N3OW/events/decisions_events/british_isles_events.txt

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2026-05-30 04:14:43 -04:00
namespace = british_isles
##################################################
### British Isles Major Decision Events
# 0001 - Reclaiming Britannia
# 1001 - Restoring the Danelaw
# 2001 - Embrace English Culture
# 3001 - Request Laudabiliter
##################################################
##################################################
# Reclaim Britannia
# by Linnéa Thimrén
##################################################
#british_isles.0001 = {
# type = character_event
# title = british_isles.0001.t
# desc = british_isles.0001.desc
# theme = realm
# left_portrait = {
# character = scope:reclaimer
# animation = personality_honorable
# }
#
# immediate = {
# play_music_cue = "mx_cue_epic_sacral_moment"
# save_scope_as = reclaimer
# reclaim_britannia_decision_effect = yes
# legend_seed_great_deed_region_effect = {
# REGION = geographical_region:world_europe_west_britannia
# }
# }
#
# option = {
# name = british_isles.0001.a
# }
#}
#
## Players informed
#british_isles.0002 = {
# type = character_event
# title = british_isles.0001.t
# desc = british_isles.0002.desc
# theme = realm
# left_portrait = {
# character = scope:reclaimer
# animation = personality_honorable
# }
#
# option = { # Not celtic
# name = british_isles.0002.a
# trigger = {
# NOR = {
# culture = { has_cultural_pillar = heritage_goidelic }
# culture = { has_cultural_pillar = heritage_brythonic }
# }
# }
# }
# option = { # Also celtic
# name = british_isles.0002.b
# trigger = {
# OR = {
# culture = { has_cultural_pillar = heritage_goidelic }
# culture = { has_cultural_pillar = heritage_brythonic }
# }
# }
# }
#}
##################################################
# Restoring the Danelaw
# by Linnéa Thimrén
##################################################
#
#british_isles.1001 = {
# type = character_event
# title = british_isles.1001.t
# desc = british_isles.1001.desc
# theme = realm
# orphan = yes
# left_portrait = {
# character = scope:restorer
# animation = personality_honorable
# }
#
# immediate = {
# save_scope_as = restorer
#
# restore_the_danelaw_effect = yes
# }
#
# option = {
# name = british_isles.1001.a
# }
#}
#
## Players informed of the Danelaw being created
#british_isles.1002 = {
# type = character_event
# title = british_isles.1002.t
# orphan = yes
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = {
# culture = { has_cultural_pillar = heritage_north_germanic }
# }
# desc = british_isles.1002.desc_same_culture
# }
# desc = british_isles.1002.desc
# }
# }
# theme = realm
# left_portrait = {
# character = scope:restorer
# animation = personality_honorable
# }
# override_background = { reference = farmland }
#
# option = { # Not Danish
# name = british_isles.1002.a
# trigger = {
# NOT = { culture = { has_cultural_pillar = heritage_north_germanic } }
# }
# }
#
# option = { # Also Danish
# name = british_isles.1002.b
# trigger = {
# culture = { has_cultural_pillar = heritage_north_germanic }
# }
# }
#
# option = { # Give players close to restorer a chance to convert
# name = british_isles.1002.c
# trigger = {
# root.culture != scope:restorer.culture
# OR = {
# is_close_family_of = scope:restorer
# is_vassal_of = scope:restorer
# }
# }
# set_culture = scope:restorer.culture
# hidden_effect = {
# if = {
# limit = { any_spouse = { is_landed = no } }
# every_spouse = {
# set_culture = scope:restorer.culture
# }
# }
# if = {
# limit = {
# any_close_family_member = {
# is_landed = no
# NOT = { is_spouse_of = prev }
# }
# }
# every_close_family_member = {
# limit = {
# is_landed = no
# NOT = { is_spouse_of = prev }
# }
# set_culture = scope:restorer.culture
# }
# }
# }
# }
#}
#
## You proposition a powerful opposing warlord about partitioning the nation.
## by Ewan Cowhig Croft
#british_isles.1011 = {
# type = character_event
# title = british_isles.1011.t
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = { negotiate_the_danelaw_norse_side_trigger = yes }
