N3OW/events/decisions_events/major_decisions_events.txt

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2026-05-25 07:54:55 -04:00
namespace = major_decisions
#Decisions:
# decision_convert_to_feudalism, by Mathilda Bjarnehed
# 0001 - I converted to feudalism
# decision_strenghten_bloodline
# 0500 - I have strengthened my bloodline
# decision_dynasty_of_many_crowns
# 0501 - I have completed dynasty of many crowns
# decision_declare_bloodline_holy, by Flavio Verna
# 0100 - I have completed Consecrate Bloodline
# 0101 - Paragon/Savior traits inheritance
#convert_to_feudalism_decision
major_decisions.0001 = { #by Mathilda Bjarnehed
type = character_event
title = major_decisions.0001.t
desc = major_decisions.0001.desc
theme = realm
override_background = { reference = courtyard }
left_portrait = {
character = root
animation = storyteller
}
immediate = {
show_as_tooltip = {
convert_whole_realm_to_feudalism_effect = yes
}
if = {
limit = {
has_character_flag = ready_to_receive_seed
}
legend_seed_great_deed_dynasty_effect = yes
remove_character_flag = ready_to_receive_seed
}
hidden_effect = {
every_liege_or_above = {
limit = {
NOT = { top_liege = this }
}
send_interface_message = {
type = event_stewardship_neutral_with_text
title = msg_vassal_feudalised
desc = msg_vassal_feudalised_desc
right_icon = root
}
}
}
}
option = {
name = major_decisions.0001.a
}
}
major_decisions.0002 = { #by Linnéa Thimrén
type = letter_event
opening = major_decisions.0002.opening
desc = major_decisions.0001.desc
sender = {
character = scope:actor
animation = personality_rational
}
immediate = {
show_as_tooltip = {
if = {
limit = { government_has_flag = government_is_japan_feudal }
change_government = japan_feudal_government
}
else_if = {
limit = { government_has_flag = government_is_clan }
change_government = clan_government
}
else = { change_government = feudal_government }
}
}
option = {
name = major_decisions.0001.a
}
}
#####################################
#Consecrating Family Decision, by Flavio Verna & Bianca Savazzi
major_decisions.0100 = {
type = character_event
title = major_decisions.0100.t
desc = {
first_valid = {
# Divine Blood if Temporal Head.
triggered_desc = {
trigger = {
OR = {
root.faith.religious_head = root
root.faith = { has_doctrine = doctrine_no_head }
}
}
desc = major_decisions.0100.desc.temporal
}
# Regular.
desc = major_decisions.0100.desc.spiritual
}
}
theme = faith
left_portrait = {
character = root
animation = personality_zealous
}
right_portrait = {
character = scope:scoped_pope
animation = admiration
}
immediate = {
play_music_cue = "mx_cue_sacredrite"
hidden_effect = {
save_scope_as = scoped_ruler
if = {
limit = {
exists = root.faith.religious_head
root != root.faith.religious_head
}
root.faith.religious_head = { save_scope_as = scoped_pope }
}
dynasty = {
set_variable = {
name = variable_made_bloodline_holy
value = yes
}
}
}
}
option = {
#Pick what text to display
name = { #Temporal.
trigger = {
root.faith.religious_head = root
}
text = major_decisions.0100.a
}
name = { #Spiritual.
trigger = {
root.faith.religious_head != root
}
text = major_decisions.0100.b
}
#Next, what nickname is given
if = {
limit = {
root.faith.religious_head = root
}
set_nickname_effect = { NICKNAME = nick_the_divine }
}
if = { #Spiritual.
limit = {
root.faith.religious_head != root
has_ach_dlc_trigger = no
}
set_nickname_effect = { NICKNAME = nick_the_anointed }
}
#All live descendants get the descendant trait
declare_bloodline_holy_decision_effect = yes
#Notifications
every_player = {
limit = {
faith = root.faith
NOR = {
this = root
this.dynasty = root.dynasty
}
}
trigger_event = major_decisions.0102 #Notify players of same faith.
}
every_player = {
limit = {
this.dynasty = root.dynasty
this != root
}
trigger_event = major_decisions.0103 #Notify dynasty members.
