N3OW/events/decisions_events/roman_restoration_events.txt

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#
#namespace = roman_restoration
#
###################################################
#
#### Roman Restoration Major Decision Events
## by Flavio Verna
#
## 0001 - Restoring Roman Empire as Byzantium
## 0003 - Restoring Roman Empire as HRE
## 0005 - New Emperor becomes Augustus
## 0006 - Old Emperor loses Augustus
## 0010/0024 - Old Roman Provinces are Restored
## 0100 - Schism is mended
## 0199, 0104, 0105, 0106, 0107 - Restored Patriarchate Events
## 0120 - Imposing the Iconoclast Patriarchate
## 0122 - Restoring the Ecumenical Patriarchate
## 0124 - Restoring the Papacy
## 0130 - Destroying the Papacy
## 0140 - Unifying Italy
## 0150 - Restoring Roman Empire as Italy
## 0160/0175 - Roman Empire dismantles pretenders
#
###################################################
#
###################################################
## Restoring the Roman Empire
###################################################
#roman_restoration.0001 = {
# type = character_event
# title = roman_restoration.0001.t
# desc = {
# desc = roman_restoration.0001.desc.intro
# first_valid = {
# # Doing it as the Greeks.
# triggered_desc = {
# trigger = {
# root.culture = culture:greek
# }
# desc = roman_restoration.0001.desc.greeks
# }
# # Doing it as somebody else.
# desc = roman_restoration.0001.desc.other
# }
# first_valid = {
# # Doing it as Christians.
# triggered_desc = {
# trigger = {
# faith.OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
# }
# desc = roman_restoration.0001.desc.christians
# }
# # Doing it as Hellenics
# triggered_desc = {
# trigger = {
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# faith.religion = faith:megalocratic.religion