# desc = british_isles.1011.nord
# }
# desc = british_isles.1011.brit
# }
# desc = british_isles.1011.outro
# }
# theme = crown
# left_portrait = {
# character = scope:ntd_actor
# animation = personality_rational
# }
# right_portrait = {
# character = scope:ntd_recipient
# animation = personality_bold
# }
#
# immediate = {
# # Grab actors.
# ## Root initially.
# save_scope_as = ntd_actor
# ## But also the best possible opposition.
# ### We start by grabbing all possible opposition.
# title:k_england = {
# every_in_de_jure_hierarchy = {
# limit = {
# holder ?= { negotiate_the_danelaw_valid_danelaw_opponent_trigger = yes }
# }
# holder = { add_to_list = possible_danelaw_partners_list }
# }
# }
# ### Then sort through those to find the best.
# ordered_in_list = {
# list = possible_danelaw_partners_list
# order_by = negotiate_the_danelaw_preferable_opponent_value
# save_scope_as = ntd_recipient
# }
# ## Now, let's figure out who's who.
# scope:ntd_actor = {
# if = {
# limit = { negotiate_the_danelaw_british_side_trigger = yes }
# save_scope_as = ntd_brit
# }
# else = { save_scope_as = ntd_nord }
# }
# scope:ntd_recipient = {
# if = {
# limit = { exists = scope:ntd_brit }
# save_scope_as = ntd_nord
# }
# else = { save_scope_as = ntd_brit }
# }
# }
#
# # Send the letter.
# option = {
# name = british_isles.1011.a
#
# # Scope:ntd_recipient will get to decide.
# custom_tooltip = british_isles.1011.a.tt
# scope:ntd_recipient = { trigger_event = british_isles.1021 }
# # Show the possible results.
# show_as_tooltip = { negotiate_the_danelaw_each_way_effect = yes }
#
# # No stress for the basic option.
# ai_chance = {
# # AI should always be fairly likely to pick this.
# base = 100
# }
# }
#
# # Send the letter, and an open hand of friendship.
# option = {
# name = british_isles.1011.b
# trigger = {
# # Must be following a reformed faith.
# faith = {
# NOT = { has_doctrine_parameter = unreformed }
# }
# # And be able to accept them as a friend.
# can_set_relation_friend_trigger = { CHARACTER = scope:ntd_recipient }
# }
#
# # All of the above results apply.
# custom_tooltip = british_isles.1011.b.above_applies.tt
# # But also you'll take them into your faith & household.
# custom_tooltip = british_isles.1011.b.offer_faith.tt
# save_scope_value_as = {
# name = ntd_friendship_offered
# value = yes
# }
# scope:ntd_recipient = { trigger_event = british_isles.1021 }
#
# stress_impact = {
# gregarious = minor_stress_impact_loss
# zealous = medium_stress_impact_loss
# forgiving = major_stress_impact_loss
# trusting = major_stress_impact_loss
# shy = minor_stress_impact_gain
# cynical = medium_stress_impact_gain
# vengeful = major_stress_impact_gain
# paranoid = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_compassion = 1
# ai_vengefulness = -1
# }
# modifier = { # Weight up for stress.
# add = 10
# has_trait = gregarious
# }
# modifier = { # Weight up for stress.
# add = 20
# has_trait = zealous
# }
# modifier = { # Weight up for stress.
# add = 30
# has_trait = forgiving
# }
# modifier = { # Weight up for stress.
# add = 30
# has_trait = trusting
# }
# modifier = { # Weight down for stress.
# add = -10
# has_trait = shy
# }
# modifier = { # Weight down for stress.
# add = -20
# has_trait = cynical
# }
# modifier = { # Weight down for stress.
# add = -30
# has_trait = vengeful
# }
# modifier = { # Weight down for stress.
# add = -30
# has_trait = paranoid
# }
# }
# }
#
# # Diplomacy is the coward's way out!
# option = {
# name = british_isles.1011.c
#
# # The Danelaw may yet be negotiated by someone else.
# custom_tooltip = british_isles.1011.c.tt
# remove_list_global_variable = {
# name = unavailable_unique_decisions
# target = flag:negotiate_the_danelaw_decision
# }
#
# # No stress for cancelling out of a decision before it's started.
# ai_chance = {
# # If the AI has taken the decision, then they should always go through with it.
# base = 0
# }
# }
#}
