = governor_contract_event.2060.t
desc = governor_contract_event.2060.desc
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:scammer
animation = beg
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = miraculous_healing
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
random_pool_character = {
province = scope:ongoing_destination
limit = {
is_adult = yes
OR = {
has_trait = eccentric
has_trait = deceitful
has_trait = zealous
has_trait = lifestyle_mystic
}
intrigue >= 12
}
save_scope_as = scammer
}
if = {
limit = {
NOT = { exists = scope:scammer }
}
create_character = {
location = root.location
template = scammer_template
save_scope_as = scammer
after_creation = {
add_character_flag = created
}
}
}
generate_governance_outcome_effect = { OPTIONS = 6 }
scope:scammer = { assign_quirk_effect = yes }
}
option = { # Special governor trait option
name = governor_contract_event.2060.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = healing_example
}
# We blind the scammer as punishment
scope:scammer = { add_trait = blind }
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2060.b
trigger = { exists = scope:governance_option_b }
scope:scammer = { remove_character_flag = created_character }
add_courtier = scope:scammer
scope:ongoing_contract = {
complete_task_contract = healing_hire
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_honor = -0.5
}
}
}
option = {
name = governor_contract_event.2060.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = healing_relic
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -0.5
ai_greed = 0.5
}
}
}
option = {
name = governor_contract_event.2060.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = healing_fine
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
option = {
name = governor_contract_event.2060.e
trigger = { exists = scope:governance_option_e }
scope:scammer = { remove_character_flag = created_character }
rightfully_imprison_character_effect = {
TARGET = scope:scammer
IMPRISONER = root
}
scope:ongoing_contract = {
complete_task_contract = healing_imprison
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
option = {
name = governor_contract_event.2060.f
trigger = { exists = scope:governance_option_f }
scope:ongoing_contract = {
complete_task_contract = healing_faith
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
after = {
scope:scammer = {
silent_disappearance_ai_if_created_effect = yes
}
}
}
### Buried Treasure
# Intro event
governor_contract_event.2070 = {
type = character_event
title = governor_contract_event.2070.t
desc = governor_contract_event.2070.desc
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = reading
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = buried_treasure
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
}
option = {
name = governor_contract_event.2070.a
custom_tooltip = governor_contract_event.2030.a.tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:ongoing_destination
ARRIVAL_EVENT = governor_contract_event.2071
}
ai_chance = {
base = 100
modifier = {
factor = 0
is_available = no
}
modifier = {
factor = 0.5
has_trait = lazy
}
}
}
option = {
name = governor_contract_event.1030.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 100
has_trait = lazy
}
}
}
}
# Arrival at the place
governor_contract_event.2071 = {
type = character_event
title = governor_contract_event.2070.t
desc = {
desc = governor_contract_event.2071.desc
first_valid = {
triggered_desc = {
trigger = {
liege = { has_title = title:e_byzantium }
}
desc = governor_contract_event.2071.desc.byz
}
desc = governor_contract_event.2071.desc.fallback
}
desc = governor_contract_event.2071.desc.end
}
theme = administrative
override_background = { reference = market }
left_portrait = {
character = root
triggered_animation = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
animation = acknowledging # anim uses crucifix scepter
}
animation = war_over_tie
}
right_portrait = {
character = scope:peasant
animation = beg
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = buried_treasure
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
hidden_effect = {
current_travel_plan ?= { pause_travel_plan = yes }
}
random_pool_character = {
province = scope:ongoing_destination
limit = {
is_adult = yes
has_dynasty = no
}
save_scope_as = peasant
}
if = {
limit = {
NOT = { exists = scope:peasant }
}
create_character = {
location = root.location
template = generic_peasant_character
save_scope_as = peasant
}
if = {
limit = {
is_ai = yes
}
scope:peasant = { add_character_flag = created_character }
}
}
hidden_effect = {
scope:peasant = { add_gold = root.medium_gold_value }
}
generate_governance_outcome_effect = { OPTIONS = 5 }
}
option = { # Special governor trait option
name = governor_contract_event.2071.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = treasure_invest
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2071.b
trigger = { exists = scope:governance_option_b }
scope:peasant = {
pay_treasury_or_gold = {
target = root
value = root.minor_treasury_or_gold_value
}
}
scope:ongoing_contract = {
complete_task_contract = treasure_tax
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
option = {
name = governor_contract_event.2071.c
trigger = { exists = scope:governance_option_c }
scope:peasant = {
pay_treasury_or_gold = {
target = root
value = root.medium_treasury_or_gold_value
}
}
scope:ongoing_contract = {
complete_task_contract = treasure_commandeer
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 0.5
ai_honor = -0.5
}
}
}
option = {
name = governor_contract_event.2071.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = treasure_acknowledge
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 1
}
}
}
option = {
name = governor_contract_event.2071.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = treasure_distribute