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# }
# desc = roman_restoration.0001.desc.hellenics
# }
# desc = roman_restoration.0001.desc.fallback
# }
# }
# theme = emperor
# left_portrait = {
# character = scope:scoped_emperor
# animation = personality_honorable
# }
#
# immediate = {
# play_music_cue = "mx_cue_epic_sacral_moment"
# save_scope_as = scoped_emperor
# create_roman_empire_scripted_effect = yes
# create_story = restoring_roman_provinces_story
# }
# option = {
# name = roman_restoration.0001.a
# set_nickname_effect = { NICKNAME = nick_the_glorious }
# # Send narrative fluff to other players (if any).
# every_player = {
# limit = {
# this != root
# is_within_diplo_range = { CHARACTER = root }
# }
# trigger_event = roman_restoration.0002
# }
# }
#}
#
## Players informed of some fucko declaring a new Rome
#roman_restoration.0002 = {
# type = character_event
# title = roman_restoration.0002.t
# desc = {
# desc = roman_restoration.0002.desc
# first_valid = {
# # Christians freaking out.
# triggered_desc = {
# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
# }
# desc = roman_restoration.0002.desc.hellenics
# }
# # Regular.
# desc = roman_restoration.0002.desc.christians
# }
# }
# theme = realm
# left_portrait = {
# character = scope:scoped_emperor
# animation = personality_honorable
# }
#
# immediate = {
# #Same-faith non-empire tier rulers are over-awed.
# if = {
# limit = { faith = scope:scoped_emperor.faith }
# play_music_cue = "mx_cue_epic_sacral_moment"
# }
# #Otherwise, this is a tacit statement of imperial threat.
# else = { play_music_cue = "mx_cue_combat_2" }
# }
#
# option = {
# name = { # Regular
# trigger = {
# NAND = {
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
# }
# NOT = {
# has_title = title:e_hre
# }
# }
# text = roman_restoration.0002.a
# }
# name = { # Regular HRE
# trigger = {
# NAND = {
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
# }
# has_title = title:e_hre
# }
# text = roman_restoration.0002.b
# }
# name = { # Crazy Hellenics
# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
# NOT = {
# has_title = title:e_hre
# }
# }
# text = roman_restoration.0002.c
# }
# name = { # Crazy Hellenics HRE
# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
# has_title = title:e_hre
# }
# text = roman_restoration.0002.d
# }
# }
# option = {
# name = roman_restoration.0002.e
# fallback = yes
# }
#}
#
###################################################
## Holy Roman Empire for realsies this time.
###################################################
#
#roman_restoration.0003 = {
# type = character_event
# title = roman_restoration.0003.t
# desc = {
# first_valid = {
# # Doing it as the Greeks.
# triggered_desc = {
# trigger = {
# root.culture = culture:greek
# }
# desc = roman_restoration.0003.desc.greeks
# }
# # Doing it as somebody else.
# triggered_desc = {
# trigger = {
# NOT = {
# root.culture = culture:greek
# }
# }
# desc = roman_restoration.0003.desc.other
# }
# }
# desc = roman_restoration.0003.desc
# }
# theme = realm
# left_portrait = {
# character = scope:scoped_emperor
# animation = personality_honorable
# }
#
# immediate = {
# play_music_cue = "mx_cue_epic_sacral_moment"
# save_scope_as = scoped_emperor
# create_roman_empire_holy_scripted_effect = yes
# }
#
# option = {
# name = roman_restoration.0003.a
# set_nickname_effect = { NICKNAME = nick_the_glorious }
# # Send narrative fluff to other players (if any).
# every_player = {
# limit = {
# this != root
# is_within_diplo_range = { CHARACTER = root }
# }
# trigger_event = roman_restoration.0004
# }
# }
#}
#
## Players informed of (Holy) Roman Empire being reborn.
#roman_restoration.0004 = {
# type = character_event
# title = roman_restoration.0004.t
# desc = {
# first_valid = {
# # Reaction of the Byzantines (if they are even still around)
# triggered_desc = {
# trigger = {
# OR = {
# has_title = title:e_byzantium
# any_liege_or_above = {
# has_title = title:e_byzantium
# }
# }
# }
# desc = roman_restoration.0004.desc.byzantines
# }
# # Everybody else.
# triggered_desc = {
# trigger = {
# NOR = {
# has_title = title:e_byzantium
# any_liege_or_above = {
# has_title = title:e_byzantium
# }
# }
# }
# desc = roman_restoration.0004.desc.others
# }
# }
# }
# theme = realm
# left_portrait = {
# character = scope:scoped_emperor
# animation = personality_honorable
# }
#
# immediate = {
# #Same-faith non-empire tier rulers are over-awed.
# if = {
# limit = { faith = scope:scoped_emperor.faith }
# play_music_cue = "mx_cue_epic_sacral_moment"
# }
# #Otherwise, this is a tacit statement of imperial threat.
# else = { play_music_cue = "mx_cue_combat_2" }
# }
#
# option = {
# name = roman_restoration.0004.a
# trigger = {
# NOT = {
# has_title = title:e_byzantium
# }
# }
# }
# option = {
# name = roman_restoration.0004.b
# trigger = {
# has_title = title:e_byzantium
# }
# stress_impact = {
# base = medium_stress_impact_gain
# }
# }
#}
#
## on_new_holder: New Emperor gets the Augustus Trait.
#roman_restoration.0005 = {
# type = character_event
# title = roman_restoration.0005.t
# desc = {
# first_valid = {
# # Regular Roman Empire
# triggered_desc = {
# trigger = {
# NOT = {
# exists = title:h_roman_empire.var:variable_restored_hre
# }
# }
# desc = roman_restoration.0005.desc.regular
# }
# # Holy Roman Empire
# triggered_desc = {
# trigger = {
# exists = title:h_roman_empire.var:variable_restored_hre
# }
# desc = roman_restoration.0005.desc.holy
# }
# }
# }
# theme = realm
# left_portrait = {
# character = root
# animation = personality_bold
# }
#
# trigger = {
# OR = {
# scope:title = title:h_roman_empire
# scope:title = title:h_eastern_roman_empire
# }
# NOT = { has_trait = augustus }
# }
#
# immediate = {
# if = {
# limit = {
# scope:previous_holder = {
# any_owned_story = {
# type = restoring_roman_provinces_story
# }
# }
# }
# hidden_effect = {
# scope:previous_holder = {
# random_owned_story = {
# type = restoring_roman_provinces_story
# end_story = yes
# }
# }
# create_story = restoring_roman_provinces_story
# }
# }
#
# if = {
# limit = { scope:previous_holder = { is_alive = yes has_trait = augustus } }
# save_scope_as = new_holder
# scope:previous_holder = { trigger_event = roman_restoration.0006 }
# }
# }
#
# option = {
# name = roman_restoration.0005.a
# add_trait = augustus
# }
#}
#
## If old holder is still alive, he will lose the trait.
#roman_restoration.0006 = {
# type = character_event
# title = roman_restoration.0006.t
# desc = roman_restoration.0006.desc
# theme = realm
# left_portrait = {
# character = root
# animation = shame
# }
#
# immediate = {
# #This is so sad: Alexios, play dungeonito.
# play_music_cue = "mx_cue_prison"
# }
#
# trigger = {
# is_alive = yes
# has_trait = augustus
# }
#
# option = {
# name = roman_restoration.0006.a
# remove_trait = augustus
# stress_impact = {
# base = minor_stress_impact_gain
# }
# }
#}
#
###################################################
## Recovering old Provinces.
###################################################
#
## All events fired on_yearly pulses, checking for dejure Duchies.
## Mostly just for flavor.
#
#scripted_trigger roman_restoration_0010_is_valid_roman_empire_trigger = {
# is_ai = no
# is_roman_emperor_trigger = yes
# OR = {
# faith.religion = faith:roman_catholic.religion # Either Christian
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# faith.religion = faith:megalocratic.religion # Or Hellenic
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# }
#}
#
## Provincia Syria Palaestina
## Provincia Aegyptus
## Provincia Cyrenaica
## Provincia Africa
## Provincia Illyricum
## Provincia Italia
## Provincia Gallia
## Provincia Germania
## Provincia Britannia
## Provincia Hispania
## Provincia Mauretania
## Provincia Mesopotamia
## Provincia Caledonia
## Provincia Hibernia
## Imperial Borders (all provinces restored)
#
## Provincia Syria Palaestina
#roman_restoration.0010 = {
# type = character_event
# title = roman_restoration.0010.t
# desc = roman_restoration.0010.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_syria
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_roman_syria_palestina
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_syria
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
#
## Provincia Aegyptus
#roman_restoration.0011 = {
# type = character_event
# title = roman_restoration.0011.t
# desc = roman_restoration.0011.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_aegyptus
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_roman_aegyptus
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_aegyptus
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Cyrenaica
#roman_restoration.0012 = {
# type = character_event
# title = roman_restoration.0012.t
# desc = roman_restoration.0012.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_cyrenaica
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_roman_cyrenaica
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_cyrenaica
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Africa
#roman_restoration.0013 = {
# type = character_event
# title = roman_restoration.0013.t
# desc = roman_restoration.0013.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_africa
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_roman_africa
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_africa
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Illyricum
#roman_restoration.0014 = {
# type = character_event
# title = roman_restoration.0014.t
# desc = roman_restoration.0014.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_illyricum
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_roman_illyricum
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_illyricum
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Italia
#roman_restoration.0015 = {
# type = character_event
# title = roman_restoration.0015.t
# desc = roman_restoration.0015.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_italia
# }
# }
# NOT = { exists = title:h_roman_empire.var:variable_restored_italy }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = world_europe_south_italy
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_italia
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Gallia
#roman_restoration.0016 = {
# type = character_event
# title = roman_restoration.0016.t
# desc = roman_restoration.0016.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_gallia
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = world_europe_west_francia
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_gallia
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Germania
#roman_restoration.0017 = {
# type = character_event
# title = roman_restoration.0017.t
# desc = roman_restoration.0017.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_germania
# }
# }
# NOT = { exists = title:h_roman_empire.var:variable_restored_hre }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = world_europe_west_germania
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_germania
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Britannia
#roman_restoration.0018 = {
# type = character_event
# title = roman_restoration.0018.t
# desc = roman_restoration.0018.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_britannia
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_wales
# completely_controls_region = custom_england
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_britannia
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Hispania
#roman_restoration.0019 = {
# type = character_event
# title = roman_restoration.0019.t
# desc = roman_restoration.0019.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_hispania
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_roman_hispania
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_hispania
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Mauretania
#roman_restoration.0020 = {
# type = character_event
# title = roman_restoration.0020.t
# desc = roman_restoration.0020.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_mauretania
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_roman_mauretania
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_mauretania
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Mesopotamia
#roman_restoration.0021 = {
# type = character_event
# title = roman_restoration.0021.t
# desc = roman_restoration.0021.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_mesopotamia
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_roman_mesopotamia
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_mesopotamia
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Caledonia
#roman_restoration.0022 = {
# type = character_event
# title = roman_restoration.0022.t
# desc = roman_restoration.0022.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_caledonia
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_roman_caledonia
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_caledonia
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
## Provincia Hibernia
#roman_restoration.0023 = {
# type = character_event
# title = roman_restoration.0023.t
# desc = roman_restoration.0023.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_hibernia
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_roman_hibernia
# }
#
# immediate = {
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_hibernia
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# }
#}
#
## Imperial Borders (all provinces restored)
#roman_restoration.0024 = {
# type = character_event
# title = roman_restoration.0024.t
# desc = {
# desc = roman_restoration.0024.desc.intro
# first_valid = {
# # Christian Roman Empire
# triggered_desc = {
# trigger = {
# faith.religion = faith:roman_catholic.religion
# }
# desc = roman_restoration.0024.desc.christian
# }
# # Hellenic Roman Empire
# triggered_desc = {
# trigger = {
2026-05-26 08:04:35 -04:00
# faith.religion = faith:megalocratic.religion
2026-05-24 05:01:46 -04:00
# }
# desc = roman_restoration.0024.desc.hellenic
# }
# # Fallback Roman Empire
# triggered_desc = {
# trigger = {
# NOR = {
# faith.religion = faith:roman_catholic.religion
2026-05-26 08:04:35 -04:00
# faith.religion = faith:megalocratic.religion
2026-05-24 05:01:46 -04:00
# }
# }
# desc = roman_restoration.0024.desc.fallback
# }
# }
# }
# theme = realm
# left_portrait = {
# character = root
# animation = personality_honorable
# }
#
# trigger = {
# roman_restoration_0010_is_valid_roman_empire_trigger = yes
# is_roman_emperor_excluding_byzantium_trigger = yes
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_all
# }
# }
# NOT = { has_character_flag = flag_roman_province_cooldown }
# completely_controls_region = custom_roman_full_borders
# }
#
# immediate = {
# play_music_cue = "mx_cue_epic_sacral_moment"
# add_to_global_variable_list = {
# name = restored_roman_provinces_variable_list
# target = flag:flag_re_restored_all
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_roman_province_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0010.a