#
#scripted_effect british_isles_1021_notify_other_players_effect = {
# every_player = {
# limit = {
# NOR = {
# this = scope:ntd_actor
# this = scope:ntd_recipient
# }
# any_sub_realm_county = {
# title_province = { geographical_region = world_europe_west_britannia }
# }
# }
# trigger_event = british_isles.1022
# }
#}
#
## An enemy ruler proposes that you and they partition k_england.
## by Ewan Cowhig Croft
#british_isles.1021 = {
# type = character_event
# title = british_isles.1021.t
# desc = {
# desc = british_isles.1021.intro
# first_valid = {
# triggered_desc = {
# trigger = { negotiate_the_danelaw_norse_side_trigger = yes }
# desc = british_isles.1021.nord
# }
# desc = british_isles.1021.brit
# }
# desc = british_isles.1021.outro
# }
# theme = crown
# left_portrait = {
# character = scope:ntd_recipient
# animation = personality_rational
# }
# right_portrait = {
# character = scope:ntd_actor
# animation = personality_bold
# }
# override_background = { reference = farmland }
#
# trigger = { negotiate_the_danelaw_basic_filter_trigger = yes }
#
# on_trigger_fail = {
# # Inform scope:ntd_actor that something has gone wrong.
# scope:ntd_actor = {
# send_interface_toast = {
# title = british_isles.1021.invalidation.t
# left_icon = scope:ntd_recipient
# custom_tooltip = british_isles.1021.invalidation.tt
# remove_list_global_variable = {
# name = unavailable_unique_decisions
# target = flag:negotiate_the_danelaw_decision
# }
# }
# }
# }
#
# # A crown that none can deny, you say?
# option = {
# name = british_isles.1021.a
#
# # Inform scope:ntd_actor.
# hidden_effect = {
# scope:ntd_actor = {
# send_interface_toast = {
# title = british_isles.1021.a.accepted
# left_icon = scope:ntd_recipient
# custom_tooltip = british_isles.1021.a.accepted.tt
# }
# }
# }
# # And inform other players.
# british_isles_1021_notify_other_players_effect = yes
# # Then apply effects.
# negotiate_the_danelaw_accept_effect = yes
#
# # No stress for the basic option.
# ai_chance = {
# # AI should always be fairly likely to pick this.
# base = 100
# }
# }
#
# # Perhaps... perhaps it #EMP is#! time for a change...
# option = {
# name = british_isles.1021.b
# trigger = { exists = scope:ntd_friendship_offered }
#
# # Inform scope:ntd_actor.
# hidden_effect = {
# scope:ntd_actor = {
# send_interface_toast = {
# title = british_isles.1021.b.accepted.critical
# left_icon = scope:ntd_recipient
# custom_tooltip = british_isles.1021.b.accepted.critical.tt
# }
# }
# }
# # And inform other players.
# british_isles_1021_notify_other_players_effect = yes
# # All of the above results apply.
# custom_tooltip = british_isles.1021.b.above_applies.tt
# hidden_effect = { negotiate_the_danelaw_accept_effect = yes }
# # And _also_ you switch faith and are accepted as a friend of scope:ntd_actor.
# set_relation_friend = { reason = friend_partitioned_england target = scope:ntd_recipient }
# # If possible, switch to scope:ntd_actor's faith.
# ## Yeah, I realise that this is an easy way to skirt the restrictions from HumSac'ing a HoF. :) Benefits of having a godperson vouch for you.