}
}
}
#On_birth:Child of Paragon/Savior gains proper trait at birth.
major_decisions.0101 = {
type = character_event
hidden = yes
trigger = {
OR = {
AND = {
mother ?= {
OR = {
has_trait = savior
has_trait = paragon
has_trait = divine_blood
has_trait = consecrated_blood
}
}
}
AND = {
father ?= {
OR = {
has_trait = savior
has_trait = paragon
has_trait = divine_blood
has_trait = consecrated_blood
}
}
}
AND = {
exists = scope:progenitor_holy_blood
OR = {
is_grandchild_of = scope:progenitor_holy_blood
is_great_grandchild_of = scope:progenitor_holy_blood
}
}
}
NOR = {
has_trait = savior
has_trait = paragon
has_trait = divine_blood
has_trait = consecrated_blood
}
}
immediate = {
if = {
limit = {
OR = {
AND = {
mother ?= {
OR = {
has_trait = savior
has_trait = divine_blood
}
}
}
AND = {
father ?= {
OR = {
has_trait = savior
has_trait = divine_blood
}
}
}
}
}
add_trait = divine_blood
}
else = {
add_trait = consecrated_blood
}
every_child = {
trigger_event = major_decisions.0101
}
}
}
major_decisions.0102 = {
type = character_event
title = major_decisions.0100.t
desc = {
first_valid = {
# Divine Blood if Temporal Head.
triggered_desc = {
trigger = {
scope:scoped_ruler.faith.religious_head = scope:scoped_ruler
}
desc = major_decisions.0102.desc.temporal
}
# Regular.
desc = major_decisions.0102.desc.spiritual
}
}
theme = faith
left_portrait = {
character = scope:scoped_ruler
animation = personality_zealous
}
right_portrait = {
character = scope:scoped_pope
animation = admiration
}
immediate = { play_music_cue = "mx_cue_sacredrite" }
option = {
name = { #Temporal.
trigger = {
scope:scoped_ruler.faith.religious_head = scope:scoped_ruler
}
text = major_decisions.0102.a
}
name = { #Spiritual.
trigger = {
scope:scoped_ruler.faith.religious_head != scope:scoped_ruler
}
text = major_decisions.0102.b
}
}
}
major_decisions.0103 = {
type = character_event
title = major_decisions.0100.t
desc = {
first_valid = {
# Divine Blood if Temporal Head.
triggered_desc = {
trigger = {
scope:scoped_ruler.faith.religious_head = scope:scoped_ruler
}
desc = major_decisions.0103.desc.temporal
}
# Regular.
desc = major_decisions.0103.desc.spiritual
}
}
theme = faith
left_portrait = {
character = scope:scoped_ruler
animation = personality_zealous
}
right_portrait = {
character = scope:scoped_pope
animation = admiration
}
immediate = {
play_music_cue = "mx_cue_sacredrite"
show_as_tooltip = {
if = {
limit = {
faith = scope:scoped_ruler.faith
}
if = {
limit = {
scope:scoped_ruler = {
has_trait = savior
}
}
add_trait = divine_blood
}
if = {
limit = {
scope:scoped_ruler = {
has_trait = paragon
}
}
add_trait = consecrated_blood
}
}
}
}
option = {
name = { #Same Faith.
trigger = {
faith = scope:scoped_ruler.faith
}
text = major_decisions.0103.a
}
name = { #Other Faith.
trigger = {
faith != scope:scoped_ruler.faith
}
text = major_decisions.0103.b
}
}
}
##################################################
# Convert to Tribalims
##################################################
major_decisions.0200 = {
type = character_event
title = major_decisions.0200.t
desc = major_decisions.0200.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
option = {
name = major_decisions.0200.a
ai_chance = { #The AI should always do this.