# add_prestige = major_prestige_gain
# hidden_effect = {
# random_owned_story = {
# type = restoring_roman_provinces_story
# end_story = yes
# }
# }
# }
#}
#
###################################################
## Schism events.
###################################################
#
#roman_restoration.0100 = {
# type = character_event
# title = roman_restoration.0100.t
# desc = {
# desc = roman_restoration.0100.desc.intro
# first_valid = {
# # As an Orthodox
# triggered_desc = {
# trigger = {
# faith = faith:orthodox
# }
# desc = roman_restoration.0100.desc.orthodox
# }
# # As a Catholic
# triggered_desc = {
# trigger = {
# religion = religion:catholic_religion
# }
# desc = roman_restoration.0100.desc.catholic
# }
# # And Everybody else
# triggered_desc = {
# trigger = {
# NOR = {
# religion = religion:catholic_religion
# faith = faith:orthodox
# }
# }
# desc = roman_restoration.0100.desc.generic
# }
# }
# }
# theme = realm
# left_portrait = {
# character = scope:scoped_emperor
# animation = personality_zealous
# }
#
# immediate = {
# play_music_cue = "mx_cue_faith_conversion"
# save_scope_as = scoped_emperor
# faith = { save_scope_as = mending_faith }
# mend_great_schism_scripted_effect = yes
# if = {
# limit = {
# scope:mending_faith = faith:orthodox
# }
# faith:catholic = {
# save_scope_as = loser_faith
# }
# }
# else_if = {
# limit = {
# scope:mending_religion = religion:catholic_religion
# }
# faith:orthodox = {
# save_scope_as = loser_faith
# }
# }
# else = {
# religion = {
# random_faith = {
# limit = {
# exists = religious_head
# this != scope:mending_faith
# }
# save_scope_as = loser_faith
# }
# }
# }
# legend_seed_great_deed_faith_effect = {
# ANTAGONIST = scope:loser_faith.religious_head
# OLD_FAITH = scope:loser_faith
# }
# }
#
# option = {
# name = roman_restoration.0100.a
# }
#}
#
## Ecumenical followers get chance to convert.
#roman_restoration.0101 = {
# type = character_event
# title = roman_restoration.0100.t
# desc = {
# desc = roman_restoration.0101.desc.intro
# first_valid = {
# # As an Orthodox
# triggered_desc = {
# trigger = {
# scope:mending_faith = faith:orthodox
# }
# desc = roman_restoration.0101.desc.orthodox
# }
# # As a Catholic
# triggered_desc = {
# trigger = {
# scope:mending_religion = religion:catholic_religion
# }
# desc = roman_restoration.0101.desc.catholic
# }
# # And Everybody else
# triggered_desc = {
# trigger = {
# NOR = {
# scope:mending_religion = religion:catholic_religion
# scope:mending_faith = faith:orthodox
# }
# }
# desc = roman_restoration.0101.desc.generic
# }
# }
# }
# theme = realm
# left_portrait = {
# character = scope:scoped_emperor
# animation = personality_zealous
# }
#
# immediate = {
# play_music_cue = "mx_cue_faith_conversion"
# faith = { save_scope_as = old_faith }
# }
#
# option = {
# name = roman_restoration.0101.a
# trigger = {
# OR = {
# is_ai = no
# NOT = { has_trait = zealous } # Never!
# }
# }
# set_character_faith = scope:mending_faith
# if = {
# limit = {
# scope:mending_faith = { has_doctrine = doctrine_monotheist }
# }
# custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
# }
# every_held_title = {
# title_tier = county
# set_county_faith = scope:mending_faith
# }
# ai_chance = {
# base = 80
# modifier = { # Where the wind blows, I sail.
# add = 20
# has_trait = cynical
# }
# }
# }
# option = {
# name = roman_restoration.0101.b
# ai_chance = {
# base = 20
# ai_value_modifier = {
# ai_zeal = 1.0
# }
# modifier = {
# add = 20
# has_trait = zealous
# }
# modifier = {
# add = 10
# OR = {
# has_title = title:e_byzantium
# has_title = title:e_hre
# }
# }
# }
# }
#}
#
## Heretics and Heathens are only notified.
#roman_restoration.0102 = {
# type = character_event
# title = roman_restoration.0100.t
# desc = {
# desc = roman_restoration.0101.desc.intro
# first_valid = {
# # As an Orthodox
# triggered_desc = {
# trigger = {
# scope:mending_faith = faith:orthodox
# }
# desc = roman_restoration.0101.desc.orthodox
# }
# # As a Catholic
# triggered_desc = {
# trigger = {
# scope:mending_religion = religion:catholic_religion
# }
# desc = roman_restoration.0101.desc.catholic
# }
# # And Everybody else
# triggered_desc = {
# trigger = {
# NOR = {
# scope:mending_religion = religion:catholic_religion
# scope:mending_faith = faith:orthodox
# }
# }
# desc = roman_restoration.0101.desc.generic
# }
# }
# }
# theme = realm
# left_portrait = {
# character = scope:scoped_emperor
# animation = personality_zealous
# }
#
# immediate = {
# #Even if you're not converting, it's still all rather momentous.
# play_music_cue = "mx_cue_faith_conversion"
# }
#
# option = {
# name = roman_restoration.0102.a
# }
#}
#
## Faithful players notified.
#roman_restoration.0103 = {
# type = character_event
# title = roman_restoration.0100.t
# desc = {
# desc = roman_restoration.0100.desc.intro
# first_valid = {
# # As an Orthodox
# triggered_desc = {
# trigger = {
# scope:mending_faith = faith:orthodox
# }
# desc = roman_restoration.0100.desc.orthodox
# }
# # As a Catholic
# triggered_desc = {
# trigger = {
# scope:mending_religion = religion:catholic_religion
# }
# desc = roman_restoration.0100.desc.catholic
# }
# # And Everybody else
# triggered_desc = {
# trigger = {
# NOR = {
# scope:mending_religion = religion:catholic_religion
# scope:mending_faith = faith:orthodox
# }
# }
# desc = roman_restoration.0100.desc.generic
# }
# }
# }
# theme = realm
# left_portrait = {
# character = scope:scoped_emperor
# animation = personality_zealous
# }
#
# immediate = {
# #Even if you're not converting, it's still all rather momentous.
# play_music_cue = "mx_cue_faith_conversion"
# }
#
# option = {
# name = roman_restoration.0100.a
# }
#}
#
###################################################
## Flavor for restoring the Pentarchy as the Orthodox ERE.
###################################################
#
## All on_yearly_action pulse.
#
## Patriarchate of Antioch
## Patriarchate of Jerusalem
## Patriarchate of Alexandria
## Patriarchate of Rome
#
#scripted_trigger roman_restoration_0104_is_valid_roman_empire_trigger = {
# is_roman_emperor_trigger = yes
# faith = faith:orthodox
# faith = { has_doctrine = special_doctrine_ecumenical_christian }
#}
#
## on_new_holder hidden event to check title and conqueror.
#roman_restoration.0199 = {
# type = character_event
# hidden = yes
#
# trigger = {
# OR = {
# scope:title = title:c_antiocheia
# scope:title = title:c_jerusalem
# scope:title = title:c_alexandria
# scope:title = title:c_roma
# }
# OR = {
# AND = {
# roman_restoration_0104_is_valid_roman_empire_trigger = yes
# faith = faith:orthodox
# }
# any_liege_or_above = {
# roman_restoration_0104_is_valid_roman_empire_trigger = yes
# faith = faith:orthodox
# }
# }
# }
#
# immediate = {
# if = {
# limit = {
# any_liege_or_above = {
# roman_restoration_0104_is_valid_roman_empire_trigger = yes
# faith = faith:orthodox
# }
# }
# random_liege_or_above = {
# limit = {
# roman_restoration_0104_is_valid_roman_empire_trigger = yes
# faith = faith:orthodox
# }
# trigger_event = {
# on_action = on_action_orthodox_pentarchy_pulse
# }
# }
# }
# else = {
# trigger_event = {
# on_action = on_action_orthodox_pentarchy_pulse
# }
# }
# }
#}
#
## Patriarchate of Antioch
#roman_restoration.0104 = {
# type = character_event
# title = roman_restoration.0104.t
# desc = roman_restoration.0104.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_zealous
# }
#
# trigger = {
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_pentarchy_seants_variable_list
# target = flag:flag_re_restored_antioch
# }
# }
# NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
# roman_restoration_0104_is_valid_roman_empire_trigger = yes
# scope:title = title:c_antiocheia
# #title:c_antiocheia.holder.faith = root.faith #Not under an infidel vassal.
# }
#
# immediate = {
# play_music_cue = "mx_cue_sacredrite"
# add_to_global_variable_list = {
# name = restored_pentarchy_seants_variable_list
# target = flag:flag_re_restored_antioch
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_orthodox_patriarchate_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0104.a
# add_piety = major_piety_gain
# }
#}
#
## Patriarchate of Jerusalem
#roman_restoration.0105 = {
# type = character_event
# title = roman_restoration.0105.t
# desc = roman_restoration.0105.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_zealous
# }
#
# trigger = {
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_pentarchy_seants_variable_list
# target = flag:flag_re_restored_jerusalem
# }
# }
# NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
# roman_restoration_0104_is_valid_roman_empire_trigger = yes
# scope:title = title:c_jerusalem
# #title:c_jerusalem.holder.faith = root.faith #Not under an infidel vassal.
# }
#
# immediate = {
# play_music_cue = "mx_cue_sacredrite"
# add_to_global_variable_list = {
# name = restored_pentarchy_seants_variable_list
# target = flag:flag_re_restored_jerusalem
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_orthodox_patriarchate_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0104.a
# add_piety = major_piety_gain
# }
#}
#
## Patriarchate of Alexandria
#roman_restoration.0106 = {
# type = character_event
# title = roman_restoration.0106.t
# desc = roman_restoration.0106.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_zealous
# }
#
# trigger = {
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_pentarchy_seants_variable_list
# target = flag:flag_re_restored_alexandria
# }
# }
# NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
# roman_restoration_0104_is_valid_roman_empire_trigger = yes
# scope:title = title:c_alexandria
# #title:c_alexandria.holder.faith = root.faith #Not under an infidel vassal.
# }
#
# immediate = {
# play_music_cue = "mx_cue_sacredrite"
# add_to_global_variable_list = {
# name = restored_pentarchy_seants_variable_list
# target = flag:flag_re_restored_alexandria
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_orthodox_patriarchate_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0104.a
