diff --git a/N3OW/common/accolade_names/00_accolade_names.txt b/N3OW/common/accolade_names/00_accolade_names.txt new file mode 100644 index 00000000..cb8ea8af --- /dev/null +++ b/N3OW/common/accolade_names/00_accolade_names.txt @@ -0,0 +1,5115 @@ +# The Baghatur of the Wolf +accolade_the_knight_of_the_animal = { + key = "accolade_the_knight_of_the_animal" + + num_options = 1 + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = militant + type_has_accolade_category = ethical + type_has_accolade_category = subtle + type_has_accolade_category = aggressive + } + } + exists = liege + liege.capital_county.title_province ?= { + NOR = { + geographical_region = world_steppe_west + geographical_region = world_europe_north + } + } + NOR = { + has_trait = giant + has_trait = dull + has_trait = intellect_bad + } + } + desc = accolade_panther + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = militant + type_has_accolade_category = aggressive + type_has_accolade_category = leader + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_india + geographical_region = world_middle_east + geographical_region = world_burma + geographical_region = world_tibet + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_korea + geographical_region = world_asia_southeast + } + } + NOT = { + has_trait = clubfooted + } + } + desc = accolade_tiger + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = aggressive + type_has_accolade_category = militant + type_has_accolade_category = amoral + } + } + exists = liege + liege.capital_county.title_province ?= { + NOR = { + geographical_region = world_africa + geographical_region = world_burma + geographical_region = world_steppe + } + } + } + desc = accolade_wolf + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = militant + type_has_accolade_category = amoral + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_africa_north + geographical_region = world_africa_east + geographical_region = world_asia_minor + geographical_region = world_middle_east + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_europe_south_east + } + } + NOR = { + has_trait = giant + has_trait = strong + } + } + desc = accolade_jackal + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = militant + type_has_accolade_category = forceful + type_has_accolade_category = champion + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_europe_north + geographical_region = world_steppe_east + geographical_region = world_steppe_west + } + } + NOR = { + has_trait = compassionate + has_trait = calm + } + } + desc = accolade_wolverine + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = militant + type_has_accolade_category = amoral + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_africa + geographical_region = world_middle_east + geographical_region = world_india + } + } + NOT = { + has_trait = beauty_good + } + } + desc = accolade_hyena + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = militant + type_has_accolade_category = aggressive + type_has_accolade_category = forceful + type_has_accolade_category = champion + type_has_accolade_category = defensive + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = hunt_animal_bear_region + } + } + OR = { + has_trait = giant + has_trait = gluttonous + has_trait = physique_good + has_trait = strong + has_trait = wrathful + } + } + desc = accolade_bear + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = militant + type_has_accolade_category = aggressive + type_has_accolade_category = forceful + type_has_accolade_category = champion + type_has_accolade_category = leader + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_africa + geographical_region = world_middle_east + geographical_region = world_europe + geographical_region = world_asia_minor + } + } + NOT = { + has_trait = craven + } + } + desc = accolade_lion + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = courtly + } + } + desc = accolade_lark + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = aggressive + type_has_accolade_category = champion + } + } + OR = { + has_trait = giant + has_trait = gluttonous + has_trait = physique_good + has_trait = strong + has_trait = wrathful + } + } + desc = accolade_bull + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = subtle + type_has_accolade_category = amoral + type_has_accolade_category = courtly + } + } + exists = liege + liege.capital_county.title_province ?= { + NOT = { + geographical_region = world_africa_west + } + } + NOR = { + has_trait = giant + has_trait = dull + has_trait = honest + } + } + desc = accolade_fox + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = champion + type_has_accolade_category = forceful + type_has_accolade_category = defensive + } + } + NOT = { + has_trait = beauty_good + } + } + desc = accolade_boar + } + triggered_desc = { + trigger = { + liege.capital_county.title_province ?= { + NOR = { + geographical_region = world_steppe_west + geographical_region = world_europe_north + geographical_region = world_steppe_east + } + } + has_trait = beauty_good + } + desc = accolade_peacock + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = courtly + type_has_accolade_category = champion + type_has_accolade_category = ethical + type_has_accolade_category = equestrian + } + } + is_female = no + exists = liege + liege.capital_county.title_province ?= { + geographical_region = hunt_animal_deer_region + } + } + desc = accolade_stag + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = courtly + type_has_accolade_category = ethical + type_has_accolade_category = subtle + type_has_accolade_category = equestrian + } + } + is_female = yes + exists = liege + liege.capital_county.title_province ?= { + geographical_region = hunt_animal_deer_region + } + NOR = { + has_trait = giant + has_trait = gluttonous + } + } + desc = accolade_hind + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = courtly + type_has_accolade_category = ethical + type_has_accolade_category = subtle + type_has_accolade_category = equestrian + } + } + exists = liege + liege.capital_county.title_province ?= { + geographical_region = hunt_animal_antelope_region + } + NOR = { + has_trait = giant + has_trait = gluttonous + } + } + desc = accolade_antelope + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = aggressive + type_has_accolade_category = militant + type_has_accolade_category = champion + } + } + exists = liege + liege.capital_county.title_province ?= { + geographical_region = world_africa_east + } + OR = { + has_trait = giant + has_trait = gluttonous + has_trait = physique_good + has_trait = strong + has_trait = wrathful + } + } + desc = accolade_rhinoceros + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = ethical + type_has_accolade_category = courtly + type_has_accolade_category = defensive + } + } + } + desc = accolade_hound + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = subtle + } + } + } + desc = accolade_serpent + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = militant + type_has_accolade_category = champion + } + } + } + desc = accolade_dragon + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = equestrian + type_has_accolade_category = ethical + type_has_accolade_category = champion + } + } + is_female = no + } + desc = accolade_stallion + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = equestrian + type_has_accolade_category = ethical + type_has_accolade_category = courtly + } + } + is_female = yes + } + desc = accolade_mare + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = militant + type_has_accolade_category = defensive + type_has_accolade_category = subtle + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_africa_east + geographical_region = world_africa_north_east + geographical_region = world_africa_west + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_asia_southeast + } + } + } + desc = accolade_crocodile + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = aggressive + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_africa + geographical_region = world_middle_east + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_asia_minor + geographical_region = world_steppe_tarim + geographical_region = world_tibet + geographical_region = world_asia_southeast + } + } + } + desc = accolade_scorpion + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = champion + type_has_accolade_category = ethical + type_has_accolade_category = militant + } + } + } + desc = accolade_eagle + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = ethical + type_has_accolade_category = defensive + } + } + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_south + geographical_region = world_europe_east + geographical_region = world_asia_minor + geographical_region = world_middle_east + geographical_region = world_africa_north + } + } + } + desc = accolade_gryphon + } + } + } + + potential = { + liege ?= { + is_playable_character = yes + } + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = leader + type_has_accolade_category = militant + type_has_accolade_category = courtly + type_has_accolade_category = forceful + type_has_accolade_category = subtle + type_has_accolade_category = aggressive + type_has_accolade_category = defensive + type_has_accolade_category = ethical + type_has_accolade_category = equestrian + type_has_accolade_category = amoral + } + } + } +} + +# The Lion of Cairo +accolade_the_animal_of_capital = { + key = "accolade_the_animal_of_capital" + + num_options = 2 + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = militant + type_has_accolade_category = ethical + type_has_accolade_category = subtle + type_has_accolade_category = aggressive + } + } + exists = liege + liege.capital_county.title_province ?= { + NOR = { + geographical_region = world_steppe_west + geographical_region = world_europe_north + } + } + NOR = { + has_trait = giant + has_trait = dull + has_trait = intellect_bad + } + } + desc = accolade_panther + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = militant + type_has_accolade_category = aggressive + type_has_accolade_category = leader + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_india + geographical_region = world_middle_east + geographical_region = world_burma + geographical_region = world_tibet + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_korea + geographical_region = world_asia_southeast + } + } + NOT = { + has_trait = clubfooted + } + } + desc = accolade_tiger + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = aggressive + type_has_accolade_category = militant + type_has_accolade_category = amoral + } + } + exists = liege + liege.capital_county.title_province ?= { + NOR = { + geographical_region = world_africa + geographical_region = world_burma + geographical_region = world_steppe + } + } + } + desc = accolade_wolf + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = militant + type_has_accolade_category = amoral + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_africa_north + geographical_region = world_africa_east + geographical_region = world_asia_minor + geographical_region = world_middle_east + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_europe_south_east + } + } + NOR = { + has_trait = giant + has_trait = strong + } + } + desc = accolade_jackal + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = militant + type_has_accolade_category = forceful + type_has_accolade_category = champion + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_europe_north + geographical_region = world_steppe_east + geographical_region = world_steppe_west + } + } + NOR = { + has_trait = compassionate + has_trait = calm + } + } + desc = accolade_wolverine + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = militant + type_has_accolade_category = amoral + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_africa + geographical_region = world_middle_east + geographical_region = world_india + } + } + NOT = { + has_trait = beauty_good + } + } + desc = accolade_hyena + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = militant + type_has_accolade_category = aggressive + type_has_accolade_category = forceful + type_has_accolade_category = champion + type_has_accolade_category = defensive + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = hunt_animal_bear_region + } + } + OR = { + has_trait = giant + has_trait = gluttonous + has_trait = physique_good + has_trait = strong + has_trait = wrathful + } + } + desc = accolade_bear + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = militant + type_has_accolade_category = aggressive + type_has_accolade_category = forceful + type_has_accolade_category = champion + type_has_accolade_category = leader + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_africa + geographical_region = world_middle_east + geographical_region = world_europe + geographical_region = world_asia_minor + } + } + NOT = { + has_trait = craven + } + } + desc = accolade_lion + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = courtly + } + } + desc = accolade_lark + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = aggressive + type_has_accolade_category = champion + } + } + OR = { + has_trait = giant + has_trait = gluttonous + has_trait = physique_good + has_trait = strong + has_trait = wrathful + } + } + desc = accolade_bull + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = subtle + type_has_accolade_category = amoral + type_has_accolade_category = courtly + } + } + exists = liege + liege.capital_county.title_province ?