# if = {
# limit = {
# scope:ntd_recipient.faith != scope:ntd_actor.faith
# }
# scope:ntd_recipient = { set_character_faith_with_conversion = scope:ntd_actor }
# }
#
# stress_impact = {
# gregarious = minor_stress_impact_loss
# cynical = medium_stress_impact_loss
# trusting = medium_stress_impact_loss
# shy = minor_stress_impact_gain
# zealous = major_stress_impact_gain
# paranoid = major_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_compassion = 0.5
# ai_vengefulness = -0.25
# ai_zeal = -1
# }
# modifier = { # Weight up for stress.
# add = 10
# has_trait = gregarious
# }
# modifier = { # Weight up for stress.
# add = 20
# has_trait = cynical
# }
# modifier = { # Weight up for stress.
# add = 20
# has_trait = trusting
# }
# modifier = { # Weight down for stress.
# add = -10
# has_trait = shy
# }
# modifier = { # Weight down for stress.
# add = -30
# has_trait = zealous
# }
# modifier = { # Weight down for stress.
# add = -30
# has_trait = paranoid
# }
# }
# }
#
# # What rot! Let all the world see HerHis cowardice!
# option = {
# name = british_isles.1021.c
#
# # Inform scope:ntd_actor that their bargain has been rejected.
# hidden_effect = {
# scope:ntd_actor = {
# send_interface_toast = {
# title = british_isles.1021.c.rejected
# left_icon = scope:ntd_recipient
# custom_tooltip = british_isles.1021.c.rejected.tt
# }
# }
# }
# # Apply rejection effects.
# negotiate_the_danelaw_reject_effect = yes
#
# # No stress for not going in on the risky game-changing deal.
# ai_chance = {
# # We basically always want the AI to agree to this.
# base = 0
# }
# }
#}
#
## Danelaw Negotiated, other POV.
## by Ewan Cowhig Croft
#british_isles.1022 = {
# type = character_event
# title = british_isles.1022.t
# desc = british_isles.1022.desc
# theme = crown
# left_portrait = {
# character = scope:ntd_actor
# animation = personality_honorable
# }
# right_portrait = {
# character = scope:ntd_recipient
# animation = personality_rational
# }
# override_background = { reference = farmland }
#
# immediate = {
# play_music_cue = "mx_cue_peace_ensues"
# # Show the effects playing out elsewhere.
# show_as_tooltip = { negotiate_the_danelaw_accept_effect = yes }
# # Save a dummy gender for loc.
# random_dummy_gender_soldier_effect = { SCOPE_NAME = dummy_gender }
# }
#
# # What brazen treachery of their countrywomenmen is this?
# option = {
# name = british_isles.1022.a
#
# # A partition is begun...
# custom_tooltip = british_isles.1022.a.tt
#
# # No stress for a simply notification event.
# ai_chance = {
# # No need for complex AI chance for single-option event.
# base = 100
# }
# }
#}
#
## Partition Result - Destruction
#british_isles.1031 = {
# hidden = yes
# orphan = yes
#
# trigger = {
# # Partition must be active.
# exists = global_var:partition_active_danelaw
# # And the destroyed title must be one of the two partitioned entities.
# OR = {
# scope:landed_title = title:k_england
# scope:landed_title = title:k_danelaw
# }
# }
#
# immediate = {
# # If k_england has been destroyed, set k_danelaw as the de jure inheritor.
# if = {
# limit = { scope:landed_title = title:k_england }
# title:k_danelaw = { save_scope_as = partition_winner }
# # Try to grab the old holder for down the line.
# if = {
# limit = {
# exists = this
# is_alive = yes
# }
# save_scope_as = loser
# }
# }
# # If k_danelaw has been destroyed, set k_england as the de jure inheritor.
# if = {
# limit = { scope:landed_title = title:k_danelaw }
# title:k_england = { save_scope_as = partition_winner }
# if = {
# limit = {
# exists = this
# is_alive = yes
# }
# save_scope_as = loser
# }
# }
# # Either way, trigger the maintenance event.
# trigger_event = british_isles.1041
# }
#}
#
## Partition Result - Gained Both
#british_isles.1032 = {