# add_piety = major_piety_gain
# }
#}
#
## Patriarchate of Rome
#roman_restoration.0107 = {
# type = character_event
# title = roman_restoration.0107.t
# desc = roman_restoration.0107.desc
# theme = emperor
# left_portrait = {
# character = root
# animation = personality_zealous
# }
#
# trigger = {
# NOT = { # Only happens once.
# is_target_in_global_variable_list = {
# name = restored_pentarchy_seants_variable_list
# target = flag:flag_re_restored_roma
# }
# }
# NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
# roman_restoration_0104_is_valid_roman_empire_trigger = yes
# scope:title = title:c_roma
# #title:c_roma.holder.faith = root.faith #Not under an infidel vassal.
# }
#
# immediate = {
# play_music_cue = "mx_cue_sacredrite"
# add_to_global_variable_list = {
# name = restored_pentarchy_seants_variable_list
# target = flag:flag_re_restored_roma
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_orthodox_patriarchate_cooldown
# days = 400
# }
# }
# }
#
# option = {
# name = roman_restoration.0104.a
# add_piety = major_piety_gain
# }
#}
#
#
#
###################################################
## Imposing Iconoclast Patriarchate
###################################################
#
#roman_restoration.0120 = {
# type = character_event
# title = roman_restoration.0120.t
# desc = roman_restoration.0120.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_vengeful
# }
# right_portrait = {
# character = scope:new_pope
# animation = personality_zealous
# }
#
# immediate = {
# play_music_cue = "mx_cue_sacredrite"
# save_scope_as = reformer
# if = { # Pick your chaplain first.
# limit = {
# exists = cp:councillor_court_chaplain
# cp:councillor_court_chaplain = { faith = faith:iconoclast }
# }
# cp:councillor_court_chaplain = { save_scope_as = new_pope }
# }
# else = {
# hidden_effect = {
# create_character = {
# employer = root
# template = religious_leader_character
# random_traits = no
# save_scope_as = new_pope
# dynasty = generate
# }
# }
# scope:new_pope = {
# add_trait = education_learning_3
# add_trait = zealous
# add_trait = intellect_good_1
# random_list = {
# 1 = { add_trait = lustful }
# 1 = { add_trait = chaste }
# 1 = { add_trait = wrathful }
# 1 = { add_trait = diligent }
# 1 = { add_trait = impatient }
# 1 = { add_trait = arrogant }
# 1 = { add_trait = humble }
# 1 = { add_trait = gregarious }
# }
# random_list = {
# 1 = { add_trait = honest }
# 1 = { add_trait = ambitious }
# 1 = { add_trait = just }
# 1 = { add_trait = cynical }
# 1 = { add_trait = zealous }
# 1 = { add_trait = compassionate }
# 1 = { add_trait = stubborn }
# }
# }
# }
# create_title_and_vassal_change = {
# type = returned
# save_scope_as = change
# add_claim_on_loss = no
# }
# title:d_iconoclast = {
# change_title_holder = {
# holder = scope:new_pope
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# root = { destroy_title = title:k_orthodox }
# faith:iconoclast = {
# change_fervor = {
# value = 15
# desc = fervor_gain_iconoclast_patriarchate
# }
# if = {
# limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } }
# add_doctrine = special_doctrine_ecumenical_christian
# }
# }
# faith:orthodox = {
# change_fervor = {
# value = -30
# desc = fervor_loss_iconoclast_patriarchate
# }
# if = {
# limit = { has_doctrine = special_doctrine_ecumenical_christian }
# remove_doctrine = special_doctrine_ecumenical_christian
# }
# }
# }
#
# option = {
# name = roman_restoration.0120.a
# add_piety = major_piety_gain
# every_player = {
# limit = {
# this != root
# faith.religion = faith:orthodox.religion
# }
# trigger_event = roman_restoration.0121 # Notification.
# }
# if = { # Vassalize if possible/needed.
# limit = {
# highest_held_title_tier > scope:new_pope.highest_held_title_tier
# NOT = { scope:new_pope = { any_liege_or_above = { this = root } } }
# }
# create_title_and_vassal_change = {
# type = usurped
# save_scope_as = change
# add_claim_on_loss = no
# }
# scope:new_pope = {
# change_liege = {
# liege = root
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# }
# }
#}
#
## Christians notified.
#roman_restoration.0121 = {
# type = character_event
# title = roman_restoration.0120.t
# desc = {
# first_valid = {
# # Orthodox Reaction
# triggered_desc = {
# trigger = {
# root.faith = faith:orthodox
# }
# desc = roman_restoration.0121.desc.orthodox
# }
# # Iconoclast reaction
# triggered_desc = {
# trigger = {
# root.faith = faith:iconoclast
# }
# desc = roman_restoration.0121.desc.iconoclast
# }
# # Every other Christian
# triggered_desc = {
# trigger = {
# NOR = {
# root.faith = faith:orthodox
# root.faith = faith:iconoclast
# }
# }
# desc = roman_restoration.0121.desc.other
# }
# }
# }
# theme = realm
# left_portrait = {
# character = scope:reformer
# animation = personality_vengeful
# }
# right_portrait = {
# character = scope:new_pope
# animation = personality_zealous
# }
#
# immediate = {
# #Iconoclasts consider this great.
# if = {
# limit = { root.faith = faith:iconoclast }
# play_music_cue = "mx_cue_sacredrite"
# }
# #Orthodox consider it monstrous.
# if = {
# limit = { root.faith = faith:orthodox }
# play_music_cue = "mx_cue_combat_2"
# }
# }
#
# option = {
# name = {
# trigger = {
# root.faith = faith:orthodox
# }
# text = roman_restoration.0121.a
# }
# name = {
# trigger = {
# root.faith = faith:iconoclast
# }
# text = roman_restoration.0121.b
# }
# if = {
# limit = {
# root.faith = faith:orthodox
# }
# stress_impact = {
# zealous = medium_stress_impact_gain
# }
# }
# }
# option = {
# name = roman_restoration.0121.c
# fallback = yes
# }
#}
#
###################################################
## Restoring Ecumenical Patriarchate
###################################################
#
#roman_restoration.0122 = {
# type = character_event
# title = roman_restoration.0122.t
# desc = roman_restoration.0122.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_vengeful
# }
# right_portrait = {
# character = scope:new_pope
# animation = personality_zealous
# }
#
# immediate = {
# play_music_cue = "mx_cue_sacredrite"
# save_scope_as = reformer
# if = { # Pick your chaplain first.
# limit = {
# exists = cp:councillor_court_chaplain
# cp:councillor_court_chaplain = { faith = faith:orthodox }
# }
# cp:councillor_court_chaplain = { save_scope_as = new_pope }
# }
# else = {
# hidden_effect = {
# create_character = {
# employer = root
# template = religious_leader_character
# random_traits = no
# save_scope_as = new_pope
# dynasty = generate
# }
# }
# scope:new_pope = {
# add_trait = education_learning_3
# add_trait = zealous
# add_trait = intellect_good_1
# random_list = {
# 1 = { add_trait = lustful }
# 1 = { add_trait = chaste }
# 1 = { add_trait = wrathful }
# 1 = { add_trait = diligent }
# 1 = { add_trait = impatient }
# 1 = { add_trait = arrogant }
# 1 = { add_trait = humble }
# 1 = { add_trait = gregarious }
# }
# random_list = {
# 1 = { add_trait = honest }
# 1 = { add_trait = ambitious }
# 1 = { add_trait = just }
# 1 = { add_trait = cynical }
# 1 = { add_trait = zealous }
# 1 = { add_trait = compassionate }
# 1 = { add_trait = stubborn }
# }
# }
# }
# create_title_and_vassal_change = {
# type = returned
# save_scope_as = change
# add_claim_on_loss = no
# }
# title:k_orthodox = {
# change_title_holder = {
# holder = scope:new_pope
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# root = { destroy_title = title:d_iconoclast }