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
}
}
after = {
scope:peasant = {
if = {
limit = {
has_character_flag = created_character
}
silent_disappearance_effect = yes
}
}
hidden_effect = {
current_travel_plan ?= { resume_travel_plan = yes }
}
}
}
### Public Land
# Intro event
governor_contract_event.2080 = {
type = character_event
title = governor_contract_event.2080.t
desc = governor_contract_event.2080.desc
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = reading
}
lower_right_portrait = scope:magnate
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = public_land
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
task_contract_employer = {
save_scope_as = magnate
}
}
}
option = {
name = governor_contract_event.2080.a
custom_tooltip = governor_contract_event.2030.a.tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:ongoing_destination
ARRIVAL_EVENT = governor_contract_event.2081
}
ai_chance = {
base = 100
modifier = {
factor = 0
is_available = no
}
modifier = {
factor = 0.5
has_trait = lazy
}
}
}
option = {
name = governor_contract_event.1030.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 100
has_trait = lazy
}
}
}
}
# Arrival at the place
governor_contract_event.2081 = {
type = character_event
title = governor_contract_event.2080.t
desc = governor_contract_event.2081.desc
theme = administrative
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:magnate
animation = beg
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = buried_treasure
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
task_contract_employer = {
save_scope_as = magnate
}
}
hidden_effect = {
current_travel_plan ?= { pause_travel_plan = yes }
}
generate_governance_outcome_effect = { OPTIONS = 5 }
}
option = { # Special governor trait option
name = governor_contract_event.2081.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:magnate = {
add_opinion = {
target = root
modifier = disrespect_opinion
opinion = -20
}
}
scope:ongoing_contract = {
complete_task_contract = land_reinstate
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2081.b
trigger = { exists = scope:governance_option_b }
scope:magnate = {
add_opinion = {
target = root
modifier = disrespect_opinion
opinion = -20
}
}
scope:ongoing_contract = {
complete_task_contract = land_confiscate
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
option = {
name = governor_contract_event.2081.c
trigger = { exists = scope:governance_option_c }
scope:magnate = {
pay_short_term_gold = {
target = root
gold = medium_gold_value
}
}
scope:ongoing_contract = {
complete_task_contract = land_bribe
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 0.5
ai_honor = -0.5
}
}
}
option = {
name = governor_contract_event.2081.d
trigger = { exists = scope:governance_option_d }
add_hook = {
target = scope:magnate
type = favor_hook
}
scope:ongoing_contract = {
complete_task_contract = land_favor
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = governor_contract_event.2081.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = land_people
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
}
}
after = {
hidden_effect = {
current_travel_plan ?= { resume_travel_plan = yes }
}
}
}
### The Mad Prophet
# Intro event
governor_contract_event.2090 = {
type = character_event
title = governor_contract_event.2090.t
desc = governor_contract_event.2090.desc
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = reading
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = mad_prophet
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
}
option = {
name = governor_contract_event.2090.a
custom_tooltip = governor_contract_event.2030.a.tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:ongoing_destination
ARRIVAL_EVENT = governor_contract_event.2091
}
ai_chance = {
base = 100
modifier = {
factor = 0
is_available = no
}
modifier = {
factor = 0.5
has_trait = lazy
}
}
}
option = {
name = governor_contract_event.1030.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 100
has_trait = lazy
}
}
}
}
# Arrival at the place
governor_contract_event.2091 = {
type = character_event
title = governor_contract_event.2090.t
desc = governor_contract_event.2091.desc
theme = administrative
override_background = {
trigger = {
location.county.culture = {
OR = {
has_graphical_mediterranean_culture_group_trigger = yes
has_graphical_mena_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
}
}
location.barony.holder = {
NOT = { government_has_flag = government_is_tribal }
}
}
reference = ep3_city_gate
}
override_background = {
trigger = {
OR = {
location.county.culture = {
NOR = {
has_graphical_mediterranean_culture_group_trigger = yes
has_graphical_mena_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
}
}
location.barony.holder = {
government_has_flag = government_is_tribal
}
}
}
reference = market
}
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:prophet
animation = rage
outfit_tags = { beggar_rags }
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = mad_prophet
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
hidden_effect = {
current_travel_plan ?= { pause_travel_plan = yes }
}
random_pool_character = {
province = root.location
limit = {
is_adult = yes
has_trait = zealous
learning >= 12
faith = scope:ongoing_destination.county.faith
}
save_scope_as = prophet
}
if = {
limit = {
NOT = { exists = scope:prophet }
}
create_character = {
location = root.location
template = local_saint_template
faith = root.location.faith
culture = root.location.culture
save_scope_as = prophet
after_creation = {
add_character_flag = created
}
}
}
hidden_effect = {
scope:prophet = {
give_nickname = nick_the_prophet
add_trait = eccentric
}
}
generate_governance_outcome_effect = { OPTIONS = 6 }
}
option = { # Special governor trait option