# hidden = yes
#
# trigger = {
# # Partition must be active.
# exists = global_var:partition_active_danelaw
# # The gained title must be one of the two partitioned entities.
# OR = {
# scope:title = title:k_england
# scope:title = title:k_danelaw
# }
# # And you must now hold both titles.
# this = title:k_england.holder
# this = title:k_danelaw.holder
# }
#
# immediate = {
# # If k_england has been inherited, set k_danelaw as the de jure inheritor.
# if = {
# limit = { scope:title = title:k_england }
# title:k_danelaw = { save_scope_as = partition_winner }
# # Try to grab the old holder for down the line.
# if = {
# limit = { exists = scope:previous_holder }
# scope:previous_holder = { save_scope_as = loser }
# }
# }
# # If k_danelaw has been inherited, set k_england as the de jure inheritor.
# if = {
# limit = { scope:title = title:k_danelaw }
# title:k_england = { save_scope_as = partition_winner }
# # Try to grab the old holder for down the line.
# if = {
# limit = { exists = scope:previous_holder }
# scope:previous_holder = { save_scope_as = loser }
# }
# }
# # Either way, trigger the maintenance event.
# trigger_event = british_isles.1041
# }
#}
#
#scripted_trigger british_isles_1033_england_lost_last_de_jure_trigger = {
# AND = {
# this = title:k_england.holder
# title:k_england = {
# any_in_de_jure_hierarchy = {
# tier = tier_county
# count = 0
# save_temporary_scope_as = county
# root = {
# any_sub_realm_county = { this = scope:county }
# }
# }
# }
# }
#}
#
#scripted_trigger british_isles_1033_danelaw_lost_last_de_jure_trigger = {
# AND = {
# this = title:k_danelaw.holder
# title:k_danelaw = {
# any_in_de_jure_hierarchy = {
# tier = tier_county
# count <= 0
# save_temporary_scope_as = county
# root = {
# any_sub_realm_county = { this = scope:county }
# }
# }
# }
# }
#}
#
## Partition Result - Lost All De Jure
#british_isles.1033 = {
# hidden = yes
#
# trigger = {
# # Partition must be active.
# exists = global_var:partition_active_danelaw
# # Must hold one of the two partitioned titles.
# OR = {
# this = title:k_england.holder
# this = title:k_danelaw.holder
# }
# # But not any of the de jure land beneath them.
# OR = {
# # First the k_england check.
# british_isles_1033_england_lost_last_de_jure_trigger = yes
# # Then the k_danelaw check.
# british_isles_1033_danelaw_lost_last_de_jure_trigger = yes
# }
# }
#
# immediate = {
# # If k_england has lost its last de jure, set k_danelaw as the de jure inheritor.
# if = {
# limit = { british_isles_1033_england_lost_last_de_jure_trigger = yes }
# title:k_danelaw = { save_scope_as = partition_winner }
# # Try to grab the old holder for down the line.
# title:k_england = {
# if = {
# limit = {
# exists = this.holder
# holder = { is_alive = yes }
# }
# holder = { save_scope_as = loser }
# }
# }
# }
# # If k_danelaw has lost its last de jure, set k_england as the de jure inheritor.
# if = {
# limit = { british_isles_1033_danelaw_lost_last_de_jure_trigger = yes }
# title:k_england = { save_scope_as = partition_winner }
# # Try to grab the old holder for down the line.
# title:k_danelaw = {
# if = {
# limit = {
# exists = this.holder
# holder = { is_alive = yes }
# }
# holder = { save_scope_as = loser }
# }
# }
# }
# # Either way, trigger the maintenance event.
# trigger_event = british_isles.1041
# }
#}
#
## Partition Result - Processing
#british_isles.1041 = {
# hidden = yes
#
# trigger = {
# # Prevent looping my ensuring that the partition is active...
# exists = global_var:partition_active_danelaw
# }
#
# immediate = {
# # ... & then immediately removing its active status.
# remove_global_variable = partition_active_danelaw
# # First, let's save some scopes for loc & general convenience.
# scope:partition_winner.holder = { save_scope_as = victor }
# if = {
# limit = { scope:partition_winner = title:k_england }
# title:k_danelaw = { save_scope_as = partition_loser }
# }
# else_if = {
# limit = { scope:partition_winner = title:k_danelaw }
# title:k_england = { save_scope_as = partition_loser }
# }
# title:k_england = { save_scope_as = england }
# # Send out result events.
# ## To the winner.
# scope:victor = { trigger_event = british_isles.1051 }
# ## If they're still alive, to the loser.
# if = {
# limit = { exists = scope:loser }
# scope:loser = { trigger_event = british_isles.1052 }
# }
# ## And any other players within the British Isles.
# every_player = {
# limit = {
# NOR = {
# this = scope:victor
# AND = {
# exists = scope:loser
# this = scope:loser
# }
# }
# any_sub_realm_county = {
# title_province = { geographical_region = world_europe_west_britannia }
# }
# }
# trigger_event = british_isles.1053
# }
# # Process the actual results.
# ## We do this last so that we can show correct tooltips in the various preceding events.
# resolve_danelaw_partition_effect = yes
# }
#}