# faith:orthodox = {
# change_fervor = {
# value = 15
# desc = fervor_gain_ecumenical_patriarchate
# }
# if = {
# limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } }
# add_doctrine = special_doctrine_ecumenical_christian
# }
# }
# faith:iconoclast = {
# change_fervor = {
# value = -30
# desc = fervor_loss_ecumenical_patriarchate
# }
# if = {
# limit = { has_doctrine = special_doctrine_ecumenical_christian }
# remove_doctrine = special_doctrine_ecumenical_christian
# }
# }
# }
#
# option = {
# name = roman_restoration.0122.a
# add_piety = major_piety_gain
# every_player = {
# limit = {
# this != root
# faith.religion = faith:orthodox.religion
# }
# trigger_event = roman_restoration.0123 # Notification.
# }
# if = { # Vassalize if possible/needed.
# limit = {
# highest_held_title_tier > scope:new_pope.highest_held_title_tier
# NOT = { scope:new_pope = { any_liege_or_above = { this = root } } }
# }
# create_title_and_vassal_change = {
# type = returned
# save_scope_as = change
# add_claim_on_loss = no
# }
# scope:new_pope = {
# change_liege = {
# liege = root
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# }
# }
#}
#
## Christians notified.
#roman_restoration.0123 = {
# type = character_event
# title = roman_restoration.0122.t
# desc = {
# first_valid = {
# # Orthodox Reaction
# triggered_desc = {
# trigger = {
# root.faith = faith:orthodox
# }
# desc = roman_restoration.0123.desc.orthodox
# }
# # Iconoclast reaction
# triggered_desc = {
# trigger = {
# root.faith = faith:iconoclast
# }
# desc = roman_restoration.0123.desc.iconoclast
# }
# #Every other Christian
# triggered_desc = {
# trigger = {
# NOR = {
# root.faith = faith:orthodox
# root.faith = faith:iconoclast
# }
# }
# desc = roman_restoration.0123.desc.other
# }
# }
# }
# theme = realm
# left_portrait = {
# character = scope:reformer
# animation = personality_vengeful
# }
# right_portrait = {
# character = scope:new_pope
# animation = personality_zealous
# }
#
# immediate = {
# #Orthodox consider this great.
# if = {
# limit = { root.faith = faith:orthodox }
# play_music_cue = "mx_cue_sacredrite"
# }
# #Iconoclasts consider it monstrous.
# if = {
# limit = { root.faith = faith:iconoclast }
# play_music_cue = "mx_cue_combat_2"
# }
# }
#
# option = {
# name = roman_restoration.0123.a
# trigger = {
# root.faith = faith:orthodox
# }
# }
# option = {
# name = roman_restoration.0123.b
# trigger = {
# root.faith = faith:iconoclast
# }
# stress_impact = {
# zealous = medium_stress_impact_gain
# }
# }
# option = {
# name = roman_restoration.0123.c
# trigger = {
# NOR = {
# root.faith = faith:orthodox
# root.faith = faith:iconoclast
# }
# }
# }
#}
#
###################################################
## Restoring Papacy
###################################################
#
#roman_restoration.0124 = {
# type = character_event
# title = roman_restoration.0124.t
# desc = roman_restoration.0124.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_vengeful
# }
# right_portrait = {
# character = scope:new_pope
# animation = personality_zealous
# }
#
# immediate = {
# play_music_cue = "mx_cue_sacredrite"
# restore_papacy_scripted_effect = yes
# }
#
# option = {
# name = roman_restoration.0124.a
# add_piety = major_piety_gain
# every_player = {
# limit = {
# this != root
# faith.religion = faith:roman_catholic.religion
# }
# trigger_event = roman_restoration.0125 # Notification.
# }
# if = { # Vassalize if possible/needed.
# limit = {
# highest_held_title_tier > scope:new_pope.highest_held_title_tier
# NOT = { scope:new_pope = { any_liege_or_above = { this = root } } }
# }
# create_title_and_vassal_change = {
# type = returned
# save_scope_as = change
# add_claim_on_loss = no
# }
# scope:new_pope = {
# change_liege = {
# liege = root
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# }
# }
#}
#
## Christians notified.
#roman_restoration.0125 = {
# type = character_event
# title = roman_restoration.0124.t
# desc = {
# first_valid = {
# # Catholic Reaction
# triggered_desc = {
# trigger = {
# root.religion = religion:catholic_religion
# }
# desc = roman_restoration.0125.desc.catholic
# }
# # Every other Christian
# triggered_desc = {
# trigger = {
# NOT = {
# root.religion = religion:catholic_religion
# }
#
# }
# desc = roman_restoration.0125.desc.other
# }
# }
# }
# theme = realm
# left_portrait = {
# character = scope:reformer
# animation = personality_vengeful
# }
# right_portrait = {
# character = scope:new_pope
# animation = personality_zealous
# }
#
# immediate = {
# #Catholics are happy!
# if = {
# limit = { religion = religion:catholic_religion }
# play_music_cue = "mx_cue_sacredrite"
# }
# }
#
# option = {
# name = roman_restoration.0125.a
# trigger = {
# root.religion = religion:catholic_religion
# }
# }
# option = {
# name = roman_restoration.0125.b
# trigger = {
# NOT = {
# root.religion = religion:catholic_religion
# }
# }
# }
#}
#
###################################################
## Destroying the Papacy as a Muslim/Pagan
###################################################
#
#roman_restoration.0130 = {
# type = character_event
# title = roman_restoration.0130.t
# desc = {
# first_valid = {
# # Muslim Reaction
# triggered_desc = {
# trigger = {
# root.faith.religion = faith:aqlani.religion
# }
# desc = roman_restoration.0130.desc.muslim
# }
# # Hellenic Reaction
# triggered_desc = {
# trigger = {
2026-05-26 08:04:35 -04:00
# root.faith.religion = faith:megalocratic.religion
2026-05-24 05:01:46 -04:00
# }
# desc = roman_restoration.0130.desc.hellenic
# }
# # And the rest
# triggered_desc = {
# trigger = {
# NOR = {
# root.faith.religion = faith:aqlani.religion
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# root.faith.religion = faith:megalocratic.religion