base = 100
}
}
}
#I have strengthened our bloodline
major_decisions.0500 = { #by Mathilda Bjarnehed
type = character_event
title = major_decisions.0500.t
desc = major_decisions.0500.desc
theme = physical_health
left_portrait = {
character = root
animation = personality_bold
}
override_background = { reference = throne_room }
immediate = {
play_music_cue = "mx_cue_positive_effect"
strengthen_bloodline_decision_effects = yes
legend_seed_great_deed_dynasty_effect = yes
}
option = {
name = major_decisions.0500.a
give_nickname = nick_the_blood_motherfather
}
}
#Dynasty of Many Crowns
major_decisions.0501 = { #by Mathilda Bjarnehed
type = character_event
title = dynasty_of_many_crowns
desc = major_decisions.0501.desc
theme = dynasty
left_portrait = {
character = root
animation = personality_bold
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
dynasty_of_many_crowns_effects = yes
#For desc
hidden_effect = {
primary_title = { save_scope_as = realm_1 }
dynasty = {
every_dynasty_member = {
limit = {
this != root
top_liege = this
highest_held_title_tier >= tier_kingdom
}
primary_title = { add_to_list = dynasty_realms }
}
}
random_in_list = {
list = dynasty_realms
limit = { tier = tier_empire }
alternative_limit = { always = yes }
save_scope_as = realm_2
}
random_in_list = {
list = dynasty_realms
limit = {
tier = tier_empire
this != scope:realm_2
}
alternative_limit = {
this != scope:realm_2
}
save_scope_as = realm_3
}
random_in_list = {
list = dynasty_realms
limit = {
tier = tier_empire
NOR = {
this = scope:realm_2
this = scope:realm_3
}
}
alternative_limit = {
NOR = {
this = scope:realm_2
this = scope:realm_3
}
}
save_scope_as = realm_4
}
}
legend_seed_great_deed_dynasty_effect = yes
}
option = {
name = major_decisions.0501.a
}
}
################
# Accept cannibalism
# by Linnéa Thimrén
################
major_decisions.1001 = {
type = character_event
title = major_decisions.1001.t
desc = {
first_valid = {
triggered_desc = {
trigger = { has_government = landless_adventurer_government }
desc = major_decisions.1001.desc_landless
}
desc = major_decisions.1001.desc
}
desc = major_decisions.1001.desc_outro
}
theme = skull
left_portrait = {
character = scope:cannibal
animation = personality_greedy
}
right_portrait = {
trigger = { exists = scope:court_chaplain }
character = scope:court_chaplain
animation = admiration
}
override_background = {
trigger = { is_landless_adventurer = no }
reference = feast
}
override_background = {
trigger = { has_government = landless_adventurer_government }
reference = bp1_bonfire
}
immediate = {
play_music_cue = "mx_cue_meadandwine"
accept_cannibalism_decision_effect = yes
}
option = {
name = major_decisions.1001.a
}
}
#Players informed
major_decisions.1002 = {
type = character_event
title = {
first_valid = {
triggered_desc = {
trigger = { is_cannibal_trigger = yes }
desc = major_decisions.1001.t
}
desc = major_decisions.1002.t
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:cannibal = { has_government = landless_adventurer_government }
is_cannibal_trigger = yes
}
desc = major_decisions.1002.desc_cannibal_landless
}
triggered_desc = {
trigger = {
scope:cannibal = { has_government = landless_adventurer_government }
}
desc = major_decisions.1002.desc_landless
}
triggered_desc = {
trigger = {
is_cannibal_trigger = yes
}
desc = major_decisions.1002.desc_cannibal
}
desc = major_decisions.1002.desc
}
}
theme = skull
left_portrait = {
character = scope:cannibal
animation = personality_greedy
}
override_background = {
trigger = {
scope:cannibal = { is_landed_or_landless_administrative = yes }
}
reference = feast
}
override_background = {
trigger = {
scope:cannibal = { has_government = landless_adventurer_government }
}
reference = army_camp
}
option = {
name = {
text = {
first_valid = {
#Noyce!
triggered_desc = {
trigger = { is_cannibal_trigger = yes }
desc = major_decisions.1002.a
}
#Oh dear...