#
## Danelaw Partition Settled, Scope:victor POV.
## by Ewan Cowhig Croft
#british_isles.1051 = {
# type = character_event
# title = british_isles.1051.t
# desc = british_isles.1051.desc
# theme = crown
# left_portrait = {
# character = scope:victor
# animation = personality_honorable
# }
# right_portrait = {
# character = scope:loser
# animation = shame
# }
# override_background = { reference = farmland }
#
# immediate = {
# play_music_cue = "mx_cue_peace_ensues"
# # Show the effects playing out elsewhere.
# show_as_tooltip = { resolve_danelaw_partition_effect = yes }
# }
#
# # One realm, one GetTitleAsName!
# option = {
# name = british_isles.1051.a
#
# # Gain a hefty chunk of prestige.
# add_prestige = massive_prestige_gain
# # The partition is ended!
# custom_tooltip = british_isles.1051.a.tt
#
# # No stress for a simply notification event.
# ai_chance = {
# # No need for complex AI chance for single-option event.
# base = 100
# }
# }
#}
#
## Danelaw Partition Settled, Scope:loser POV.
## by Ewan Cowhig Croft
#british_isles.1052 = {
# type = character_event
# title = british_isles.1052.t
# desc = british_isles.1052.desc
# theme = crown
# left_portrait = {
# character = scope:loser
# animation = shame
# }
# right_portrait = {
# character = scope:victor
# animation = schadenfreude
# }
# override_background = { reference = farmland }
#
# immediate = {
# play_music_cue = "mx_cue_murder"
# # Show the effects playing out elsewhere.
# show_as_tooltip = { resolve_danelaw_partition_effect = yes }
# }
#
# # There will be a reckoning for this slight.
# option = {
# name = british_isles.1052.a
#
# # Gain some penalty stress.
# add_stress = medium_stress_gain
# # The partition is ended!
# custom_tooltip = british_isles.1052.a.tt
#
# # No stress for a simply notification event.
# ai_chance = {
# # No need for complex AI chance for single-option event.
# base = 100
# }
# }
#}
#
## Danelaw Partition Settled, other POV.
## by Ewan Cowhig Croft
#british_isles.1053 = {
# type = character_event
# title = british_isles.1053.t
# desc = british_isles.1053.desc
# theme = crown
# left_portrait = {
# character = scope:victor
# animation = personality_honorable
# }
# right_portrait = {
# character = scope:loser
# animation = shame
# }
# override_background = { reference = farmland }
#
# immediate = {
# play_music_cue = "mx_cue_peace_ensues"
# # Show the effects playing out elsewhere.
# show_as_tooltip = { resolve_danelaw_partition_effect = yes }
# }
#
# # Stability for England at last?
# option = {
# name = british_isles.1053.a
#
# # The partition is ended!
# custom_tooltip = british_isles.1053.a.tt
#
# # No stress for a simply notification event.
# ai_chance = {
# # No need for complex AI chance for single-option event.
# base = 100
# }
# }
#}
#
## Daneland Formalised, Scope:founder POV.
## by Ewan Cowhig Croft
#british_isles.1061 = {
# type = character_event
# title = british_isles.1061.t
# desc = british_isles.1061.desc
# theme = crown
# left_portrait = {
# character = scope:founder
# animation = personality_honorable
# }
# right_portrait = {
# character = scope:england
# animation = rage
# }
# override_background = { reference = farmland }
#
# immediate = {
# play_music_cue = "mx_cue_peace_ensues"
# # Show the effects playing out elsewhere.
# formalise_the_daneland_effect = yes
# }
#
# # We shall find out together.
# option = {
# name = british_isles.1061.a
#
# # Gain a hefty chunk of prestige.
# add_prestige = major_prestige_gain
#
# # No stress for a simply notification event.
# ai_chance = {
# # No need for complex AI chance for single-option event.
# base = 100
# }
# }
#}
#
## Daneland Formalised, Scope:england POV.
## by Ewan Cowhig Croft
#british_isles.1062 = {