2026-05-24 05:01:46 -04:00
# }
# }
# desc = roman_restoration.0130.desc.fallback
# }
# }
# first_valid = {
# # No current Pope
# triggered_desc = {
# trigger = {
# NOT = {
# exists = scope:scoped_pope
# }
# }
# desc = roman_restoration.0130.desc.no_pope
# }
# # Current Pope is crucified
# triggered_desc = {
# trigger = {
2026-05-26 08:04:35 -04:00
# root.faith.religion = faith:megalocratic.religion
2026-05-24 05:01:46 -04:00
# }
# desc = roman_restoration.0130.desc.pope.crucifixion
# }
# # Current Pope is sacrificed
# triggered_desc = {
# trigger = {
# root.faith = {
# has_doctrine_parameter = human_sacrifice_active
# }
# }
# desc = roman_restoration.0130.desc.pope.sacrificed
# }
# # Current Pope converts
# desc = roman_restoration.0130.desc.pope.submission
# }
# }
# theme = faith
# override_background = {
# trigger = {
# root.faith = {
# OR = {
2026-05-26 08:04:35 -04:00
# religion = faith:megalocratic.religion
2026-05-24 05:01:46 -04:00
# has_doctrine_parameter = human_sacrifice_active
# }
# }
# }
# reference = burning_building
# }
# left_portrait = {
# character = scope:scoped_destroyer
# animation = schadenfreude
# }
# right_portrait = {
# character = scope:scoped_pope
# animation = fear
# }
#
# immediate = {
# play_music_cue = "mx_cue_sacredrite"
# save_scope_as = scoped_destroyer
# if = {
# limit = { exists = title:k_papal_state.holder }
# title:k_papal_state.holder = { save_scope_as = scoped_pope }
# }
# faith:roman_catholic = { save_scope_as = catholic }
# destroy_papacy_scripted_effect = yes
# }
#
# option = {
# name = {
# trigger = {
# faith.religion = faith:aqlani.religion
# }
# text = roman_restoration.0130.a.a
# }
# name = {
# trigger = {
2026-05-26 08:04:35 -04:00
# faith.religion = faith:megalocratic.religion
2026-05-24 05:01:46 -04:00
# }
# text = roman_restoration.0130.a.b
# }
# name = {
# trigger = {
# NOR = {
# faith.religion = faith:aqlani.religion
2026-05-26 08:04:35 -04:00
# faith.religion = faith:megalocratic.religion
2026-05-24 05:01:46 -04:00
# }
# }
# text = roman_restoration.0130.a.c
# }
# every_player = {
# limit = {
# this != root
# OR = {
# faith.religion = faith:roman_catholic.religion
# faith.religion = root.faith.religion
# }
# }
# trigger_event = roman_restoration.0131 # Notification.
# }
# }
#}
#
## Other players notified.
#roman_restoration.0131 = {
# type = character_event
# title = roman_restoration.0130.t
# desc = {
# first_valid = {
# # Muslim/Pagan Reaction
# triggered_desc = {
# trigger = {
# root.faith.religion = scope:scoped_destroyer.faith.religion
# }
# desc = roman_restoration.0131.desc.faithful
# }
# # Christian Reaction
# triggered_desc = {
# trigger = {
# root.faith.religion = faith:roman_catholic.religion
# }
# desc = roman_restoration.0131.desc.christians
# }
# # Fallback
# triggered_desc = {
# trigger = {
# NOR = {
# root.faith.religion = faith:roman_catholic.religion
# root.faith.religion = scope:scoped_destroyer.faith.religion
# }
# }
# desc = roman_restoration.0131.desc.fallback
# }
# }
# }
# theme = faith
# override_background = {
# trigger = {
# scope:scoped_destroyer.faith = {
# OR = {
2026-05-26 08:04:35 -04:00
# religion = faith:megalocratic.religion
2026-05-24 05:01:46 -04:00
# has_doctrine_parameter = human_sacrifice_active
# }
# }
# }
# reference = burning_building
# }
# left_portrait = {
# character = scope:scoped_destroyer
# animation = schadenfreude
# }
# right_portrait = {
# character = scope:scoped_pope
# animation = fear
# }
#
# immediate = { play_music_cue = "mx_cue_combat_2" }
#
# option = {
# name = {
# trigger = {
# faith.religion = scope:scoped_destroyer.faith.religion
# }
# text = roman_restoration.0131.a.a
# }
# name = {
# trigger = {
# faith.religion = faith:catholic.religion
# }
# text = roman_restoration.0131.a.b
# }
# name = {
# trigger = {
# NOR = {
# faith.religion = faith:roman_catholic.religion
# faith.religion = scope:scoped_destroyer.faith.religion
# }
# }
# text = roman_restoration.0131.a.c
# }
# if = {
# limit = {
# root.religion = religion:catholic_religion
# NOT = { has_trait = cynical }
# }
# add_opinion = {
# target = scope:scoped_destroyer
# modifier = destroyed_papacy_opinion
# }
# stress_impact = {
# base = minor_stress_impact_gain
# zealous = minor_stress_impact_gain
# }
# }
# }
#}
#
###################################################
## Unifying Italy as Italian.
###################################################
#scripted_effect add_innovation_if_missing_effect = {
# if = {
# limit = {
# NOT = {
# has_innovation = $INNOVATION$
# }
# }
# add_innovation = $INNOVATION$
# }
#}
#
#
#roman_restoration.0140 = {
# type = character_event
# title = roman_restoration.0140.t
# desc = roman_restoration.0140.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_greedy
# }
#
# immediate = {
# play_music_cue = "mx_cue_positive_effect"
# save_scope_as = scoped_ruler
# # De jure shifts.
# hidden_effect = {
# title:d_istria = { # Bite Croatia.
# set_de_jure_liege_title = title:k_italy
# }
# title:d_slovenia = {
# set_de_jure_liege_title = title:k_italy
# }
# title:d_tyrol = {
# set_de_jure_liege_title = title:k_italy
# }
# title:d_carinthia = {
# set_de_jure_liege_title = title:k_italy
# }
# title:k_sicily = { # Then shift all Kingdoms.
# set_de_jure_liege_title = title:e_italy
# }
# title:k_italy = {
# set_de_jure_liege_title = title:e_italy
# }
# title:k_venice = {
# set_de_jure_liege_title = title:e_italy
# }
# title:k_croatia = {
# set_de_jure_liege_title = title:e_italy
# }
# title:k_serbia = {
# set_de_jure_liege_title = title:e_italy
# }
# }
# }
# option = {
# name = roman_restoration.0140.a
# add_prestige = major_prestige_gain
#
# every_culture_global = {
# limit = { has_cultural_pillar = heritage_latin }
#
# add_innovation_if_missing_effect = { INNOVATION = innovation_men_at_arms }
# add_innovation_if_missing_effect = { INNOVATION = innovation_pike_columns }
# add_innovation_if_missing_effect = { INNOVATION = innovation_guilds }
# }
#
# # Send narrative fluff to other players (if any).
# every_player = {
# limit = {
# this != root
# capital_province = { geographical_region = world_europe_west }
# }
# trigger_event = roman_restoration.0141
# }
# hidden_effect = { # Latins chance to convert to French.
# every_vassal = {
# limit = {
# capital_province = {
# geographical_region = world_europe_south_italy
# }
# is_ai = yes
# }
# random = {
# chance = 50
# set_culture_same_as = root
# capital_county = {
# set_county_culture = root.culture
# }
# }
# }
# }
# legend_seed_great_deed_region_effect = {
# REGION = geographical_region:world_europe_south_italy
# }
# }
#}
#
#roman_restoration.0141 = {
# type = character_event
# title = roman_restoration.0140.t
# desc = roman_restoration.0141.desc
# theme = realm
# left_portrait = {
# character = scope:scoped_ruler
# animation = personality_greedy
# }
#
# immediate = { play_music_cue = "mx_cue_positive_effect" }
#
# option = {
# name = roman_restoration.0141.a
# trigger = {
# OR = {
# has_title = title:e_hre
# is_roman_emperor_trigger = yes
# }
# }
# }
#
# option = {
# name = roman_restoration.0141.b
# trigger = {
# NOR = {
# has_title = title:e_hre
# is_roman_emperor_trigger = yes
# }
# }
# }
#}
#
###################################################
## Italian Roman Empire rises
###################################################
#
#roman_restoration.0150 = {
# type = character_event
# title = roman_restoration.0150.t
# desc = {
# desc = roman_restoration.0150.desc # Introduction.
# first_valid = {
# # Doing it as Christians.
# triggered_desc = {
# trigger = {
# NOT = {
2026-05-26 08:04:35 -04:00
# faith.religion = faith:megalocratic.religion
2026-05-24 05:01:46 -04:00
# }
# }
# desc = roman_restoration.0001.desc.christians
# }
# # Doing it as Hellenics
# triggered_desc = {
# trigger = {
2026-05-26 08:04:35 -04:00
# faith.religion = faith:megalocratic.religion
2026-05-24 05:01:46 -04:00
# }
# desc = roman_restoration.0001.desc.hellenics
# }
# desc = roman_restoration.0001.desc.fallback
# }
# }
# theme = realm
# left_portrait = {
# character = scope:scoped_emperor
# animation = personality_bold
# }
#
# immediate = {
# play_music_cue = "mx_cue_epic_sacral_moment"
# save_scope_as = scoped_emperor
# create_roman_empire_italy_scripted_effect = yes
# }
#
# option = {
# name = roman_restoration.0150.a
# set_nickname_effect = { NICKNAME = nick_the_glorious }
# # Send narrative fluff to other players (if any).
# every_player = {
# limit = {
# this != root
# is_within_diplo_range = { CHARACTER = root }
# }
# trigger_event = roman_restoration.0151
# }
# }
#}
#
## Players informed of (Italian) Roman Empire being reborn.
#roman_restoration.0151 = {