desc = major_decisions.1002.b
}
}
}
}
}
#################
#Found a custom Kingdom/Empire
# #by Petter Vilberg
#################
#I have founded a Kingdom
major_decisions.1101 = {
type = character_event
title = major_decisions.1101.t
desc = {
triggered_desc = {
trigger = { exists = scope:three_duchies }
desc = {
desc = major_decisions.1101.opening_duchies
desc = double_line_break
}
}
desc = major_decisions.1101.desc
}
theme = realm
left_portrait = {
character = root
animation = personality_greedy
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
# If Kingdom is formed from three Duchies, specifically shout that out
if = {
limit = {
any_held_title = {
title_tier = duchy
count >= 3
}
}
scope:old_title = { # Carried over from the decision
save_scope_as = duchy_1
}
random_held_title = {
title_tier = duchy
limit = {
this != scope:duchy_1
}
save_scope_as = duchy_2
}
random_held_title = {
title_tier = duchy
limit = {
NOR = {
this = scope:duchy_1
this = scope:duchy_2
}
}
save_scope_as = duchy_3
}
if = { # Safeguarding against loc-breaking here
limit = {
exists = scope:duchy_1
exists = scope:duchy_2
exists = scope:duchy_3
}
save_scope_value_as = {
name = three_duchies
value = yes
}
}
}
show_as_tooltip = {
set_primary_title_to = scope:new_title
}
}
option = {
name = major_decisions.1101.a
custom_tooltip = major_decisions.1101.i_have_become_royal
}
}
#My liege has founded a Kingdom
major_decisions.1102 = {
type = character_event
title = major_decisions.1101.t
desc = major_decisions.1102.desc
theme = realm
left_portrait = {
character = root
animation = personality_greedy
}
immediate = { play_music_cue = "mx_cue_succession" }
option = {
name = {
text = major_decisions.1102.a
trigger = {
reverse_opinion = {
target = scope:founder
value >= 0
}
}
}
name = {
text = major_decisions.1102.a.dislike
trigger = {
reverse_opinion = {
target = scope:founder
value < 0
}
}
}
custom_tooltip = major_decisions.1102.has_become_royal
}
}
#I have founded an Empire
major_decisions.1103 = {
type = character_event
title = major_decisions.1101.t
desc = {
triggered_desc = {
trigger = { exists = scope:three_kingdoms }
desc = {
desc = major_decisions.1103.opening_kingdoms
desc = double_line_break
}
}
desc = major_decisions.1103.opening
first_valid = {
triggered_desc = {
trigger = {
exists = faith.religious_head
faith.religious_head = root
}
desc = major_decisions.1103.i_am_religious_head
}
triggered_desc = {
trigger = {
exists = faith.religious_head
}
desc = major_decisions.1103.blessed_by_religious_head
}
desc = major_decisions.1103.i_am_religious_head
}
}
theme = realm
left_portrait = {
character = root
animation = personality_greedy
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
# If Empire is formed from three Kingdoms, specifically shout that out
if = {
limit = {
any_held_title = {
title_tier = kingdom
count >= 3
}
}
scope:old_title = { # Carried over from the decision
save_scope_as = kingdom_1
}
random_held_title = {
title_tier = kingdom
limit = {
this != scope:kingdom_1
}
save_scope_as = kingdom_2
}
random_held_title = {
title_tier = kingdom
limit = {
NOR = {
this = scope:kingdom_1
this = scope:kingdom_2
}
}
save_scope_as = kingdom_3
}
if = { # Safeguarding against loc-breaking here
limit = {
exists = scope:kingdom_1
exists = scope:kingdom_2
exists = scope:kingdom_3
}
save_scope_value_as = {
name = three_kingdoms
value = yes
}
}
}
if = {
limit = {
exists = faith.religious_head
}
faith.religious_head = {
save_scope_as = religious_figure
}
}
show_as_tooltip = {
set_primary_title_to = scope:new_title
}
}
option = {
name = major_decisions.1103.a
custom_tooltip = major_decisions.1101.i_have_become_royal
}
}
#My liege has founded an Empire
major_decisions.1104 = {
type = character_event
title = major_decisions.1101.t
desc = {
desc = major_decisions.1104.opening
first_valid = {
triggered_desc = {
trigger = {
exists = faith.religious_head
faith.religious_head = root
}
desc = major_decisions.1104.i_am_religious_head
}
triggered_desc = {
trigger = {
exists = faith.religious_head
faith.religious_head = scope:founder
}
desc = major_decisions.1104.religious_head_empire
}
triggered_desc = {
trigger = {
exists = faith.religious_head
}
desc = major_decisions.1104.blessed_by_religious_head
}
desc = major_decisions.1104.religious_head_empire
}
desc = major_decisions.1104.end
}
theme = realm
left_portrait = {
character = root
animation = personality_greedy
}
immediate = {
play_music_cue = "mx_cue_succession"
if = {
limit = {
exists = scope:founder.faith.religious_head
}
scope:founder.faith.religious_head = {
save_scope_as = religious_figure
}
}
show_as_tooltip = {
set_primary_title_to = scope:new_title
}
}
option = {
name = major_decisions.1104.a
custom_tooltip = major_decisions.1102.has_become_royal
}
}
#I have lost de jure territory to a new Kingdom
major_decisions.1105 = {
type = character_event
title = major_decisions.1105.t
desc = major_decisions.1105.desc
theme = realm
left_portrait = {
character = scope:founder
animation = personality_greedy
}
option = {
name = major_decisions.1105.a
show_as_tooltip = {
every_in_list = {
list = notification_titles
set_de_jure_liege_title = scope:new_title
}
}
}
}
################
# Found University
# by Linnéa Thimrén
################
major_decisions.2001 = {
type = character_event
title = major_decisions.2001.t
desc = {
desc = major_decisions.2001.desc_first
first_valid = {
triggered_desc = {
trigger = {
any_sub_realm_barony = {
count >= 2
title_province = {
OR = {