= { + NOT = { + geographical_region = world_africa_west + } + } + NOR = { + has_trait = giant + has_trait = dull + has_trait = honest + } + } + desc = accolade_fox + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = champion + type_has_accolade_category = forceful + type_has_accolade_category = defensive + } + } + NOT = { + has_trait = beauty_good + } + } + desc = accolade_boar + } + + triggered_desc = { + trigger = { + liege.capital_county.title_province ?= { + NOR = { + geographical_region = world_steppe_west + geographical_region = world_europe_north + geographical_region = world_steppe_east + } + } + has_trait = beauty_good + } + desc = accolade_peacock + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = courtly + type_has_accolade_category = champion + type_has_accolade_category = ethical + type_has_accolade_category = equestrian + } + } + is_female = no + exists = liege + liege.capital_county.title_province ?= { + geographical_region = hunt_animal_deer_region + } + } + desc = accolade_stag + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = courtly + type_has_accolade_category = ethical + type_has_accolade_category = subtle + type_has_accolade_category = equestrian + } + } + is_female = yes + exists = liege + liege.capital_county.title_province ?= { + geographical_region = hunt_animal_deer_region + } + NOR = { + has_trait = giant + has_trait = gluttonous + } + } + desc = accolade_hind + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = courtly + type_has_accolade_category = ethical + type_has_accolade_category = subtle + type_has_accolade_category = equestrian + } + } + exists = liege + liege.capital_county.title_province ?= { + geographical_region = hunt_animal_antelope_region + } + NOR = { + has_trait = giant + has_trait = gluttonous + } + } + desc = accolade_antelope + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = aggressive + type_has_accolade_category = militant + type_has_accolade_category = champion + } + } + exists = liege + liege.capital_county.title_province ?= { + geographical_region = world_africa_east + } + OR = { + has_trait = giant + has_trait = gluttonous + has_trait = physique_good + has_trait = strong + has_trait = wrathful + } + } + desc = accolade_rhinoceros + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = ethical + type_has_accolade_category = courtly + type_has_accolade_category = defensive + } + } + } + desc = accolade_hound + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = subtle + } + } + } + desc = accolade_serpent + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = militant + type_has_accolade_category = champion + } + } + } + desc = accolade_dragon + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = equestrian + type_has_accolade_category = ethical + type_has_accolade_category = champion + } + } + is_female = no + } + desc = accolade_stallion + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = equestrian + type_has_accolade_category = ethical + type_has_accolade_category = courtly + } + } + is_female = yes + } + desc = accolade_mare + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = aggressive + } + } + } + desc = accolade_beast + } + triggered_desc = { + trigger = { + scope:accolade_type = { + NOR = { + type_has_accolade_category = amoral + type_has_accolade_category = aggressive + } + } + } + desc = accolade_hero + } + + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = militant + type_has_accolade_category = defensive + type_has_accolade_category = subtle + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_africa_east + geographical_region = world_africa_north_east + geographical_region = world_africa_west + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_asia_southeast + } + } + } + desc = accolade_crocodile + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = aggressive + } + } + exists = liege + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_africa + geographical_region = world_middle_east + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_asia_minor + geographical_region = world_steppe_tarim + geographical_region = world_tibet + geographical_region = world_asia_southeast + } + } + } + desc = accolade_scorpion + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = champion + type_has_accolade_category = ethical + type_has_accolade_category = militant + } + } + } + desc = accolade_eagle + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = ethical + type_has_accolade_category = defensive + } + } + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_south + geographical_region = world_europe_east + geographical_region = world_asia_minor + geographical_region = world_middle_east + geographical_region = world_africa_north + } + } + } + desc = accolade_gryphon + } + } + } + + option = { + random_valid = { + triggered_desc = { + trigger = { + is_playable_character = no + exists = liege + } + desc = accolade_lieges_capital + } + triggered_desc = { + trigger = { + is_playable_character = yes + } + desc = accolade_knights_capital + } + } + } + + potential = { + OR = { + liege ?= { + is_playable_character = yes + } + is_playable_character = yes + } + } +} + +# The knight of the rose +accolade_the_knight_of_the_flower = { + key = "accolade_the_knight_of_the_flower" + + num_options = 1 + + option = { + desc = accolade_flower + } + + potential = { + scope:accolade_type = { + OR = { + type_has_accolade_category = courtly + type_has_accolade_category = subtle + } + } + } +} + +# Head Knight of the French Elite +accolade_leader_of_the_culture_maa = { + key = "accolade_leader_of_the_culture_maa" + + num_options = 2 + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + } + } + desc = accolade_most_skilled + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = leader + } + } + desc = accolade_most_expert + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = militant + } + } + } + desc = accolade_horn_blower + } + triggered_desc = { + trigger = { + culture = { + NOT = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + desc = accolade_war_leader + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + desc = accolade_captain + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + desc = accolade_officer + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + NOT = { + liege ?= { + highest_held_title_tier <= tier_duchy + } + } + } + desc = accolade_chief + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = cavalry + } + } + desc = accolade_first_rider + } + desc = accolade_leader + desc = accolade_master + } + } + option = { + random_valid = { + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + scope:accolade_type = { + + OR = { + this = accolade_type:archer_attribute + this = accolade_type:huntsmaster_attribute + } + } + } + desc = accolade_hunters + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + this = accolade_type:archer_attribute + this = accolade_type:horse_archer_attribute + this = accolade_type:huntsmaster_attribute + } + } + } + desc = accolade_bows + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + this = accolade_type:archer_attribute + } + } + desc = accolade_archers + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + scope:accolade_type = { + type_has_accolade_category = light_fighter + } + age <= 35 + } + desc = accolade_youths + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = light_fighter + } + } + desc = accolade_harriers + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:skirmisher_attribute + } + } + desc = accolade_skirmishers + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + scope:accolade_type = { + this = accolade_type:pike_attribute + } + } + desc = accolade_spears + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + this = accolade_type:pike_attribute + } + } + desc = accolade_pikes + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + scope:accolade_type = { + type_has_accolade_category = cavalry + } + } + desc = accolade_riders + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + scope:accolade_type = { + type_has_accolade_category = cavalry + type_has_accolade_category = heavy_fighter + } + } + desc = accolade_noble_riders + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + type_has_accolade_category = cavalry + } + } + desc = accolade_cavalry + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + type_has_accolade_category = cavalry + type_has_accolade_category = heavy_fighter + } + } + desc = accolade_noble_cavalry + } + triggered_desc = { + trigger = { + culture = { + NOT = { has_cultural_era_or_later = culture_era_early_medieval } + } + scope:accolade_type = { + type_has_accolade_category = infantry + } + } + desc = accolade_warriors + } + triggered_desc = { + trigger = { + culture = { + NOT = { has_cultural_era_or_later = culture_era_early_medieval } + } + scope:accolade_type = { + type_has_accolade_category = infantry + type_has_accolade_category = heavy_fighter + } + } + desc = accolade_noble_warriors + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + type_has_accolade_category = infantry + } + } + desc = accolade_infantry + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + type_has_accolade_category = infantry + type_has_accolade_category = heavy_fighter + } + } + desc = accolade_heavy_infantry + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + type_has_accolade_category = infantry + } + } + desc = accolade_footmen + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + type_has_accolade_category = infantry + type_has_accolade_category = heavy_fighter + } + } + desc = accolade_heavy_footmen + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + scope:accolade_type = { + NOR = { + AND = { + type_has_accolade_category = cavalry + type_has_accolade_category = heavy_fighter + } + type_has_accolade_category = siege + } + } + } + desc = accolade_soldiery + } + triggered_desc = { + trigger = { + scope:accolade_type = { + AND = { + type_has_accolade_category = cavalry + type_has_accolade_category = heavy_fighter + } + NOT = { + this = accolade_type:elephantry_attribute + } + } + } + desc = accolade_lances + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:crossbowmen_attribute + } + } + desc = accolade_crossbows + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:crossbowmen_attribute + } + } + desc = accolade_crossbowmen + } + triggered_desc = { + trigger = { + culture = { + NOT = { has_cultural_era_or_later = culture_era_early_medieval } + } + scope:accolade_type = { + type_has_accolade_category = siege + } + } + desc = accolade_burners + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + type_has_accolade_category = siege + } + } + desc = accolade_engineers + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:camelry_attribute + } + } + desc = accolade_camels + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + this = accolade_type:camelry_attribute + } + } + desc = accolade_cameliers + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:elephantry_attribute + } + } + desc = accolade_elephants + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = infantry + type_has_accolade_category = ranged_fighter + } + NOT = { + type_has_accolade_category = siege + } + } + } + desc = accolade_milites + } + + #fallback + desc = accolade_elite + } + } + + potential = { + liege ?