# type = character_event
# title = roman_restoration.0151.t
# desc = {
# first_valid = {
# # Reaction of the Byzantines (if they are even still around)
# triggered_desc = {
# trigger = {
# OR = {
# has_title = title:e_byzantium
# any_liege_or_above = {
# has_title = title:e_byzantium
# }
# }
# }
# desc = roman_restoration.0151.desc.byzantines
# }
# # Everybody else.
# triggered_desc = {
# trigger = {
# NOR = {
# has_title = title:e_byzantium
# any_liege_or_above = {
# has_title = title:e_byzantium
# }
# }
# }
# desc = roman_restoration.0151.desc.others
# }
# first_valid = {
# # Regular.
# triggered_desc = {
# trigger = {
# NOT = {
2026-05-26 08:04:35 -04:00
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
# }
# }
# desc = roman_restoration.0002.desc.christians
# }
# # Christians freaking out.
# triggered_desc = {
# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
2026-05-24 05:01:46 -04:00
# faith.religion = faith:roman_catholic.religion
# }
# desc = roman_restoration.0002.desc.hellenics
# }
# }
# }
# }
# theme = realm
# left_portrait = {
# character = scope:scoped_emperor
# animation = personality_bold
# }
#
# option = { # Regular
# name = roman_restoration.0002.a
# trigger = {
# NOT = {
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
2026-05-24 05:01:46 -04:00
# faith.religion = faith:roman_catholic.religion
# }
# NOR = {
# has_title = title:e_byzantium
# has_title = title:e_hre
# }
# }
# }
# option = { # Regular vs Byzantium/HRE
# name = roman_restoration.0002.b
# trigger = {
# NOT = {
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
2026-05-24 05:01:46 -04:00
# faith.religion = faith:roman_catholic.religion
# }
# OR = {
# has_title = title:e_byzantium
# has_title = title:e_hre
# }
# }
# }
# option = { # Crazy Hellenics
# name = roman_restoration.0002.c
# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
# NOR = {
# has_title = title:e_byzantium
# has_title = title:e_hre
# }
# }
# }
# option = { # Crazy Hellenics vs Byzantium/HRE
# name = roman_restoration.0002.d
# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
2026-05-24 05:01:46 -04:00
# faith.religion = faith:roman_catholic.religion
# OR = {
# has_title = title:e_byzantium
# has_title = title:e_hre
# }
# }
# stress_impact = {
# zealous = minor_stress_impact_gain
# }
# }
#}
#
###################################################
## Byzantium/Roman Empire challenges HRE.
###################################################
#
#roman_restoration.0160 = {
# type = character_event
# title = roman_restoration.0160.t
# desc = roman_restoration.0160.desc
# theme = war
# left_portrait = {
# character = scope:byz_emperor
# animation = anger
# }
# right_portrait = {
# character = scope:hre_emperor
# animation = disgust
# }
#
# immediate = {
# play_music_cue = "mx_cue_combat_2"
# save_scope_as = byz_emperor
# title:e_hre.holder = {
# save_scope_as = hre_emperor
# trigger_event = roman_restoration.0161
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_emperor_challenging_hre
# }
# }
# }
# option = {
# name = roman_restoration.0160.a
# start_war = {
# casus_belli = dismantle_holy_pretender_cb
# target = title:e_hre.holder
# }
# }
#}
#
## HRE notified.
#roman_restoration.0161 = {
# type = character_event
# title = roman_restoration.0161.t
# desc = roman_restoration.0161.desc
# theme = war
# left_portrait = {
# character = scope:byz_emperor
# animation = disgust
# }
# right_portrait = {
# character = scope:hre_emperor
# animation = anger
# }
#
# immediate = { play_music_cue = "mx_cue_combat_2" }
#
# option = {
# name = roman_restoration.0161.a
# }
#}
#
## War is over:
## Byz is victorious. Byz notified.
#roman_restoration.0162 = {
# type = character_event
# title = roman_restoration.0162.t
# desc = roman_restoration.0162.desc
# theme = war
# left_portrait = {
# character = scope:byz_emperor
# animation = schadenfreude
# }
# right_portrait = {
# character = scope:hre_emperor
# animation = grief
# }
#
# immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
#
# option = {
# name = roman_restoration.0162.a
# }
#}
#
## Byz is victorious. HRE notified.
#roman_restoration.0163 = {
# type = character_event
# title = roman_restoration.0163.t
# desc = roman_restoration.0163.desc
# theme = war
# left_portrait = {
# character = scope:byz_emperor
# animation = schadenfreude
# }
# right_portrait = {
# character = scope:hre_emperor
# animation = grief
# }
#
# immediate = { play_music_cue = "mx_cue_stress" }
#
# option = {
# name = roman_restoration.0163.a
# stress_impact = {
# base = minor_stress_impact_gain
# }
# }
#}
#
## Byz is defeated. Byz notified.
#roman_restoration.0164 = {
# type = character_event
# title = roman_restoration.0164.t
# desc = roman_restoration.0164.desc
# theme = war
# left_portrait = {
# character = scope:byz_emperor
# animation = grief
# }
# right_portrait = {
# character = scope:hre_emperor
# animation = schadenfreude
# }
#
# immediate = { play_music_cue = "mx_cue_stress" }
#
# option = {
# name = roman_restoration.0164.a
# stress_impact = {
# base = medium_stress_impact_gain
# }
# }
#}
#
## Byz is defeated. HRE notified.
#roman_restoration.0165 = {
# type = character_event
# title = roman_restoration.0165.t
# desc = roman_restoration.0165.desc
# theme = war
# left_portrait = {
# character = scope:byz_emperor
# animation = grief
# }
# right_portrait = {
# character = scope:hre_emperor
# animation = schadenfreude
# }
#
# immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
#
# option = {
# name = roman_restoration.0165.a
# }
#}
#
###################################################
## Byzantium/Roman Empire challenges HRE.
###################################################
#
#roman_restoration.0170 = {
# type = character_event
# title = roman_restoration.0170.t
# desc = roman_restoration.0170.desc
# theme = war
# left_portrait = {
# character = scope:hre_emperor
# animation = anger
# }
# right_portrait = {
# character = scope:byz_emperor
# animation = disgust
# }
#
# immediate = {
# play_music_cue = "mx_cue_combat_2"
# save_scope_as = hre_emperor
# title:e_byzantium.holder = {
# save_scope_as = byz_emperor
# trigger_event = roman_restoration.0171
# }
# hidden_effect = {
# add_character_flag = {
# flag = flag_emperor_challenging_byz
# }
# }
# }
# option = {
# name = roman_restoration.0170.a
# start_war = {
# casus_belli = dismantle_byz_pretender_cb
# target = title:e_byzantium.holder
# }
# }
#}
#
## HRE notified.
#roman_restoration.0171 = {
# type = character_event
# title = roman_restoration.0171.t
# desc = roman_restoration.0171.desc
# theme = war
# left_portrait = {
# character = scope:hre_emperor
# animation = disgust
# }
# right_portrait = {
# character = scope:byz_emperor
# animation = anger
# }
#
# immediate = { play_music_cue = "mx_cue_combat_2" }
#
# option = {
# name = roman_restoration.0171.a
# }
#}
#
## War is over:
## HRE is victorious. HRE notified.
#roman_restoration.0172 = {
# type = character_event
# title = roman_restoration.0172.t
# desc = roman_restoration.0172.desc
# theme = war
# left_portrait = {
# character = scope:hre_emperor
# animation = schadenfreude
# }
# right_portrait = {
# character = scope:byz_emperor
# animation = grief
# }
#
# immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
#
# option = {
# name = roman_restoration.0172.a
# }
#}
#
## HRE is victorious. Byz notified.
#roman_restoration.0173 = {
# type = character_event
# title = roman_restoration.0173.t
# desc = roman_restoration.0173.desc
# theme = war
# left_portrait = {
# character = scope:hre_emperor
# animation = schadenfreude
# }
# right_portrait = {
# character = scope:byz_emperor
# animation = grief
# }
#
# immediate = { play_music_cue = "mx_cue_stress" }
#
# option = {
# name = roman_restoration.0173.a
# stress_impact = {
# base = minor_stress_impact_gain
# }
# }
#}
#
## Byz is defeated. HRE notified.
#roman_restoration.0174 = {
# type = character_event
# title = roman_restoration.0174.t
# desc = roman_restoration.0174.desc
# theme = war
# left_portrait = {
# character = scope:hre_emperor
# animation = grief
# }
# right_portrait = {
# character = scope:byz_emperor
# animation = schadenfreude
# }
#
# immediate = { play_music_cue = "mx_cue_stress" }
#
# option = {
# name = roman_restoration.0174.a
# stress_impact = {
# base = medium_stress_impact_gain
# }
# }
#}
#
## HRE is defeated. Byz notified.
#roman_restoration.0175 = {
# type = character_event
# title = roman_restoration.0175.t
# desc = roman_restoration.0175.desc
# theme = war
# left_portrait = {
# character = scope:hre_emperor
# animation = grief
# }
# right_portrait = {
# character = scope:byz_emperor
# animation = schadenfreude
# }
#
# immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
#
# option = {
# name = roman_restoration.0175.a
# }
#}
#
#############################
## Byz Emp reclaims Constantinople
## by Joe Parkin
#############################
#
#roman_restoration.1200 = {