name = governor_contract_event.2091.a
flavor = governor_contract_event.2091.a.tt
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = prophet_reassure
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2091.b
trigger = { exists = scope:governance_option_b }
duel = {
skill = martial
value = decent_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
save_scope_value_as = {
name = governor_contract_event_2091_duel
value = flag:prophet_persecute
}
trigger_event = governor_contract_event.2092
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = prophet_persecute
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
save_scope_value_as = {
name = governor_contract_event_2091_duel
value = flag:prophet_persecute
}
trigger_event = governor_contract_event.2093
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = {
name = governor_contract_event.2091.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = prophet_arrest
}
rightfully_imprison_character_less_verbose_effect = {
TARGET = scope:prophet
IMPRISONER = root
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 0.5
ai_honor = 0.5
}
}
}
option = {
name = governor_contract_event.2091.d
trigger = { exists = scope:governance_option_d }
duel = {
skill = learning
target = scope:prophet
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
save_scope_value_as = {
name = governor_contract_event_2091_duel
value = flag:prophet_debate
}
trigger_event = governor_contract_event.2092
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = prophet_debate
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
save_scope_value_as = {
name = governor_contract_event_2091_duel
value = flag:prophet_debate
}
trigger_event = governor_contract_event.2093
show_as_tooltip = {
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
option = {
name = governor_contract_event.2091.e
flavor = governor_contract_event.2091.e.tt
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = prophet_ceremonies
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = {
name = governor_contract_event.2091.f
trigger = { exists = scope:governance_option_f }
scope:ongoing_contract = {
complete_task_contract = prophet_clergy
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 0.5
ai_energy = -0.5
}
}
}
after = {
hidden_effect = {
if = {
limit = {
NOT = {
exists = scope:governor_contract_event_2091_duel
}
}
current_travel_plan ?= { resume_travel_plan = yes }
}
}
scope:prophet = {
silent_disappearance_ai_if_created_effect = yes
}
}
}
#Success
governor_contract_event.2092 = {
type = character_event
title = governor_contract_event.2090.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:governor_contract_event_2091_duel ?= flag:prophet_persecute
}
desc = governor_contract_event.2092.desc_persecute
}
desc = governor_contract_event.2092.desc_debate
}
}
theme = administrative
override_background = { reference = market }
left_portrait = {
character = root
animation = personality_bold
}
right_portrait = {
character = scope:prophet
animation = war_over_loss
outfit_tags = { beggar_rags }
}
option = {
name = governor_contract_event.2092.a
scope:ongoing_contract = {
if = {
limit = {
scope:governor_contract_event_2091_duel ?= flag:prophet_persecute
}
complete_task_contract = prophet_persecute
}
else_if = {
limit = {
scope:governor_contract_event_2091_duel ?= flag:prophet_debate
}
complete_task_contract = prophet_debate
}
}
}
after = {
hidden_effect = {
current_travel_plan ?= { resume_travel_plan = yes }
}
}
}
#Failure
governor_contract_event.2093 = {
type = character_event
title = governor_contract_event.2090.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:governor_contract_event_2091_duel ?= flag:prophet_persecute
}
desc = governor_contract_event.2093.desc_persecute
}
desc = governor_contract_event.2093.desc_debate
}
}
theme = administrative
override_background = { reference = market }
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:prophet
animation = personality_bold
outfit_tags = { beggar_rags }
}
option = {
name = governor_contract_event.2093.a
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
}
after = {
hidden_effect = {
current_travel_plan ?= { resume_travel_plan = yes }
}
}
}
### Titles for Sale
# Intro event
governor_contract_event.2100 = {
type = character_event
title = governor_contract_event.2100.t
desc = governor_contract_event.2100.desc
theme = administrative
override_background = { reference = holy_site_generic }
left_portrait = {
character = root
triggered_animation = {
trigger = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } }
animation = emotion_thinking_scepter
}
animation = thinking
}
right_portrait = {
character = scope:priest
animation = sadness
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = titles_sale
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
random_pool_character = {
province = root.location
limit = {
is_adult = yes
learning >= 10
intrigue >= 10
NOR = {
has_trait = honest
has_trait = generous
has_trait = zealous
}
faith = root.faith
trigger_if = {
limit = { faith = { has_doctrine_parameter = clergy_must_be_male } }
is_female = no
}
trigger_else_if = {
limit = { faith = { has_doctrine_parameter = clergy_must_be_female } }
is_female = yes
}
trigger_else = { always = yes }
}
save_scope_as = priest
add_character_flag = need_priest_outfit
}
if = {
limit = {
NOT = { exists = scope:priest }
}
create_character = {
location = root.location
template = priest_character_template
save_scope_as = priest
}
scope:priest = { add_character_flag = created }
}
generate_governance_outcome_effect = { OPTIONS = 4 }
}
option = { # Special governor trait option
name = governor_contract_event.2100.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = titles_repay
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2100.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = titles_commandeer