= { + is_playable_character = yes + } + culture != liege.culture + scope:accolade_type = { + type_has_accolade_category = men_at_arms + } + } +} + +# Master of the Shah's Bows +accolade_leader_of_the_lieges_maa = { + key = "accolade_leader_of_the_lieges_maa" + + num_options = 2 + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + } + } + desc = accolade_most_skilled + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = leader + } + } + desc = accolade_most_expert + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = militant + } + } + } + desc = accolade_horn_blower + } + triggered_desc = { + trigger = { + is_female = yes + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + NOT = { + culture = { + has_cultural_parameter = has_access_to_shieldmaidens + } + } + } + desc = accolade_dame + } + triggered_desc = { + trigger = { + culture = { + NOT = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + desc = accolade_war_leader + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + desc = accolade_captain + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + desc = accolade_officer + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + desc = accolade_chief + } + desc = accolade_leader + desc = accolade_master + } + } + option = { + random_valid = { + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + scope:accolade_type = { + OR = { + this = accolade_type:archer_attribute + this = accolade_type:huntsmaster_attribute + } + } + } + desc = accolade_hunters + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + this = accolade_type:archer_attribute + this = accolade_type:horse_archer_attribute + this = accolade_type:huntsmaster_attribute + } + } + } + desc = accolade_bows + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + this = accolade_type:archer_attribute + } + } + desc = accolade_archers + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + scope:accolade_type = { + type_has_accolade_category = light_fighter + } + age <= 35 + } + desc = accolade_youths + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = light_fighter + } + } + desc = accolade_harriers + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:skirmisher_attribute + } + } + desc = accolade_skirmishers + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + scope:accolade_type = { + this = accolade_type:pike_attribute + } + } + desc = accolade_spears + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + this = accolade_type:pike_attribute + } + } + desc = accolade_pikes + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + scope:accolade_type = { + type_has_accolade_category = cavalry + } + } + desc = accolade_riders + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + scope:accolade_type = { + type_has_accolade_category = cavalry + type_has_accolade_category = heavy_fighter + } + } + desc = accolade_noble_riders + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + type_has_accolade_category = cavalry + } + } + desc = accolade_cavalry + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + type_has_accolade_category = cavalry + type_has_accolade_category = heavy_fighter + } + } + desc = accolade_noble_cavalry + } + triggered_desc = { + trigger = { + culture = { + NOT = { has_cultural_era_or_later = culture_era_early_medieval } + } + scope:accolade_type = { + type_has_accolade_category = infantry + } + } + desc = accolade_warriors + } + triggered_desc = { + trigger = { + culture = { + NOT = { has_cultural_era_or_later = culture_era_early_medieval } + } + scope:accolade_type = { + type_has_accolade_category = infantry + type_has_accolade_category = heavy_fighter + } + } + desc = accolade_noble_warriors + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + type_has_accolade_category = infantry + } + } + desc = accolade_infantry + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + type_has_accolade_category = infantry + type_has_accolade_category = heavy_fighter + } + } + desc = accolade_heavy_infantry + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + type_has_accolade_category = infantry + } + } + desc = accolade_footmen + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + type_has_accolade_category = infantry + type_has_accolade_category = heavy_fighter + } + } + desc = accolade_heavy_footmen + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + scope:accolade_type = { + NOR = { + AND = { + type_has_accolade_category = cavalry + type_has_accolade_category = heavy_fighter + } + type_has_accolade_category = siege + } + } + } + desc = accolade_soldiery + } + triggered_desc = { + trigger = { + scope:accolade_type = { + AND = { + type_has_accolade_category = cavalry + type_has_accolade_category = heavy_fighter + } + NOT = { + this = accolade_type:elephantry_attribute + } + } + } + desc = accolade_lances + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:crossbowmen_attribute + } + } + desc = accolade_crossbows + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:crossbowmen_attribute + } + } + desc = accolade_crossbowmen + } + triggered_desc = { + trigger = { + culture = { + NOT = { has_cultural_era_or_later = culture_era_early_medieval } + } + scope:accolade_type = { + type_has_accolade_category = siege + } + } + desc = accolade_burners + } + triggered_desc = { + trigger = { + OR = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + culture = { + has_cultural_parameter = unlock_maa_ballistrai + } + } + scope:accolade_type = { + type_has_accolade_category = siege + } + } + desc = accolade_engineers + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:camelry_attribute + } + } + desc = accolade_camels + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + this = accolade_type:camelry_attribute + } + } + desc = accolade_cameliers + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:elephantry_attribute + } + } + desc = accolade_elephants + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = infantry + type_has_accolade_category = ranged_fighter + } + NOT = { + type_has_accolade_category = siege + } + } + } + desc = accolade_milites + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + desc = accolade_war_party + } + triggered_desc = { + trigger = { + OR = { + AND = { + scope:accolade_type = { + this = accolade_type:archer_attribute + } + culture = { + OR = { + has_cultural_parameter = unlock_maa_archers_of_the_nile + has_cultural_parameter = unlock_maa_bush_hunter + has_cultural_parameter = unlock_maa_metsanvartija + has_cultural_parameter = unlock_maa_maturkan_warriors + has_cultural_parameter = unlock_maa_longbowmen + has_innovation = innovation_bamboo_bows + } + } + } + AND = { + scope:accolade_type = { + this = accolade_type:crossbowmen_attribute + } + culture = { + has_innovation = innovation_repeating_crossbow + } + } + } + } + desc = accolade_cultural_archers + } + triggered_desc = { + trigger = { + OR = { + AND = { + scope:accolade_type = { + this = accolade_type:vanguard_attribute + } + culture = { + OR = { + has_cultural_parameter = unlock_maa_ayyar + has_cultural_parameter = unlock_maa_mubarizun + has_cultural_parameter = unlock_maa_druzhina + has_cultural_parameter = unlock_maa_khandayat + has_cultural_parameter = unlock_maa_garudas + has_cultural_parameter = unlock_maa_palace_guards + has_cultural_parameter = unlock_maa_huscarls + has_cultural_parameter = unlock_maa_mountaineer + has_cultural_parameter = unlock_maa_zbrojnosh + has_innovation = innovation_sarawit + has_innovation = innovation_legionnaires + has_cultural_parameter = unlock_maa_skoutatoi + } + } + } + AND = { + scope:accolade_type = { + this = accolade_type:pike_attribute + } + culture = { + OR = { + has_innovation = innovation_rectilinear_schiltron + has_innovation = innovation_pike_columns + has_innovation = innovation_zweihanders + } + } + } + } + } + desc = accolade_cultural_infantry + } + triggered_desc = { + trigger = { + OR = { + AND = { + scope:accolade_type = { + this = accolade_type:lancer_attribute + } + culture = { + OR = { + has_cultural_parameter = unlock_maa_cataphract + has_cultural_parameter = unlock_maa_monaspa + has_innovation = innovation_valets + has_cultural_parameter = unlock_maa_conrois + + } + } + } + AND = { + scope:accolade_type = { + this = accolade_type:outrider_attribute + } + culture = { + OR = { + has_cultural_parameter = unlock_maa_mulaththamun + has_cultural_parameter = unlock_maa_hussar + has_innovation = innovation_desert_tactics + has_innovation = innovation_caballeros + has_innovation = innovation_hobbies + has_innovation = innovation_sahel_horsemen + has_cultural_parameter = unlock_maa_ayrudzi + } + } + } + } + } + desc = accolade_cultural_cavalry + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:skirmisher_attribute + } + culture = { + OR = { + has_cultural_parameter = unlock_maa_horn_warrior + has_cultural_parameter = unlock_maa_shomer + has_cultural_parameter = unlock_maa_abudrar + has_cultural_parameter = unlock_maa_guinea_warrior + has_innovation = innovation_adaptive_militia + has_cultural_parameter = unlock_maa_akritai + } + } + } + desc = accolade_cultural_skirmishers + } + + #fallback + desc = accolade_elite + desc = accolade_retinue + } + } + + potential = { + exists = liege + culture = liege.culture + scope:accolade_type = { + type_has_accolade_category = men_at_arms + } + } +} + +# First of the French Knights +# accolade_leader_of_the_culture_unit +accolade_leader_of_the_culture_unit = { + key = "accolade_leader_of_the_culture_unit" + + num_options = 2 + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = defensive + } + } + desc = accolade_stalwart + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = ethical + } + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + desc = accolade_paragon + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + } + } + desc = accolade_most_skilled + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = leader + } + } + desc = accolade_most_expert + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = militant + } + } + } + desc = accolade_horn_blower + } + triggered_desc = { + trigger = { + exists = liege + liege ?= { + opinion = { + target = root + value >= 50 + } + } + } + desc = accolade_favorite + } + triggered_desc = { + trigger = { + age >= 35 + } + desc = accolade_senior + } + triggered_desc = { + trigger = { + is_female = yes + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + NOT = { + culture = { + has_cultural_parameter = has_access_to_shieldmaidens + } + } + } + desc = accolade_dame + } + triggered_desc = { + trigger = { + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + desc = accolade_officer + } + triggered_desc = { + trigger = { + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + NOT = { type_has_accolade_category = militant } + } + } + desc = accolade_official + } + triggered_desc = { + trigger = { + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + NOT = { type_has_accolade_category = militant } + } + } + desc = accolade_office_bearer + } + desc = accolade_finest + desc = accolade_first + desc = accolade_leader + desc = accolade_head_knight + } + } + + option = { + random_valid = { + triggered_desc = { + trigger = { + culture = { + has_cultural_parameter = has_access_to_shieldmaidens + } + is_female = yes + } + desc = accolade_shieldmaidens + } + triggered_desc = { + trigger = { + age < 25 + } + desc = accolade_young_knights + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = courtly + type_has_accolade_category = champion + type_has_accolade_category = ethical + type_has_accolade_category = defensive + type_has_accolade_category = subtle + } + } + } + desc = accolade_companions + } + triggered_desc = { + trigger = { + exists = liege + liege.culture = { + NOT = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + desc = accolade_chosen + } + triggered_desc = { + trigger = { + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + liege = { + highest_held_title_tier >= tier_duchy + } + } + desc = accolade_gentry + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = militant + type_has_accolade_category = ethical + type_has_accolade_category = forceful + type_has_accolade_category = leader + } + } + } + desc = accolade_guard + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + OR = { + type_has_accolade_category = ethical + type_has_accolade_category = courtly + type_has_accolade_category = champion + } + } + } + desc = accolade_gallants + } + triggered_desc = { + trigger = { + exists = liege + liege ?= { + government_has_flag = government_is_feudal + } + } + desc = accolade_banners + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = amoral + } + } + NOT = { + liege.culture ?= { + has_cultural_era_or_later = culture_era_high_medieval + } + } + } + desc = accolade_slayers + } + triggered_desc = { + trigger = { + NOR = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + liege ?= { + highest_held_title_tier >= tier_kingdom + } + } + } + desc = accolade_band + } + triggered_desc = { + trigger = { + liege ?= { + government_has_flag = government_is_tribal + } + scope:accolade_type = { + type_has_accolade_category = militant + } + } + desc = accolade_warband + } + triggered_desc = { + trigger = { + NOR = { + liege.culture ?= { + OR = { + has_cultural_era_or_later = culture_era_high_medieval + has_cultural_tradition = tradition_byzantine_succession + has_cultural_tradition = tradition_ep3_roman_ceremonies + has_cultural_tradition = tradition_republican_legacy + } + } + is_female = yes + } + } + desc = accolade_bondsmen + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = aggressive + } + liege ?