# type = character_event
# title = roman_restoration.1200.t
# desc = roman_restoration.1200.desc
# theme = realm
# left_portrait = {
# character = root
# animation = personality_bold
# }
# override_background = { reference = ep3_constantinople }
# override_effect_2d = legend_glow
#
# cooldown = { years = 10 }
#
# trigger = {
# has_ep3_dlc_trigger = yes
# is_roman_emperor_trigger = yes
# scope:county = {
# # Constantinople only
# this = title:c_byzantion
# previous_holder = {
# NOR = {
# root.primary_title.previous_holder ?= this
# root.top_liege.primary_title.previous_holder ?= this
# }
# }
# }
# }
#
# immediate = {
# play_music_cue = "mx_cue_epic_sacral_moment"
# add_prestige = major_prestige_gain
# if = {
# limit = {
# culture = { has_cultural_parameter = holds_triumphs }
# }
# custom_tooltip = {
# text = free_triumph_tooltip
# add_character_flag = free_triumph_flag
# }
# }
# if = {
# limit = {
# culture = { has_cultural_parameter = hosts_chariot_races }
# }
# custom_tooltip = {
# text = half_price_chariot_race_tooltip
# add_character_flag = half_price_chariot_race_flag
# }
# }
# }
#
# option = {
# name = roman_restoration.1200.a
# trigger = {
# NOT = { capital_county = title:c_byzantion }
# }
# if = {
# limit = { government_allows = administrative }
# change_influence = medium_influence_gain
# }
# add_legitimacy = minor_legitimacy_gain
# set_realm_capital = title:c_byzantion
# }
#
# option = {
# name = {
# text = roman_restoration.1200.b.rome
# trigger = {
# is_roman_emperor_excluding_byzantium_trigger = yes
# }
# }
# name = {
# text = roman_restoration.1200.b
# trigger = {
# is_roman_emperor_excluding_byzantium_trigger = no
# }
# }
# }
#}
#
2025-12-16 13:42:24 +00:00
##################################################
2026-05-24 05:01:46 -04:00
## Byz Emp reclaims Constantinople from you (you wretched boy!) by Isabella Welch
2025-12-16 13:42:24 +00:00
##################################################
2026-05-24 05:01:46 -04:00
#
#roman_restoration.1204 = {
# type = letter_event
# opening = roman_restoration.1204.t
# sender = scope:byz_emp
# desc = roman_restoration.1204.desc_vassal
#
# trigger = {
#
# }
#
# immediate = {
# title:e_byzantium.holder = {
# save_scope_as = byz_emp
# }
# }
#
# option = {
# name = roman_restoration.1204.a
# scope:byz_emp = {
# add_opinion = {
# modifier = grateful_opinion
# target = root
# opinion = 30
# }
# }
# }
#
# option = {
# name = roman_restoration.1204.b
# scope:byz_emp = {
# add_opinion = {
# modifier = angry_opinion
# target = root
# opinion = -30
# }
# }
# }
#}
## ^I have no idea if Isabeau chose this ID on purpose but it's bloody hilarious.
#
###################################################
## Byzantium is Booted out of Sicily
## by Ewan Cowhig Croft
## 1211 - 1220
###################################################
#
#scripted_trigger roman_restoration_1211_ai_choice_trigger = {
# OR = {
# culture = { has_cultural_pillar = heritage_arabic }
# culture = { has_cultural_pillar = heritage_berber }
# religion = religion:islam_religion
# capital_county.title_province = { geographical_region = world_africa_north }
# }
#}
#
#scripted_effect roman_restoration_1211_piss_off_big_e_effect = {
# add_opinion = {
# target = scope:taker
# modifier = outraged_opinion
# opinion = -80
# }
# if = {
# limit = {
# can_set_relation_potential_rival_trigger = { CHARACTER = scope:taker }
# }
# set_relation_potential_rival = scope:taker
# }
#}
#
## Scope:taker chooses where their allegiances lie.
#roman_restoration.1211 = {
# type = character_event
# title = roman_restoration.1211.t
# desc = {
# desc = roman_restoration.1211.desc.intro
# first_valid = {
# triggered_desc = {
# trigger = { exists = scope:emperor }
# desc = roman_restoration.1211.desc.body.emperor_exists
# }
# desc = roman_restoration.1211.desc.body.emperor_absent
# }
# desc = roman_restoration.1211.desc.outro
# }
# theme = realm
# left_portrait = {
# character = scope:taker
# animation = marshal
# }
# right_portrait = {
# character = scope:emperor
# animation = rage
# }
# immediate = {
# add_prestige_experience = rebuke_roman_revanchism_sicily_fame_reward_value
# # Try to grab the emperor.
# title:e_byzantium.holder ?= {
# save_scope_as = emperor
# # And piss them off.
# roman_restoration_1211_piss_off_big_e_effect = yes
# }
# }
#
# # We belong with Italy, forever.
# option = {
# name = roman_restoration.1211.a
#
# title:k_sicily = { set_de_jure_liege_title = title:e_italy }
# save_scope_value_as = {
# name = new_empire
# value = flag:italia
# }
#
# # No stress here.
# ai_chance = {
# base = 0
# # Anyone who isn't strongly affiliated to North Africa prefers Italy.
# modifier = {
# add = 1
# roman_restoration_1211_ai_choice_trigger = no
# }
# }
# }
#
# # Sicily's destiny lies, as it always has, across the sea.
# option = {
# name = roman_restoration.1211.b
#
# title:k_sicily = { set_de_jure_liege_title = title:e_maghreb }
# save_scope_value_as = {
# name = new_empire
# value = flag:maghreb
# }
#
# # No stress here.
# ai_chance = {
# base = 0
# # Berbers, Arabs, Muslims, and folks with their capital in North Africa prefer the Maghreb.
# modifier = {
# add = 1
# roman_restoration_1211_ai_choice_trigger = yes
# }
# }
# }
#
# # Why, with _me_ of course!
# option = {
# name = roman_restoration.1211.c
# trigger = { rebuke_roman_revanchism_sicily_controls_unlisted_empire_trigger = yes }
# show_as_unavailable = { always = yes }
#
# title:k_sicily = { set_de_jure_liege_title = root.primary_title }
# save_scope_value_as = {
# name = new_empire
# value = flag:own
# }
#
# # No stress here.
# # If the AI can take this, then they probably should.
# ai_chance = { base = 1000 }
# }
#
# after = {
# # If we've got one, inform the emperor.
# scope:emperor = { trigger_event = roman_restoration.1212 }
# # Then inform every player in Sicily.
# every_player = {
# limit = {
# any_held_title = {
# title_tier = county
# title_province = { geographical_region = custom_sicily }
# }
# }
# trigger_event = roman_restoration.1213
# }
# }
#}
#
## Scope:emperor is informed.
#roman_restoration.1212 = {
# type = character_event
# title = roman_restoration.1212.t
# desc = {
# desc = roman_restoration.1212.desc.intro
# first_valid = {
# triggered_desc = {
# trigger = { scope:new_empire = flag:italia }
# desc = roman_restoration.1212.desc.new_empire.italia
# }
# triggered_desc = {
# trigger = { scope:new_empire = flag:maghreb }
# desc = roman_restoration.1212.desc.new_empire.maghreb
# }
# triggered_desc = {
# trigger = { scope:new_empire = flag:own }
# desc = roman_restoration.1212.desc.new_empire.own
# }
# }
# first_valid = {
# triggered_desc = {
# trigger = {
# any_county_in_region = {
# region = custom_sicily
# rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes
# }
# }
# desc = roman_restoration.1212.desc.outro.territory_left
# }
# desc = roman_restoration.1212.desc.outro.no_territory_left
# }
# }
# theme = realm
# left_portrait = {
# character = scope:emperor
# animation = rage
# }
# right_portrait = {
# character = scope:taker
# animation = marshal
# }
#
# immediate = {
# show_as_tooltip = { roman_restoration_1211_piss_off_big_e_effect = yes }
# # Mark us as not needing a second notification if we've got any land left.
# add_character_flag = {
# flag = informed_about_sicily_flag
# days = 7
# }
# }
#
# # That presumptuous lout!
# option = {
# name = roman_restoration.1212.a
#
# # No stress, no AI.
# }
#}
#
## Scope:emperor is informed.
#roman_restoration.1213 = {
# type = character_event
# title = roman_restoration.1213.t
# desc = {
# desc = roman_restoration.1213.desc.intro
# first_valid = {
# triggered_desc = {
# trigger = { scope:new_empire = flag:italia }
# desc = roman_restoration.1213.desc.new_empire.italia
# }
# triggered_desc = {
# trigger = { scope:new_empire = flag:maghreb }
# desc = roman_restoration.1213.desc.new_empire.maghreb
# }
# triggered_desc = {
# trigger = { scope:new_empire = flag:own }
# desc = roman_restoration.1213.desc.new_empire.own
# }
# }
# first_valid = {
# triggered_desc = {
# trigger = { exists = scope:emperor }
# desc = roman_restoration.1213.desc.body.emperor_exists
# }
# desc = roman_restoration.1213.desc.body.emperor_absent
# }
# first_valid = {
# triggered_desc = {
# trigger = {
# any_county_in_region = {
# region = custom_sicily
# rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes
# }
# }
# desc = roman_restoration.1213.desc.outro.territory_left
# }
# desc = roman_restoration.1213.desc.outro.no_territory_left
# }
# }
# theme = realm
# left_portrait = {
# character = scope:taker
# animation = marshal
# }
# right_portrait = {
# character = scope:emperor
# animation = rage
# }
#
# trigger = {
# NOR = {
# has_character_flag = informed_about_sicily_flag
# this = scope:taker
# }
# }
#
# # Good riddance!
# option = {
# name = roman_restoration.1213.a
#
# # No stress, no AI.
# }
#
# # What dark times we live in...
# option = {
# name = roman_restoration.1213.b
#
# # No stress, no AI.
# }
#}
#