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
option = {
name = governor_contract_event.2100.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = titles_back
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
}
}
option = {
name = governor_contract_event.2100.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = titles_bribe
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
}
}
}
after = {
if = {
limit = {
is_ai = yes
scope:priest = { has_character_flag = created }
}
scope:priest = { silent_disappearance_effect = yes }
}
}
}
### Hungry Times
# Intro event
governor_contract_event.2110 = {
type = character_event
title = governor_contract_event.2110.t
desc = {
desc = governor_contract_event.2110.desc
first_valid = {
triggered_desc = {
trigger = {
any_character_active_contract = {
task_contract_type = hungry_times
task_contract_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER
}
}
desc = governor_contract_event.2110.desc_murder
}
triggered_desc = {
trigger = {
any_character_active_contract = {
task_contract_type = hungry_times
task_contract_tier = define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER
}
}
desc = governor_contract_event.2110.desc_cannibal
}
desc = governor_contract_event.2110.desc_animal
}
}
theme = administrative
override_background = { reference = study }
left_portrait = {
character = root
animation = reading
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = hungry_times
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
}
option = {
name = governor_contract_event.2110.a
custom_tooltip = governor_contract_event.2030.a.tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:ongoing_destination
ARRIVAL_EVENT = governor_contract_event.2111
}
ai_chance = {
base = 100
modifier = {
factor = 0
is_available = no
}
modifier = {
factor = 0.5
has_trait = lazy
}
}
}
option = {
name = governor_contract_event.1030.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 100
has_trait = lazy
}
}
}
}
# Arrival at the place
governor_contract_event.2111 = {
type = character_event
title = governor_contract_event.2110.t
desc = governor_contract_event.2111.desc
theme = administrative
override_background = { reference = market }
left_portrait = {
character = root
animation = disgust
}
right_portrait = {
character = scope:cannibal
animation = prisondungeon
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = hungry_times
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
hidden_effect = {
current_travel_plan ?= { pause_travel_plan = yes }
}
random_pool_character = {
province = root.location
limit = {
is_adult = yes
culture = scope:ongoing_destination.county.culture
faith = scope:ongoing_destination.county.faith
has_dynasty = no
}
save_scope_as = cannibal
add_character_flag = peasant_outfit
}
if = {
limit = {
NOT = { exists = scope:cannibal }
}
create_character = {
location = root.location
template = generic_peasant_character
save_scope_as = cannibal
}
scope:cannibal = { add_character_flag = created }
}
generate_governance_outcome_effect = { OPTIONS = 5 }
}
option = { # Special governor trait option
name = governor_contract_event.2111.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = hungry_support
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2111.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = hungry_amnesty
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
}
}
option = {
name = governor_contract_event.2111.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = hungry_punish
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = governor_contract_event.2111.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = hungry_persecute
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = {
name = governor_contract_event.2111.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = hungry_control
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
after = {
hidden_effect = {
current_travel_plan ?= { resume_travel_plan = yes }
scope:cannibal = {
if = {
limit = {
has_character_flag = created
root = { is_ai = yes }
}
silent_disappearance_effect = yes
}
}
}
}
}
### Wartime Measures
# Intro event
governor_contract_event.2120 = {
type = character_event
title = governor_contract_event.2120.t
desc = governor_contract_event.2120.desc
theme = administrative
left_portrait = {
character = root
animation = reading
}
immediate = {
# Save the contract
random_character_active_contract = {
task_contract_type = wartime_measures
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 6 }
}
option = { # Special governor trait option
name = governor_contract_event.2120.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = wartime_support
}
ai_chance = {
base = 200
}
}
option = {
name = governor_contract_event.2120.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = wartime_supplies
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
ai_energy = 0.5
}
}
}
option = {
name = governor_contract_event.2120.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = wartime_lodgings
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
ai_honor = 0.5
}
}
}
option = {
name = governor_contract_event.2120.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = wartime_gold
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
}
modifier = {
gold <= major_gold_value
factor = 0
}
}
}
option = {
name = governor_contract_event.2120.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = wartime_lookouts
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
ai_boldness = -0.5
}
modifier = {
gold <= medium_gold_value
factor = 0
}
}
}
option = {
name = governor_contract_event.2120.f
trigger = { exists = scope:governance_option_f }
scope:ongoing_contract = {
complete_task_contract = wartime_compensations
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
}