# type = character_event
# title = british_isles.1062.t
# desc = british_isles.1062.desc
# theme = crown
# left_portrait = {
# character = scope:england
# animation = shame
# }
# right_portrait = {
# character = scope:founder
# animation = schadenfreude
# }
# override_background = { reference = farmland }
#
# immediate = {
# play_music_cue = "mx_cue_murder"
# # Show the effects playing out elsewhere.
# show_as_tooltip = {
# scope:founder = { formalise_the_daneland_effect = yes }
# }
# }
#
# # HerHis soil was English once, and will be English again.
# option = {
# name = british_isles.1062.a
#
# # Gain some penalty stress.
# add_stress = medium_stress_gain
#
# # No stress for a simply notification event.
# ai_chance = {
# # No need for complex AI chance for single-option event.
# base = 100
# }
# }
#}
#
## Daneland Formalised, other POV.
## by Ewan Cowhig Croft
#british_isles.1063 = {
# type = character_event
# title = british_isles.1063.t
# desc = british_isles.1063.desc
# theme = crown
# left_portrait = {
# character = scope:founder
# animation = personality_honorable
# }
# right_portrait = {
# character = scope:england
# animation = shame
# }
# override_background = { reference = farmland }
#
# immediate = {
# play_music_cue = "mx_cue_peace_ensues"
# # Show the effects playing out elsewhere.
# show_as_tooltip = {
# scope:founder = { formalise_the_daneland_effect = yes }
# }
# }
#
# # Perhaps this will calm some tempers...
# option = {
# name = british_isles.1063.a
#
# # The partition is ended!
# custom_tooltip = british_isles.1063.a.tt
#
# # No stress for a simply notification event.
# ai_chance = {
# # No need for complex AI chance for single-option event.
# base = 100
# }
# }
#}
#
###################################################
## Embrace English culture
## by Linnéa Thimrén
###################################################
#
#british_isles.2001 = {
# type = character_event
# title = british_isles.2001.t
# desc = british_isles.2001.desc
# theme = culture_change
# left_portrait = {
# character = scope:embracer
# animation = personality_bold
# }
#
# immediate = {
# save_scope_as = embracer
# culture = { save_scope_as = embracer_former_culture }
# }
#
# option = {
# name = british_isles.2001.a
# embrace_english_culture_effect = yes
# hidden_effect = { # Moved here from embrace_english_culture_decision
# # Send event to other players
# every_player = {
# limit = {
# this != root
# OR = {
# primary_title = {
# OR = {
# de_jure_liege = title:e_britannia
# de_jure_liege.de_jure_liege = title:e_britannia
# de_jure_liege.de_jure_liege.de_jure_liege = title:e_britannia
# }
# }
# culture = { has_cultural_pillar = heritage_north_germanic }
# culture = { has_cultural_pillar = heritage_central_germanic }
# culture = { has_cultural_pillar = heritage_west_germanic }
# culture = { has_cultural_pillar = heritage_goidelic }
# culture = { has_cultural_pillar = heritage_brythonic }
# }
# }
# trigger_event = british_isles.2002
# }
# }
# }
#}
#
## Players informed
#british_isles.2002 = {
# type = character_event
# title = british_isles.2001.t
# desc = british_isles.2002.desc
# theme = culture_change
# left_portrait = {
# character = scope:embracer
# animation = personality_bold
# }
#
# option = { # Not norman
# name = british_isles.2002.a
# trigger = {
# NOT = { has_culture = scope:embracer.culture }
# }
# }
# option = { # Also norman
# name = british_isles.2002.b
# trigger = {
# has_culture = scope:embracer.culture
# }
# }
#}
##################################################
# Laudabiliter
# by Flavio Verna
##################################################
british_isles.3001 = {
type = letter_event
opening = {
desc = british_isles.3001.t
}
desc = british_isles.3001.desc
sender = {
character = scope:scoped_pope
animation = personality_zealous
}
immediate = {
save_scope_as = scoped_ruler
root.faith.religious_head = {
save_scope_as = scoped_pope
}
house = {
add_house_modifier = {
modifier = ireland_laudabiliter_modifier
years = 100
}
}
}
option = { #Inform relevant players.