has_building = generic_university
has_building = al_azhar_university
has_building = sankore_university
has_building = nalanda_university
}
}
}
}
desc = major_decisions.2001.desc_more
}
desc = major_decisions.2001.desc
}
}
theme = learning
left_portrait = {
character = scope:founder
animation = personality_rational
}
immediate = {
found_university_decision_event_effect = yes
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_fes }
title:b_fes = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_fes.title_province = {
add_special_building_slot = generic_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_fes = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_fes
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_cairo }
title:b_cairo = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_cairo.title_province = {
add_special_building_slot = al_azhar_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_cairo = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_cairo
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_bologna }
title:b_bologna = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_bologna.title_province = {
add_special_building_slot = generic_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_bologna = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_bologna
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_salamanca }
title:b_salamanca = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_salamanca.title_province = {
add_special_building_slot = generic_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_salamanca = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_salamanca
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_madrid }
title:b_madrid = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_madrid.title_province = {
add_special_building_slot = generic_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_madrid = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_madrid
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_oxford }
title:b_oxford = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_oxford.title_province = {
add_special_building_slot = generic_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_oxford = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_oxford
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_cambridge }
title:b_cambridge = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_cambridge.title_province = {
add_special_building_slot = generic_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_cambridge = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_cambridge
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_padua }
title:b_padua = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_padua.title_province = {
add_special_building_slot = generic_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_padua = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_padua
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_siena }
title:b_siena = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_siena.title_province = {
add_special_building_slot = siena_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_siena = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_siena
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_coimbra }
title:b_coimbra = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_coimbra.title_province = {
add_special_building_slot = generic_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_coimbra = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_coimbra
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_napoli }
title:b_napoli = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_napoli.title_province = {
add_special_building_slot = generic_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_napoli = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_napoli
}
option = {
trigger = {
any_sub_realm_barony = { this = title:b_tirakka }
title:b_tirakka = {
county = { development_level >= 30 }
title_province = { has_special_building_slot = no }
}
}
title:b_tirakka.title_province = {
add_special_building_slot = sankore_university
set_variable = { #To unlock the building
name = university
value = yes
}
title:b_tirakka = {
if = {
limit = { holder != root }
holder = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 30
}
}
}
}
}
name = major_decisions.2001.b_tirakka
}
option = { # fallback in case development somehow tumbles
trigger = { always = no }
fallback = yes
name = major_decisions.2001.fallback
custom_tooltip = major_decisions.2001.fallback.tt
}
}
#Other players informed
major_decisions.2002 = {
type = character_event
title = major_decisions.2001.t
desc = major_decisions.2002.desc
left_portrait = {
character = scope:founder
animation = personality_rational
}
theme = learning
option = {
name = major_decisions.2002.a
}
}
#A skilled courtier turns up at your court
major_decisions.2011 = {
type = character_event
title = major_decisions.2011.t
desc = major_decisions.2011.desc
theme = learning
left_portrait = {
character = scope:new_courtier
animation = thinking
}
override_background = { reference = throne_room }
trigger = {
any_sub_realm_barony = {
title_province = {
OR = {
has_building = generic_university
has_building = al_azhar_university
has_building = sankore_university
has_building = nalanda_university
}
}
}
}
immediate = {
create_character = {
employer = root
template = scholar_character
save_scope_as = new_courtier
}
}
option = { #Welcome!