= { + government_has_flag = government_is_tribal + } + } + desc = accolade_raiders + } + desc = accolade_nobles + desc = accolade_knights + desc = accolade_retainers + } + } + + potential = { + exists = liege + culture != liege.culture + # No men-at-arms, unless they're noble heavy troops + scope:accolade_type = { + OR = { + AND = { + type_has_accolade_category = men_at_arms + type_has_accolade_category = heavy_fighter + } + NOT = { + type_has_accolade_category = men_at_arms + } + } + } + } +} + +# Head Knight of the King's Retinue +accolade_leader_of_the_lieges_unit = { + key = "accolade_leader_of_the_lieges_unit" + + num_options = 2 + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = defensive + } + } + desc = accolade_stalwart + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = ethical + } + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + desc = accolade_paragon + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + } + } + desc = accolade_most_skilled + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = leader + } + } + desc = accolade_most_expert + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = militant + } + } + } + desc = accolade_horn_blower + } + triggered_desc = { + trigger = { + is_female = yes + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + NOT = { + culture = { + has_cultural_parameter = has_access_to_shieldmaidens + } + } + } + desc = accolade_dame + } + triggered_desc = { + trigger = { + liege ?= { + opinion = { + target = root + value >= 50 + } + } + } + desc = accolade_favorite + } + triggered_desc = { + trigger = { + age >= 35 + } + desc = accolade_senior + } + triggered_desc = { + trigger = { + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + desc = accolade_officer + } + triggered_desc = { + trigger = { + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + NOT = { type_has_accolade_category = militant } + } + } + desc = accolade_official + } + triggered_desc = { + trigger = { + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + NOT = { type_has_accolade_category = militant } + } + } + desc = accolade_office_bearer + } + desc = accolade_finest + desc = accolade_first + desc = accolade_leader + desc = accolade_head_knight + } + } + + option = { + random_valid = { + triggered_desc = { + trigger = { + culture = { + has_cultural_parameter = has_access_to_shieldmaidens + } + is_female = yes + } + desc = accolade_shieldmaidens + } + triggered_desc = { + trigger = { + age >= 40 + } + desc = accolade_veterans + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = militant + } + } + desc = accolade_battle_line + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = courtly + type_has_accolade_category = champion + type_has_accolade_category = ethical + type_has_accolade_category = defensive + type_has_accolade_category = subtle + } + } + } + desc = accolade_companions + } + triggered_desc = { + trigger = { + exists = liege + liege.culture = { + NOT = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + desc = accolade_chosen + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = militant + type_has_accolade_category = ethical + type_has_accolade_category = forceful + type_has_accolade_category = leader + } + } + } + desc = accolade_guard + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + OR = { + type_has_accolade_category = ethical + type_has_accolade_category = courtly + type_has_accolade_category = champion + } + } + } + desc = accolade_gallants + } + triggered_desc = { + trigger = { + exists = liege + liege = { + government_has_flag = government_is_feudal + } + } + desc = accolade_banners + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = amoral + } + } + } + desc = accolade_slayers + } + triggered_desc = { + trigger = { + NOR = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + liege ?= { + highest_held_title_tier >= tier_kingdom + } + } + } + desc = accolade_band + } + triggered_desc = { + trigger = { + liege ?= { + government_has_flag = government_is_tribal + } + scope:accolade_type = { + type_has_accolade_category = militant + } + } + desc = accolade_warband + } + triggered_desc = { + trigger = { + NOR = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + is_female = yes + } + } + desc = accolade_bondsmen + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = aggressive + } + liege ?= { + government_has_flag = government_is_tribal + } + } + desc = accolade_raiders + } + desc = accolade_knights + desc = accolade_retainers + desc = accolade_retinue + } + } + + potential = { + exists = liege + culture = liege.culture + # No men-at-arms, unless they're noble heavy troops + scope:accolade_type = { + OR = { + AND = { + type_has_accolade_category = men_at_arms + type_has_accolade_category = heavy_fighter + } + NOT = { + type_has_accolade_category = men_at_arms + } + } + } + } +} + +# The Knight of St. George +accolade_knight_of_god = { + key = "accolade_knight_of_god" + + num_options = 2 + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = ethical + } + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + desc = accolade_paragon + } + triggered_desc = { + trigger = { + is_female = yes + exists = liege + NOT = { + liege.culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + } + desc = accolade_sword_maiden + } + triggered_desc = { + trigger = { + is_female = yes + } + desc = accolade_maiden + } + triggered_desc = { + trigger = { + culture = { + has_cultural_parameter = has_access_to_shieldmaidens + } + is_female = yes + } + desc = accolade_shieldmaiden + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = equestrian + type_has_accolade_category = forceful + type_has_accolade_category = militant + } + } + } + desc = accolade_champion + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = militant + type_has_accolade_category = forceful + type_has_accolade_category = aggressive + } + } + } + desc = accolade_sword + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = subtle + type_has_accolade_category = courtly + type_has_accolade_category = leader + } + } + } + desc = accolade_voice + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = forceful + type_has_accolade_category = champion + } + } + } + desc = accolade_fire + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + desc = accolade_banner + } + desc = accolade_defender + } + } + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = militant + type_has_accolade_category = aggressive + } + } + } + desc = accolade_war_god + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = stewardship + } + } + desc = accolade_wealth_god + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = learning + } + } + desc = accolade_knowledge_god + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = amoral + } + } + desc = accolade_trickster_god + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = defensive + } + NOT = { + faith.religion = religion:west_african_roog_religion + } + } + desc = accolade_health_god + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = amoral + } + } + desc = accolade_death_god + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = subtle + } + } + desc = accolade_night_god + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = courtly + } + } + desc = accolade_household_god + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = social + } + } + desc = accolade_fertility_god + } + triggered_desc = { + trigger = { + NOR = { + faith.religion = religion:finno_ugric_religion + faith.religion = religion:north_african_religion + faith.religion = religion:paganism_religion + faith.religion = religion:west_african_religion + faith.religion = religion:west_african_roog_religion + } + } + desc = accolade_good_god + } + desc = accolade_high_god + } + } + + potential = { + exists = liege + religion = liege.religion + NOT = { faith.religion = religion:west_african_bori_religion } + } +} + +# Bearer of the King's Sword +accolade_bearer_of_the_lieges_item = { + key = "accolade_bearer_of_the_lieges_item" + + num_options = 1 + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + } + } + desc = accolade_sword + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = leader + } + } + desc = accolade_mandate + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = militant + } + } + desc = accolade_standard + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = courtly + } + } + desc = accolade_seal + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = forceful + } + } + desc = accolade_helm + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = subtle + } + } + desc = accolade_raiment + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = aggressive + } + } + desc = accolade_mace + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = defensive + } + } + desc = accolade_shield + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = ethical + } + } + desc = accolade_trust + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = amoral + } + } + desc = accolade_warrants + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = equestrian + } + } + desc = accolade_spurs + } + } + } + + potential = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + liege ?= { + highest_held_title_tier > tier_county + } + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = leader + type_has_accolade_category = militant + type_has_accolade_category = courtly + type_has_accolade_category = forceful + type_has_accolade_category = subtle + type_has_accolade_category = aggressive + type_has_accolade_category = defensive + type_has_accolade_category = ethical + type_has_accolade_category = amoral + type_has_accolade_category = equestrian + } + } + } +} + +# First of the Pursuit +accolade_first_of_the_field = { + key = "accolade_first_of_the_field" + + num_options = 1 + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + } + liege ?= { + NOT = { government_has_flag = government_is_tribal } + } + } + desc = accolade_among_the_guard + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + } + liege ?= { + government_has_flag = government_is_tribal + } + } + desc = accolade_in_feats_of_war + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = leader + } + liege ?= { + NOT = { government_has_flag = government_is_tribal } + } + } + desc = accolade_among_office_bearers + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = leader + } + liege ?= { + government_has_flag = government_is_tribal + } + age >= 35 + } + desc = accolade_of_elders + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = leader + } + liege ?= { + government_has_flag = government_is_tribal + } + age < 35 + } + desc = accolade_among_aspirants + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = militant + } + liege ?= { + NOT = { government_has_flag = government_is_tribal } + } + } + desc = accolade_of_the_column + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = militant + } + liege ?= { + government_has_flag = government_is_tribal + } + } + desc = accolade_among_oathswearers + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = courtly + } + liege ?= { + NOT = { government_has_flag = government_is_tribal } + } + } + desc = accolade_of_the_chamber + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = courtly + } + liege ?= { + government_has_flag = government_is_tribal + } + } + desc = accolade_among_hearth_companions + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = forceful + } + } + desc = accolade_of_the_battle_line + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = subtle + } + } + desc = accolade_among_advisors + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = aggressive + } + liege ?= { + NOT = { government_has_flag = government_is_tribal } + } + } + desc = accolade_of_the_van + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = aggressive + } + liege ?= { + government_has_flag = government_is_tribal + } + } + desc = accolade_among_raiders + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = defensive + } + liege ?= { + NOT = { government_has_flag = government_is_tribal } + } + } + desc = accolade_of_the_rearguard + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = defensive + } + liege ?= { + government_has_flag = government_is_tribal + } + } + desc = accolade_among_hall_guardians + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = ethical + } + } + desc = accolade_of_noble_virtue + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = equestrian + } + } + desc = accolade_of_the_pursuit + } + } + } + + potential = { + exists = liege + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = leader + type_has_accolade_category = militant + type_has_accolade_category = courtly + type_has_accolade_category = forceful + type_has_accolade_category = subtle + type_has_accolade_category = aggressive + type_has_accolade_category = defensive + type_has_accolade_category = ethical + type_has_accolade_category = equestrian + } + } + } +} + +# The Terror in the Hills +accolade_the_warrior_in_the_terrain = { + key = "accolade_the_warrior_in_the_terrain" + + num_options = 2 + + option = { + random_valid = { + triggered_desc = { + trigger = { + OR = { + scope:accolade_type = { + type_has_accolade_category = defensive + } + has_trait = loyal + } + } + desc = accolade_stalwart + } + triggered_desc = { + trigger = { + OR = { + scope:accolade_type = { + type_has_accolade_category = amoral + } + has_trait = disloyal + } + } + desc = accolade_scoundrel + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + } + } + desc = accolade_most_skilled + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = leader + } + } + desc = accolade_most_expert + } + triggered_desc = { + trigger = { + is_female = yes + exists = liege + NOT = { + liege.culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + } + desc = accolade_sword_maiden + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = ethical + type_has_accolade_category = leader + type_has_accolade_category = courtly + } + } + } + desc = accolade_sun + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = subtle + type_has_accolade_category = amoral + type_has_accolade_category = courtly + } + } + } + desc = accolade_moon + } + triggered_desc = { + trigger = { + culture = { + has_cultural_parameter = has_access_to_shieldmaidens + } + is_female = yes + } + desc = accolade_shieldmaiden + } + triggered_desc = { + trigger = { + liege ?