name = british_isles.3001.a
every_player = {
limit = {
this != root
OR = {
culture = { has_cultural_pillar = heritage_west_germanic }
culture = { has_cultural_pillar = heritage_goidelic }
}
}
trigger_event = british_isles.3002
}
}
}
british_isles.3002 = {
type = character_event
title = british_isles.3002.t
desc = british_isles.3002.desc.irish
theme = war
left_portrait = {
character = scope:scoped_pope
animation = personality_zealous
}
right_portrait = {
character = scope:scoped_ruler
animation = scheme
}
option = {
name = {
trigger = {
capital_province = {
geographical_region = custom_roman_hibernia
}
NOT = { target_is_liege_or_above = scope:scoped_ruler }
}
text = british_isles.3002.a
}
name = {
trigger = {
OR = {
target_is_liege_or_above = scope:scoped_ruler
NOT = {
capital_province = {
geographical_region = custom_roman_hibernia
}
}
}
}
text = british_isles.3002.b
}
if = {
limit = {
capital_province = {
geographical_region = custom_roman_hibernia
}
NOT = { target_is_liege_or_above = scope:scoped_ruler }
}
add_opinion = {
target = scope:scoped_ruler
modifier = treacherous_invader_opinion
}
}
}
}
################
# Restore Dumnonia
# by Ewan Cowhig Croft
################
#The kingdom revived.
british_isles.4001 = {
type = character_event
title = british_isles.4001.t
desc = british_isles.4001.desc
theme = realm
left_portrait = {
character = scope:founder
animation = personality_honorable
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
restore_dumnonia_decision_scripted_effect = yes
}
#Take the nickname.
option = {
name = british_isles.4001.a
give_nickname = nick_the_trojan
add_prestige = minor_prestige_gain
}
#No thanks on the nickname, more prestige instead please.
option = {
name = british_isles.4001.b
add_prestige = medium_prestige_gain
}
}
#Inform any players.
british_isles.4002 = {
type = character_event
title = british_isles.4001.t
desc = british_isles.4002.desc
theme = realm
theme = diplomacy
left_portrait = {
character = scope:founder
animation = personality_honorable
}
option = {
name = { #Brythonic peoples are happy.
trigger = {
culture = { has_cultural_pillar = heritage_brythonic }
NOT = { has_title = title:k_england }
}
text = british_isles.4002.a
}
name = { #Anglo-Saxons, the English, & the monarch of England are outraged.
trigger = {
OR = {
has_culture = culture:anglo_saxon
has_culture = culture:english
has_title = title:k_england
}
}
text = british_isles.4002.b
}
name = { #Noone else especially cares.
trigger = {
NOR = {
culture = { has_cultural_pillar = heritage_brythonic }
has_culture = culture:anglo_saxon
has_culture = culture:english
has_title = title:k_england
}
}
text = british_isles.4002.c
}
}
}