name = major_decisions.2011.a
scope:new_courtier = {
add_opinion = {
target = root
modifier = friendliness_opinion
opinion = 15
}
}
}
option = { #Send away
name = major_decisions.2011.b
scope:new_courtier = {
move_to_pool = yes
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -10
}
}
}
}
#You've built a greenhouse!
major_decisions.3001 = {
type = character_event
title = major_decisions.3001.t
desc = major_decisions.3001.desc
theme = stewardship
left_portrait = {
character = scope:builder
animation = personality_irrational
}
override_background = { reference = garden }
immediate = {
lunatic_building_decision_effect = yes
play_music_cue = "mx_cue_low_key_positive"
}
option = {
name = major_decisions.3001.a
}
}
#Other players informed
major_decisions.3002 = {
type = character_event
title = major_decisions.3001.t
desc = major_decisions.3002.desc
theme = stewardship
left_portrait = {
character = scope:builder
animation = personality_irrational
}
override_background = { reference = garden }
option = {
name = major_decisions.3002.a
}
}
##################################################
# Special Succession Acquisition
# by Ewan Cowhig Croft
##################################################
major_decisions.3100 = {
type = character_event
title = major_decisions.3100.t
desc = major_decisions.3100.desc
theme = realm
left_portrait = {
character = root
animation = personality_rational
}
#Change based on my culture. Or, occasionally, dynasty.
option = {
name = major_decisions.3100.a
trigger = {
OR = {
special_succession_witengamot_trigger = yes
special_succession_thing_trigger = yes
special_succession_tanistry_trigger = yes
special_succession_jirga_trigger = yes
}
}
if = {
limit = { special_succession_witengamot_trigger = yes }
special_succession_witengamot_effect = yes
}
else_if = {
limit = { special_succession_thing_trigger = yes }
special_succession_thing_effect = yes
}
else_if = {
limit = { special_succession_tanistry_trigger = yes }
special_succession_tanistry_effect = yes
}
else_if = {
limit = { special_succession_jirga_trigger = yes }
special_succession_jirga_effect = yes
}
ai_chance = { #The AI should always do this.
base = 100
}
}
#Change based on my faith; not currently used, but can be set up in future if needed.
#option = {
#name = major_decisions.3100.b
#ai_chance = { #Stay away, robots.
#base = 0
#}
#}
#Actually, no thanks.
option = {
name = major_decisions.3100.d
ai_chance = { #Seriously, stay away.
base = 0
}
hidden_effect = { # Reimburse cost.