= { + government_has_flag = government_is_tribal + } + } + desc = accolade_chief_warrior + } + triggered_desc = { + trigger = { + age >= 35 + } + desc = accolade_senior_knight + } + triggered_desc = { + trigger = { + liege ?= { + NOR = { + government_has_flag = government_is_tribal government_has_flag = government_is_clan + } + } + scope:accolade_type = { + NOR = { + type_has_accolade_category = militant + type_has_accolade_category = amoral + } + } + } + desc = accolade_constable + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = infantry + } + } + } + desc = accolade_sword + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = equestrian + type_has_accolade_category = forceful + type_has_accolade_category = aggressive + } + } + } + desc = accolade_storm + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = forceful + type_has_accolade_category = aggressive + } + } + } + desc = accolade_fire + } + triggered_desc = { + trigger = { + liege ?= { + NOT = { government_has_flag = government_is_tribal } + } + scope:accolade_type = { + type_has_accolade_category = leader + } + } + desc = accolade_lord + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = amoral + type_has_accolade_category = champion + } + } + } + desc = accolade_slayer + } + triggered_desc = { + trigger = { + liege ?= { + NOT = { government_has_flag = government_is_tribal } + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + scope:accolade_type = { + NOT = { + type_has_accolade_category = militant + } + } + } + desc = accolade_minister + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = amoral + } + } + } + desc = accolade_terror + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = courtly + type_has_accolade_category = ethical + } + } + } + desc = accolade_lieges_voice + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = forceful + type_has_accolade_category = ethical + } + } + } + desc = accolade_lieges_law + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = ethical + } + } + } + desc = accolade_hero + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = aggressive + type_has_accolade_category = forceful + } + } + } + desc = accolade_lieges_beast + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = subtle + type_has_accolade_category = courtly + } + } + } + desc = accolade_watcher + } + desc = accolade_keeper + } + } + option = { + random_valid = { + triggered_desc = { + trigger = { + is_playable_character = no + exists = liege + } + desc = accolade_lieges_capital_terrain + } + triggered_desc = { + trigger = { + is_playable_character = yes + } + desc = accolade_knights_capital_terrain + } + } + } + + potential = { + OR = { + liege ?= { + is_playable_character = yes + } + is_playable_character = yes + } + } +} + +# The Defender of Bohemia +accolade_the_defender_of_lieges_title = { + key = "accolade_the_defender_of_lieges_title" + + num_options = 1 + + option = { + random_valid = { + triggered_desc = { + trigger = { + liege ?= { + opinion = { + target = root + value >= 80 + } + } + } + desc = accolade_most_trusted + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = ethical + } + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + desc = accolade_paragon + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + } + } + desc = accolade_most_skilled + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = leader + } + } + desc = accolade_most_expert + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = militant + } + } + } + desc = accolade_horn_blower + } + triggered_desc = { + trigger = { + is_female = yes + } + desc = accolade_maiden + } + triggered_desc = { + trigger = { + is_female = yes + exists = liege + NOT = { + liege.culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + } + desc = accolade_sword_maiden + } + triggered_desc = { + trigger = { + culture = { + has_cultural_parameter = has_access_to_shieldmaidens + } + is_female = yes + } + desc = accolade_shieldmaiden + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = defensive + } + } + desc = accolade_defender + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + } + } + desc = accolade_champion + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = ethical + type_has_accolade_category = defensive + } + } + } + desc = accolade_guardian + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = ethical + } + } + desc = accolade_most_loyal + } + triggered_desc = { + trigger = { + prowess >= 25 + } + desc = accolade_greatest_knight + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = militant + } + } + liege ?= { + NOT = { government_has_flag = government_is_tribal } + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + } + desc = accolade_master_at_arms + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = equestrian + } + liege ?= { + culture = { + NOT = { has_cultural_era_or_later = culture_era_high_medieval } + } + } + } + desc = accolade_first_rider + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + type_has_accolade_category = infantry + } + } + desc = accolade_sword + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = cavalry + NOT = { type_has_accolade_category = ranged_fighter } + } + } + desc = accolade_lance + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = ranged_fighter + } + } + desc = accolade_black_arrow + } + triggered_desc = { + trigger = { + liege ?= { + government_has_flag = government_is_feudal + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + } + desc = accolade_knight_marshal + } + triggered_desc = { + trigger = { + liege ?= { + NOT = { government_has_flag = government_is_tribal } + } + } + desc = accolade_guard_commander + } + triggered_desc = { + trigger = { + scope:accolade_type = { + NOT = { type_has_accolade_category = amoral } + } + } + desc = accolade_pride + } + triggered_desc = { + trigger = { + scope:accolade_type = { + NOT = { type_has_accolade_category = amoral } + } + is_female = no + } + desc = accolade_truest_son + } + triggered_desc = { + trigger = { + scope:accolade_type = { + NOT = { type_has_accolade_category = amoral } + } + is_female = yes + } + desc = accolade_truest_daughter + } + triggered_desc = { + trigger = { + scope:accolade_type = { + NOT = { type_has_accolade_category = amoral } + } + liege ?= { + opinion = { + target = root + value >= 80 + } + } + } + desc = accolade_beloved + } + desc = accolade_head_knight + } + } + + potential = { + exists = liege + } +} + +#The Foe of Christians +accolade_the_foe_of_enemy_faith = { + key = "accolade_the_foe_of_enemy_faith" + + num_options = 2 + + option = { + random_valid = { + desc = accolade_foe + desc = accolade_hammer + desc = accolade_enemy + desc = accolade_bane + desc = accolade_death + desc = accolade_judgment + desc = accolade_slayer + desc = accolade_sorrow + desc = accolade_vanquisher + } + } + + option = { + random_valid = { + triggered_desc = { + trigger = { + faith.religion = { + is_in_family = rf_abrahamic + } + faith = { + NOR = { + has_doctrine_parameter = unreformed_syncretic_actor_opinion_active + has_doctrine_parameter = unreformed + } + } + NOT = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + } + desc = accolade_pagans + } + triggered_desc = { + trigger = { + faith.religion = { is_in_family = rf_abrahamic } + faith = { + fervor < 50 + } + } + desc = accolade_heretics + } + triggered_desc = { + trigger = { + faith.religion = religion:islam_religion + } + desc = accolade_infidels + } + triggered_desc = { + trigger = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + desc = accolade_heathens + } + triggered_desc = { + trigger = { + NOR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + faith = { + has_doctrine_parameter = christian_syncretic_actor_opinion_active + } + } + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + geographical_region = world_africa_north_west + geographical_region = world_africa_north_east + geographical_region = world_africa_east + geographical_region = world_steppe_west + } + } + } + desc = accolade_christians + } + triggered_desc = { + trigger = { + NOR = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + faith = { + has_doctrine_parameter = christian_syncretic_actor_opinion_active + } + } + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + geographical_region = world_africa_north_west + geographical_region = world_africa_north_east + geographical_region = world_africa_east + geographical_region = world_steppe_west + } + } + } + desc = accolade_christendom + } + triggered_desc = { + trigger = { + NOR = { + faith.religion = religion:islam_religion + faith = { + has_doctrine_parameter = islamic_syncretic_actor_opinion_active + } + } + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_europe_west_iberia + geographical_region = world_europe_south_italy + geographical_region = world_asia_minor + geographical_region = world_middle_east + geographical_region = world_africa_north + geographical_region = world_africa_east + geographical_region = world_india_rajastan + geographical_region = world_steppe_west + } + } + } + desc = accolade_muslims + } + triggered_desc = { + trigger = { + faith.religion = { + is_in_family = rf_abrahamic + } + NOR = { + faith.religion = religion:buddhism_religion + faith = { + has_doctrine_parameter = eastern_syncretic_actor_opinion_active + } + } + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_tibet + geographical_region = world_steppe_tarim + geographical_region = world_burma + geographical_region = world_india_rajastan + geographical_region = world_india_bengal + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_korea + geographical_region = world_asia_southeast + } + } + } + desc = accolade_buddhists + } + triggered_desc = { + trigger = { + faith.religion = { + is_in_family = rf_abrahamic + } + NOR = { + faith.religion = religion:buddhism_religion + faith = { + has_doctrine_parameter = eastern_syncretic_actor_opinion_active + } + } + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_tibet + geographical_region = world_steppe_tarim + geographical_region = world_burma + geographical_region = world_india_rajastan + geographical_region = world_india_bengal + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_korea + geographical_region = world_asia_southeast + } + } + } + desc = accolade_buddhism + } + triggered_desc = { + trigger = { + faith.religion = { + is_in_family = rf_abrahamic + } + NOR = { + faith.religion = religion:hinduism_religion + faith = { + has_doctrine_parameter = eastern_syncretic_actor_opinion_active + } + } + liege.capital_county.title_province ?= { + geographical_region = world_india + } + } + desc = accolade_hindus + } + desc = accolade_demons + desc = accolade_non_believers + } + } + + potential = { + liege ?= { + is_playable_character = yes + } + faith = liege.faith + faith = { + NOR = { + has_doctrine = doctrine_pluralism_pluralistic + has_doctrine_parameter = pacifist_opinion_active + } + } + NOT = { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + scope:accolade_type = { + OR = { + type_has_accolade_category = militant + type_has_accolade_category = aggressive + type_has_accolade_category = forceful + } + } + NOT = { + has_trait = cynical + } + liege ?= { + NOR = { + has_trait = cynical + has_trait = compassionate + } + } + } +} + + +# The Knight of Wrath +# Purity, Noble Virtue, Among Enemies, French Virtue, Dignity, Rightfulness +accolade_the_knight_of_aspect = { + key = "accolade_the_knight_of_aspect" + + num_options = 1 + + option = { + random_valid = { + triggered_desc = { + trigger = { + liege ?