add_prestige_no_experience = 300
}
}
}
###################
2026-05-29 05:24:40 -04:00
## Merge Aquitaine #
####################
#major_decisions.3200 = {
# type = character_event
# title = major_decisions.3200.t
# desc = major_decisions.3200.desc
# theme = realm
# left_portrait = {
# trigger = {
# this != scope:rightful_liege
# }
# character = root
# triggered_animation = {
# trigger = {
# NOR = {
# opinion = {
# target = scope:rightful_liege
# value >= 25
# }
# root.culture = scope:rightful_liege.culture
# culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } }
# }
# }
# animation = disapproval
# }
# animation = obsequious_bow
# }
#
# right_portrait = {
# character = scope:rightful_liege
# animation = personality_honorable
# }
#
# immediate = {
# show_as_tooltip = {
# destroy_title = scope:destroyed_title
# scope:rightful_title = {
# if = {
# limit = {
# this = title:k_aquitaine
# }
# every_in_de_jure_hierarchy = {
# custom = merge_aquitaine_decision_tooltip_alt
# custom_tooltip = merge_aquitaine_decision_tooltip_2_alt
# }
# }
# else = {
# every_in_de_jure_hierarchy = {
# custom = merge_aquitaine_decision_tooltip_original
# custom_tooltip = merge_aquitaine_decision_tooltip_2_original
# }
# }
# }
# }
# }
#
# option = {
# name = major_decisions.3200.a
# trigger = {
# NOR = {
# opinion = {
# target = scope:rightful_liege
# value >= 25
# }
# root.culture = scope:rightful_liege.culture
# culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } }
# }
# }
# }
#
# option = {
# name = major_decisions.3200.b
# trigger = {
# OR = {
# opinion = {
# target = scope:rightful_liege
# value >= 25
# }
# root.culture = scope:rightful_liege.culture
# culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } }
# }
# }
# }
#}
##Restore Carthage
#major_decisions.3300 = {
# type = character_event
# title = major_decisions.3300.t
# desc = major_decisions.3300.desc
# theme = crown
#
# override_effect_2d = { reference = legend_glow }
#
# left_portrait = {
# character = root
# animation = sword_coup_degrace
# camera = camera_torso_scheme_right_look_right
# }
#
# immediate = {
# restore_carthage_scripted_effect = yes
#
# culture = { save_scope_as = founder_culture }
# }
#
# option = {
# name = major_decisions.3300.a
#
# hidden_effect = {
# culture:carthaginian = {
# get_all_innovations_from = scope:founder_culture
# }
# }
#
# #convert people to your new culture
# convert_family_culture_and_notify_vassals_effect = {
# OLD_CULTURE = root.culture
# NEW_CULTURE = culture:carthaginian
# CONVERTER = root
# }
#
# #convert capital counties to carthaginian
# title:c_tunis = {
# set_county_culture = culture:carthaginian
# }
# title:c_tripolitana = {
# set_county_culture = culture:carthaginian
# }
# title:c_algier = {
# set_county_culture = culture:carthaginian
# }
# title:c_murcia = {
# set_county_culture = culture:carthaginian
# }
# }
#
# option = {
# name = major_decisions.3300.b
# }
#}
#
###############
## Carantania #
###############
#major_decisions.3400 = {
# type = character_event
# title = major_decisions.3400.t
# desc = major_decisions.3400.desc
# theme = crown
# override_background = ce1_legendary_spring
# left_portrait = {
# character = root
# animation = pondering
# }
# window = big_event_window
#
# widget = { gui = event_window_widget_vfx_godray container = foreground_shader_vfx_container }
#
# immediate = {
# decision_restore_carantania_effect = yes
# }
#
# option = {
# name = major_decisions.3400.a
# }
#}
#
############
## Cumbria #
############
#major_decisions.3500 = {
# type = character_event
# title = major_decisions.3500.t
# desc = major_decisions.3500.desc
# theme = crown
# override_background = council_chamber
# left_portrait = {
# character = root
# animation = pondering
# }
# window = big_event_window
#
# widget = { gui = event_window_widget_vfx_godray container = foreground_shader_vfx_container }
#
# immediate = {
# form_cumbria_decision_scripted_effect = yes
# }
#
# option = {
# name = major_decisions.3500.a
# }
#}
2026-05-26 08:04:35 -04:00
#
####################
## Cossack Kingdom #
####################
#
##Create Cossack Kingdom
#major_decisions.3600 = {
# type = character_event
# title = major_decisions.3600.t
# desc = major_decisions.3600.desc
# theme = crown
# override_background = council_chamber
#
# window = big_event_window
#
# override_effect_2d = { reference = legend_glow }
#
# left_portrait = {
# character = root
# animation = sword_coup_degrace
# camera = camera_torso_scheme_right_look_right
# }
#
# immediate = {
# create_cossack_scripted_effect = yes
# }
#
# option = {
# name = major_decisions.3600.a
# convert_family_culture_and_notify_vassals_effect = {
# OLD_CULTURE = scope:founder_culture
# NEW_CULTURE = scope:new_culture
# CONVERTER = root
# }
# }
# option = {
# name = major_decisions.3600.b
# }
#}
#