= { + opinion = { + target = root + value <= -50 + } + } + } + desc = accolade_among_enemies + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = aggressive + } + } + } + desc = accolade_without_fear + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = ethical + type_has_accolade_category = courtly + } + } + } + desc = accolade_immaculate + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = ethical + } + } + desc = accolade_of_purity + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = courtly + } + } + desc = accolade_noble_refinement + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = leader + type_has_accolade_category = courtly + } + } + } + desc = accolade_of_dignity + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = ethical + type_has_accolade_category = defensive + } + } + } + desc = accolade_most_loyal + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = aggressive + } + } + } + desc = accolade_of_wroth + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = aggressive + } + } + } + desc = accolade_of_vengeance + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = leader + } + } + } + desc = accolade_of_dominance + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = amoral + } + } + desc = accolade_most_feared + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = equestrian + } + } + desc = accolade_hard_spurring + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = equestrian + } + } + desc = accolade_of_celerity + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = subtle + } + } + desc = accolade_of_grace + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = forceful + } + } + desc = accolade_of_might + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = champion + } + } + desc = accolade_of_valor + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = courtly + } + } + desc = accolade_of_wisdom + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = militant + } + } + desc = accolade_ever_armored + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = forceful + } + } + } + desc = accolade_indomitable + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = militant + } + } + desc = accolade_of_conquests + } + triggered_desc = { + trigger = { + scope:accolade_type = { + NOT = { type_has_accolade_category = amoral } + } + } + desc = accolade_of_true_culture_virtue + } + triggered_desc = { + trigger = { + liege ?= { + faith.religion = religion:tengrism_religion + } + } + desc = accolade_of_the_wind_horse + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = courtly + type_has_accolade_category = leader + } + } + } + desc = accolade_of_the_north_star + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = champion + } + } + } + desc = accolade_of_perils + } + } + } + + potential = { + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = leader + type_has_accolade_category = militant + type_has_accolade_category = courtly + type_has_accolade_category = forceful + type_has_accolade_category = subtle + type_has_accolade_category = aggressive + type_has_accolade_category = defensive + type_has_accolade_category = ethical + type_has_accolade_category = equestrian + type_has_accolade_category = amoral + } + } + } +} + +# Strongest of the Warband +accolade_goodest_of_knights = { + key = "accolade_goodest_of_knights" + + num_options = 2 + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = champion + } + } + } + desc = accolade_boldest + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = champion + type_has_accolade_category = militant + type_has_accolade_category = forceful + } + } + OR = { + has_trait = physique_good + has_trait = athletic + has_trait = strong + has_trait = giant + } + } + desc = accolade_strongest + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = learning + type_has_accolade_category = leader + } + } + } + desc = accolade_sagest + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = intrigue + type_has_accolade_category = subtle + } + } + liege ?= { + culture = { + NOT = { + has_cultural_pillar = ethos_spiritual + } + } + } + } + desc = accolade_cleverest + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = diplomacy + type_has_accolade_category = courtly + } + } + liege ?= { + culture = { + NOT = { + has_cultural_pillar = ethos_bellicose + } + } + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + desc = accolade_courtliest + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = stewardship + type_has_accolade_category = defensive + } + } + } + desc = accolade_steadiest + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = amoral + type_has_accolade_category = aggressive + type_has_accolade_category = forceful + } + } + liege ?= { + culture = { + NOT = { + has_cultural_pillar = ethos_courtly + } + } + } + } + desc = accolade_fiercest + } + triggered_desc = { + trigger = { + has_trait = beauty_good + } + desc = accolade_fairest + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = ethical + } + liege ?= { + culture = { + NOT = { + has_cultural_pillar = ethos_bellicose + } + } + } + } + desc = accolade_gentlest + } + triggered_desc = { + trigger = { + NOR = { + scope:accolade_type = { + type_has_accolade_category = amoral + type_has_accolade_category = subtle + } + } + } + desc = accolade_truest + } + triggered_desc = { + trigger = { + NOR = { + scope:accolade_type = { + type_has_accolade_category = amoral + type_has_accolade_category = aggressive + } + } + } + desc = accolade_noblest + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = ethical + } + } + } + desc = accolade_most_faithful + } + triggered_desc = { + trigger = { + liege ?= { + opinion = { + target = root + value >= 80 + } + } + } + desc = accolade_most_trusted + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = amoral + } + } + } + desc = accolade_most_feared + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = equestrian + } + } + desc = accolade_swiftest + } + desc = accolade_worthiest + desc = accolade_most_honored + } + } + + option = { + random_valid = { + triggered_desc = { + trigger = { + NOR = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + liege ?= { + highest_held_title_tier >= tier_kingdom + } + } + } + desc = accolade_band + } + triggered_desc = { + trigger = { + liege ?= { + government_has_flag = government_is_tribal + } + scope:accolade_type = { + type_has_accolade_category = militant + } + } + desc = accolade_warband + } + triggered_desc = { + trigger = { + num_sinful_traits = 0 + } + desc = accolade_faith_adherents + } + triggered_desc = { + trigger = { + num_sinful_traits <= 1 + } + desc = accolade_culture_plural + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = light_fighter + } + } + desc = accolade_harriers + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + scope:accolade_type = { + this = accolade_type:pike_attribute + } + } + desc = accolade_spears + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + scope:accolade_type = { + OR = { + type_has_accolade_category = cavalry + type_has_accolade_category = equestrian + } + } + } + desc = accolade_riders + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + scope:accolade_type = { + OR = { + type_has_accolade_category = cavalry + type_has_accolade_category = equestrian + } + } + } + desc = accolade_noble_riders + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + OR = { + type_has_accolade_category = cavalry + type_has_accolade_category = equestrian + } + } + } + desc = accolade_cavalry + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + OR = { + type_has_accolade_category = cavalry + type_has_accolade_category = equestrian + } + } + } + desc = accolade_noble_cavalry + } + triggered_desc = { + trigger = { + culture = { + NOT = { has_cultural_era_or_later = culture_era_early_medieval } + } + scope:accolade_type = { + type_has_accolade_category = militant + } + } + desc = accolade_warriors + } + triggered_desc = { + trigger = { + culture = { + NOT = { has_cultural_era_or_later = culture_era_early_medieval } + } + scope:accolade_type = { + type_has_accolade_category = militant + } + } + desc = accolade_noble_warriors + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + type_has_accolade_category = infantry + } + } + desc = accolade_infantry + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = cavalry + type_has_accolade_category = equestrian + } + NOT = { + this = accolade_type:elephantry_attribute + } + } + } + desc = accolade_lances + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:crossbowmen_attribute + } + } + desc = accolade_crossbows + } + triggered_desc = { + trigger = { + scope:accolade_type = { + this = accolade_type:crossbowmen_attribute + } + } + desc = accolade_crossbowmen + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + scope:accolade_type = { + this = accolade_type:camelry_attribute + } + } + desc = accolade_cameliers + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + desc = accolade_war_party + } + + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = militant + } + } + desc = accolade_battle_line + } + + triggered_desc = { + trigger = { + exists = liege + liege.culture = { + NOT = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + desc = accolade_chosen + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = militant + type_has_accolade_category = ethical + type_has_accolade_category = forceful + type_has_accolade_category = leader + } + } + } + desc = accolade_guard + } + + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + scope:accolade_type = { + OR = { + type_has_accolade_category = ethical + type_has_accolade_category = courtly + type_has_accolade_category = champion + } + } + } + desc = accolade_gallants + } + triggered_desc = { + trigger = { + exists = liege + liege ?= { + government_has_flag = government_is_feudal + } + } + desc = accolade_banners + } + triggered_desc = { + trigger = { + scope:accolade_type = { + NOT = { + type_has_accolade_category = subtle + } + } + } + desc = accolade_household_knights + } + triggered_desc = { + trigger = { + NOR = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + is_female = yes + } + } + desc = accolade_bondsmen + } + triggered_desc = { + trigger = { + scope:accolade_type = { + NOT = { + type_has_accolade_category = militant + } + } + } + desc = accolade_household + } + triggered_desc = { + trigger = { + scope:accolade_type = { + NOT = { + type_has_accolade_category = militant + } + } + } + desc = accolade_court + } + triggered_desc = { + trigger = { + culture = { + has_cultural_parameter = has_access_to_shieldmaidens + } + is_female = yes + } + desc = accolade_shieldmaidens + } + desc = accolade_knights + desc = accolade_retinue + } + } + + potential = { + always = yes + } +} + +# The Iron Knight +accolade_the_material_knight = { + key = "accolade_the_material_knight" + + num_options = 2 + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = defensive + type_has_accolade_category = champion + } + } + } + desc = accolade_stone + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = courtly + type_has_accolade_category = defensive + } + } + } + desc = accolade_bronze + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = aggressive + type_has_accolade_category = amoral + type_has_accolade_category = militant + } + } + } + desc = accolade_red + } + triggered_desc = { + trigger = { + scope:accolade_type = { + NOT = { + type_has_accolade_category = subtle + } + } + } + desc = accolade_golden + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + desc = accolade_steel + } + triggered_desc = { + trigger = { + liege.capital_county.title_province ?= { + OR = { + geographical_region = world_tibet + geographical_region = world_steppe_east + geographical_region = world_steppe_tarim + geographical_region = world_india + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_korea + geographical_region = world_asia_southeast + } + } + } + desc = accolade_jade + } + desc = accolade_iron + desc = accolade_silver + } + } + + option = { + random_valid = { + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = ethical + } + exists = liege + liege.culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + desc = accolade_paragon + } + triggered_desc = { + trigger = { + NOT = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + desc = accolade_warrior + } + triggered_desc = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + desc = accolade_commission + } + triggered_desc = { + trigger = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + OR = { + has_trait = pilgrim + has_trait = holy_warrior + has_trait = faith_warrior + has_trait = zealous + } + } + desc = accolade_pilgrim + } + triggered_desc = { + trigger = { + has_trait = giant + } + desc = accolade_giant + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = forceful + type_has_accolade_category = champion + type_has_accolade_category = aggressive + } + } + } + desc = accolade_challenger + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = ethical + } + } + } + desc = accolade_guardian + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = defensive + type_has_accolade_category = ethical + } + } + } + desc = accolade_sentinel + } + triggered_desc = { + trigger = { + scope:accolade_type = { + type_has_accolade_category = forceful + } + } + desc = accolade_hammer + } + triggered_desc = { + trigger = { + scope:accolade_type = { + OR = { + type_has_accolade_category = equestrian + type_has_accolade_category = cavalry + } + } + } + desc = accolade_rider + } + triggered_desc = { + trigger = { + faith.religion = religion:buddhism_religion + exists = liege + liege.faith.religion = religion:buddhism_religion + } + desc = accolade_buddha + } + triggered_desc = { + trigger = { + is_female = yes + exists = liege + NOT = { + liege.culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + } + desc = accolade_sword_maiden + } + triggered_desc = { + trigger = { + is_female = yes + } + desc = accolade_maiden + } + triggered_desc = { + trigger = { + culture = { + has_cultural_parameter = has_access_to_shieldmaidens + } + is_female = yes + } + desc = accolade_shieldmaiden + } + desc = accolade_arm + desc = accolade_knight + desc = accolade_hand + } + } + + potential = { + prowess >= 12 + } +} diff --git a/N3OW/common/accolade_names/_accolade_name.info b/N3OW/common/accolade_names/_accolade_name.info new file mode 100644 index 00000000..0577295a --- /dev/null +++ b/N3OW/common/accolade_names/_accolade_name.info @@ -0,0 +1,39 @@ +# Accolade Names are used to create dynamic names given the Acclaimed Knight, Owner and Primary Type of an Accolade + +accolade_name = { + # the base loc key that will be used when generating this name + # the key can have any format but each replacement option needs to be numbered and formatted as $OPTION_X$ + key = loc_key_with_$OPTION_1$_and_$OPTION_2$ + + # the number of expected options, if this mismatches with the below number of scripted options the system will error + num_options = 3 + + # the replacement options that will be used IN ORDER to replace the $OPTION_X$ fields in the loc key + # root = acclaimed_knight + # event_targets = owner, accolade_type + option = { + # dynamic_desc with triggers and checks to pick whatever is the best option for the first replacement + + # for the actual desc localization the available data is structured as... + # CHARACTER = acclaimed_knight + # TARGET_CHARACTER = owner + # NOTE: accolade_type is not directly accessible in the desc key and should only be used for option triggers + } + + option = { + # same but for the second + } + + ... + + # root is the acclaimed knight + # scope:owner is the accolade owner + # scope:accolade_type is the primary attribute + potential = { + # trigger to make sure we don't pick a key that is specific for ex. a region + } + + # scripted value that will be used as weight when randomly picking between potential names + # scope setup is the same as potential = {} + weight = { value = 100 } +} diff --git a/N3OW/common/activities/activity_types/chariot_race.txt b/N3OW/common/activities/activity_types/chariot_race.txt new file mode 100644 index 00000000..7ee0ae23 --- /dev/null +++ b/N3OW/common/activities/activity_types/chariot_race.txt @@ -0,0 +1,1906 @@ +activity_chariot_race = { + is_shown = { + highest_held_title_tier >= tier_empire + is_landed = yes + culture = { has_cultural_parameter = hosts_chariot_races } + has_dlc_feature = roads_to_power + #Every other activity must be blocked until an uncrowned AI crowns themselves + trigger_if = { + limit = { + is_ai = yes + } + NOT = { + has_realm_law = uncrowned + } + } + } + + can_start_showing_failures_only = { + NOT = { is_activity_type_on_cooldown = activity_chariot_race } + is_available_adult = yes + } + + is_valid = { + scope:host = { + is_physically_able = yes + is_landed = yes + } + trigger_if = { + limit = { + is_current_phase_active = yes + } + has_attending_activity_guests = yes + } + } + + on_invalidated = { + # Host becomes unlanded + if = { + limit = { + scope:host = { is_landed = no } + } + scope:activity = { + activity_type = { save_scope_as = activity_type } + } + every_attending_character = { + trigger_event = activity_system.0320 + } + } + if = { # No one shows up + limit = { + has_attending_activity_guests = no + } + scope:activity = { + activity_type = { save_scope_as = activity_type } + activity_location = { save_scope_as = location } + } + scope:host = { trigger_event = activity_system.0100 } + } + chariot_race_remove_variables_effect = yes + } + + on_host_death = { + # Make the title heir the new host + if = { + limit = { exists = scope:host.primary_title.current_heir } + scope:host.primary_title.current_heir = { save_scope_as = new_host } + } + # Otherwise pass to primary heir + else = { + scope:host.primary_heir = { save_scope_as = new_host } + } + + # If we have a new host, set them + if = { + limit = { exists = scope:new_host } + set_activity_host = scope:new_host + scope:new_host = { + trigger_event = { id = activity_system.0080 days = 1 } + } + } + } + + # desc is only shown in debug AI watch window + ai_will_do = { + value = 0 + + # Base + add = { + value = 100 + desc = "base" + } + + # Personality + if = { # Avoids responsibilities + limit = { has_trait = lazy } + add = { + value = -20 + desc = lazy + } + } + if = { # Likes showing off + limit = { has_trait = arrogant } + add = { + value = 20 + desc = arrogant + } + } + else_if = { # + limit = { has_trait = humble } + add = { + value = -10 + desc = humble + } + } + if = { # In it to win it + limit = { has_trait = ambitious } + add = { + value = 20 + desc = ambitious + } + } + if = { # Likes to socialize + limit = { has_trait = gregarious } + add = { + value = 20 + desc = gregarious + } + } + else_if = { + limit = { has_trait = shy } + add = { + value = -15 + desc = shy + } + } + if = { + limit = { has_trait = reclusive } + add = { + value = -25 + desc = reclusive + } + } + } + + ai_check_interval = 60 + + max_province_icons = 3 + + province_description = { + triggered_desc = { + trigger = { this = scope:host.capital_province } + desc = activity_chariot_race_province_capital + } + triggered_desc = { + trigger = { this = province:496 } + desc = activity_chariot_race_province_constantinople + } + } + + ################### + # PARAMETERS + ################### + + is_single_location = yes + + wait_time_before_start = { + months = 4 + } + + max_guests = 300 + + max_guest_arrival_delay_time = { + months = 4 + } + + cooldown = { + years = 10 + } + + province_filter = capital + ai_province_filter = capital + ai_will_select_province = 100 + + cost = { + gold = { + add = { + add = { + value = chariot_race_base_cost_value + desc = chariot_race_base_cost_desc + } + if = { + limit = { employs_court_position = bookmaker_court_position } + subtract = { + value = chariot_race_base_cost_value + multiply = { + value = 0.1 # Reduces cost by 10% (of the base cost) per level of aptitude + multiply = court_position:bookmaker_court_position.aptitude:bookmaker_court_position + add = 0.1 # Since aptitude starts at 0 + } + desc = bookmaker_court_position + } + } + add = { + value = chariot_race_base_cost_value + multiply = activity_cost_scale_by_era + subtract = chariot_race_base_cost_value + desc = activity_cost_scale_by_era_desc + } + # ep3_emperor_yearly.2060 + if = { + limit = { + has_character_flag = constantinople_birthday_flag + } + multiply = { + value = 0.5 + desc = constantinople_birthday_flag_desc + } + } + # roman_restoration.1200 + if = { + limit = { has_character_flag = half_price_chariot_race_flag } + multiply = { + value = 0.5 + desc = half_price_chariot_race_flag_desc + } + } + } + } + } + + ui_predicted_cost = { + gold = { + # Base Cost + add = { + value = chariot_race_base_cost_value + desc = chariot_race_base_cost_desc + } + if = { + limit = { employs_court_position = bookmaker_court_position } + subtract = { + value = chariot_race_base_cost_value + divide = 10 + desc = bookmaker_court_position + } + } + # Scale by Era + multiply = { + value = activity_cost_scale_by_era + desc = activity_cost_scale_by_era_desc + } + # ep3_emperor_yearly.2060 + if = { + limit = { + has_character_flag = constantinople_birthday_flag + } + multiply = { + value = 0.5 + desc = constantinople_birthday_flag_desc + } + } + } + } + + # Guests bring knights & close family + travel_entourage_selection = { + weight = { + value = standard_travel_entourage_additions + if = { + limit = { + OR = { + has_court_position = charioteer_court_position + has_any_charioteer_trait = yes + } + bannable_serving_diarch_trigger = no + } + add = 500 + } + if = { + limit = { + bannable_serving_diarch_trigger = no + is_landed = no + OR = { + is_spouse_of = scope:owner + is_close_family_of = scope:owner + } + is_available = yes + } + add = 50 + } + } + + max = 15 + ai_max = 3 + invite_rule_order = 1 + } + + ################### + # OPTIONS + ################### + + options = { + chariot_option_entertainment = { + + chariot_entertainment_bad = { + + # desc is only shown in debug AI watch window + ai_will_do = { + value = 10 + # Financial preference. + add = activity_option_likes_cheap_expense_value + } + cost = { + gold = { + add = { + desc = chariot_entertainment_bad + add = { + value = 20 + desc = chariot_entertainment_bad + } + add = { + value = 20 + multiply = activity_cost_scale_by_era + subtract = 20 + desc = activity_cost_scale_by_era_desc + } + } + } + } + } + chariot_entertainment_normal = { + default = yes + # desc is only shown in debug AI watch window + ai_will_do = { + value = 10 + # Financial preference. + add = activity_option_likes_middling_expense_value + } + cost = { + gold = { + add = { + desc = chariot_entertainment_normal + add = { + value = 50 + desc = chariot_entertainment_normal + } + add = { + value = 20 + multiply = activity_cost_scale_by_era + subtract = 20 + desc = activity_cost_scale_by_era_desc + } + } + } + } + } + chariot_entertainment_good = { + # desc is only shown in debug AI watch window + ai_will_do = { + value = 10 + # Financial preference. + add = activity_option_likes_heavy_expense_value + add = { + value = ai_greed + multiply = -0.5 + } + } + cost = { + gold = { + add = { + desc = chariot_entertainment_good + add = { + value = 100 + desc = chariot_entertainment_good + } + add = { + value = 20 + multiply = activity_cost_scale_by_era + subtract = 20 + desc = activity_cost_scale_by_era_desc + } + } + } + } + } + } + } + + ################### + # PHASES + ################### + phases = { + # Gambling Phase + chariot_race_gambling = { + is_predefined = yes + order = 1 + + on_phase_active = { + if = { + limit = { + this = scope:host + } + # Add all the charioteers and spectators to guest subsets so we can keep track of them + gather_charioteers_effect = yes + scope:activity = { + every_attending_character = { + # Pay your entrance fee if you have the money + if = { + limit = { + OR = { + short_term_gold >= chariot_race_entrance_fee + is_ai = no + } + this != scope:host + } + remove_short_term_gold = chariot_race_entrance_fee + } + # we add some money to the pot either way to offset the gains in case a bunch of people make good bets + scope:activity = { + change_variable = { + name = chariot_race_pot + add = prev.chariot_race_entrance_fee + } + } + } + } + # Calculate the odds and payout rates for all the competitors + calculate_chariot_race_odds_effect = yes + calculate_chariot_payout_effect = yes + + # Progress the activity + scope:activity = { progress_activity_phase_after = { months = 1 } } + + # Grab the Bookmaker Court Position or create a character to serve that function + if = { + limit = { + employs_court_position = bookmaker_court_position + } + random_court_position_holder = { + type = bookmaker_court_position + save_scope_as = bookmaker + } + } + else_if = { # try to pull a pool character + limit = { + any_pool_character = { + province = scope:activity.activity_location + is_available_ai_adult = yes + stewardship >= 8 + } + } + random_pool_character = { + province = scope:activity.activity_location + limit = { + is_available_ai_adult = yes + stewardship >= 8 + } + save_scope_as = bookmaker + } + } + else = { # or just make a character + create_character = { + location = scope:activity.activity_location + template = generic_bookmaker_character + faith = scope:activity.activity_location.faith + culture = scope:activity.activity_location.culture + save_scope_as = bookmaker + } + } + + scope:activity = { + # Send the gambling event to all the spectators + every_guest_subset = { + name = spectators + if = { # Players get the event after a few days, so we know how the AI has bet and can show some basic numbers in the event options + limit = { is_ai = no } + trigger_event = { + id = chariot_race.0100 + days = 1 + } + } + else = { + trigger_event = chariot_race.0100 + } + } + } + } + } + + on_weekly_pulse = { + if = { + limit = { + this = scope:host + } + scope:activity = { + every_guest_subset = { + name = spectators + trigger_event = { on_action = chariot_race_betting_events } + } + } + } + } + } + # Competition Phase + chariot_race_phase = { + is_predefined = yes + order = 2 + + on_enter_phase = { + if = { + limit = { + this = scope:host + } + # Choose your speech topic + trigger_event = chariot_race.0200 + # Progress the activity + scope:activity = { progress_activity_phase_after = { weeks = 1 } } + } + } + + on_phase_active = { + # Initialize victory score of the charioteers + if = { + limit = { this = scope:host } + # Race begins, order the candidates based on odds of winning to begin with + scope:activity = { + every_guest_subset = { + name = charioteers + set_variable = { + name = chariot_race_victory_score + value = { + add = var:odds_win_a + # add some variance to begin with + add = { 1 10 } + } + } + } + set_variable = { + name = chariot_race_phase_week + value = 0 + } + update_chariot_race_standings_effect = yes + progress_activity_phase_after = { months = 1 } + } + } + # Fire opening event for everyone letting them know the race has begun + trigger_event = chariot_race.0250 + } + + on_weekly_pulse = { + if = { + limit = { this = scope:host } + # This on action handles everything occurs on the race track and then fires informative events to spectators who care about the charioteers affected + # After all that is sorted, it fires chariot_spectator_on_action for spectators that have not yet received an event + trigger_event = { on_action = chariot_race_on_action } + } + } + + on_end = { + if = { + limit = { + this = scope:host + } + chariot_race_payout_effect = yes + } + trigger_event = chariot_race.0600 + } + } + # Conclusion + chariot_race_phase_ceremony = { + is_predefined = yes + order = 3 + + on_enter_phase = { + if = { + limit = { this = scope:host } + # No passive state for the ceremony, just jump right into it + scope:activity = { + progress_activity_phase_after = { days = 1 } + } + } + } + + on_phase_active = { + if = { + limit = { this = scope:host } + scope:activity = { + progress_activity_phase_after = { weeks = 1 } + } + } + # Trigger prize event for everyone + trigger_event = { + id = chariot_race.0400 + days = 1 + } + } + + on_end = { + # Hand out rewards + if = { + limit = { + this = scope:host + } + disburse_chariot_race_activity_host_rewards = yes + # Notification event for host + trigger_event = chariot_race.0500 + scope:activity = { + every_guest_subset = { + name = spectators + limit = { this != scope:host } + disburse_chariot_race_activity_spectator_rewards = yes + # Notification event for spectators + trigger_event = chariot_race.0501 + } + every_guest_subset = { + name = charioteers + disburse_chariot_race_activity_charioteer_rewards = yes + # Players can't be charioteers, so we don't need a notification event + } + } + } + } + } + } + + ################### + # GUEST HANDLING + ################### + guest_invite_rules = { + + defaults = { + 1 = activity_invite_rule_vassals_and_below + 1 = activity_invite_rule_confederates + 1 = activity_invite_rule_tributaries + 1 = activity_invite_rule_charioteers + 2 = activity_invite_rule_friends + 2 = activity_invite_rule_potential_friends + 2 = activity_invite_rule_lovers + 2 = activity_invite_rule_potential_lovers + 2 = activity_invite_rule_close_family + 2 = activity_invite_rule_extended_family + 2 = activity_invite_rule_guests + 1 = activity_invite_rule_landless_adventurers + } + + rules = { + # MP + 3 = activity_invite_mp + } + } + + guest_subsets = { + charioteers + spectators + } + + can_be_activity_guest = { + is_available_adult = yes + in_diplomatic_range = scope:host + } + + host_intents = { + intents = { + reduce_stress_intent + increase_influence_intent + appease_populace_intent + murder_attendee_intent + woo_attendee_intent + befriend_attendee_intent + spread_legend_intent + legitimacy_intent + } + default = reduce_stress_intent + } + + guest_intents = { + intents = { + reduce_stress_intent + increase_influence_intent + sow_discord_intent + murder_attendee_intent + woo_attendee_intent + befriend_attendee_intent + spread_legend_intent + } + default = reduce_stress_intent + } + + special_guests = { + chariot_race_honorary_guest = { + is_required = no + + can_pick = { + this != scope:host + is_healthy = yes + is_adult = yes + NOT = { is_spouse_of = scope:host } + trigger_if = { + limit = { + scope:host = { is_ai = yes } + } + OR = { + is_vassal_of = scope:host + target_is_vassal_or_below = scope:host + has_relation_friend = scope:host + has_relation_lover = scope:host + } + } + } + + ai_will_do = { + value = 10 + } + } + } + + guest_join_chance = { + base = 10 + base_activity_modifier = yes + + # Scripted Modifiers + activity_guest_shared_ai_accept_modifier = yes + activity_guest_chariot_race_ai_accept_modifier = yes + } + + ################### + # ACTIVITY-SPECIFIC PULSES + ################### + + pulse_actions = { + entries = { + # Chariot Specific + apa_cheering_on_competitors + apa_thunderous_applause + apa_celebrating_unexpected_overtake + apa_exchanging_race_commentary + apa_forging_alliances + apa_donates_to_the_poor + + # Generic + guest_friendship + guest_insulted + host_gains_diplo_xp + host_gains_steward_xp + host_gains_intrigue_xp + contact_network + } + chance_of_no_event = 2 + } + + on_start = { + # Inititalizine the pot + set_variable = { + name = chariot_race_pot + value = 0 + } + # Opening event/invalidation if not enough people are present + scope:host = { + if = { + limit = { has_character_flag = half_price_chariot_race_flag } + remove_character_flag = half_price_chariot_race_flag + } + trigger_event = { + on_action = chariot_race_opening_on_action + days = 1 + } + } + } + + on_enter_passive_state = { + trigger_event = chariot_race.0001 + } + + on_enter_active_state = { + surveyor_no_stone_unturned_perk_effect = yes + } + + on_complete = { + # Distribute prizes + if = { + limit = { + this = scope:host + } + + save_scope_as = host + show_as_tooltip = { disburse_chariot_race_activity_host_rewards = yes } + + scope:activity = { + activity_location = { save_scope_as = hippodrome } + # variable deletion + chariot_race_remove_variables_effect = yes + } + + if = { + limit = { + employs_court_position = bookmaker_court_position + court_position:bookmaker_court_position = { has_character_flag = bookmaker_cooking_the_books } + NOT = { has_character_flag = cook_the_books_cooldown_flag } + } + add_character_flag = { + flag = cook_the_books_cooldown_flag + years = 9 # one less year than the cooldown to host the activity + } + } + } + else = { + show_as_tooltip = { disburse_chariot_race_activity_spectator_rewards = yes } + } + } + + ################### + # GRAPHICS + ################### + + ### Plugin widgets + activity_window_widgets = { + chariot_race_progress_to_victory_widget = "window_activity_contestants_right_bar_container" + chariot_race_pivotal_moment_widget = "widget_activity_pivotal_moment_event_window" + } + + ### Backgrounds + + # Travel + background = { # Bridge + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + is_riverside_province = yes + geographical_region = world_europe + OR = { + terrain = farmlands + terrain = plains + terrain = mountains + terrain = hills + } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_bridge.dds" + environment = "environment_travel_bridge" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + + background = { #Rice Fields - If we have Paddy fields AND/or terraced hills + #This goes before other terrain since it can override in many different terrains if built + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + terrain = farmlands + OR = { + terrain = terraced_hills + has_building_or_higher = paddy_fields_01 + } + } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_rice_fields.dds" + environment = "environment_tgp_rice_fields" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_rice_fields" + } + + background = { #Farmlands - East Asia + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + terrain = farmlands + culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_farm_asia.dds" + environment = "environment_tgp_farm_asia" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_farm_asia" + } + + background = { # Farmland, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + terrain = farmlands + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds" + environment = "environment_travel_farmlands" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + background = { # Farmland, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + terrain = farmlands + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/farms.dds" + environment = "environment_event_farms" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + + background = { #Desert, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_desert_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_desert.dds" + environment = "environment_travel_desert" + ambience = "event:/SFX/Events/Backgrounds/desert_day" + } + background = { #Desert, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_desert_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/desert.dds" + environment = "environment_event_bp1_desert" + ambience = "event:/SFX/Events/Backgrounds/desert_day" + } + + background = { #forest snowy + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location ?= { hunt_snowy_forest_trigger = yes } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds" + environment = "environment_hunt_snowy_forest" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + + background = { #forest_pine + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_forest_pine_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/forest_pine.dds" + environment = "environment_event_forest_pine" + ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day" + } + + background = { #forest + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_forest_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/forest.dds" + environment = "environment_event_forest" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + + background = { #mountains, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_mountains_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds" + environment = "environment_travel_mountain_settlement" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + background = { #mountains, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_mountains_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/mountains.dds" + environment = "environment_event_mountains" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + + background = { #steppe, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_steppe_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_steppe.dds" + environment = "environment_travel_steppe_settlement" + ambience = "event:/SFX/Events/Backgrounds/steppe_day" + } + background = { #steppe, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_steppe_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/steppe.dds" + environment = "environment_event_steppe" + ambience = "event:/SFX/Events/Backgrounds/steppe_day" + } + + background = { #drylands (formerly desert) + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_drylands_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/drylands.dds" + environment = "environment_event_desert" + ambience = "event:/SFX/Events/Backgrounds/desert_day" + } + + background = { #wetlands + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_wetlands_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds" + environment = "environment_event_bp1_wetlands" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + + background = { #jungle + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_jungle_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds" + environment = "environment_event_bp1_jungle" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + + background = { #plains, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_plains_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds" + environment = "environment_travel_hills_settlement" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + background = { #plains, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_plains_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_plains.dds" + environment = "environment_event_bp1_plains" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + + background = { #hills, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_hills_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds" + environment = "environment_travel_hills_settlement" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + background = { #hills, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_hills_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_hills.dds" + environment = "environment_event_bp1_hills" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + + background = { #sea + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + is_sea_province = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds" + environment = "environment_event_fp1_ocean" + ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship" + } + # End Travel + background = { + texture = "gfx/interface/illustrations/event_scenes/ep3_hippodrome_chariot_race.dds" + environment = "environment_ep3_chariot_race" + ambience = "event:/DLC/FP2/SFX/Events/courtyard" + } + + window_characters = { + + guest = { + camera = camera_event_center + + effect = { + if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + count >= 2 + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_councillor_of = scope:host + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_councillor_of = scope:host + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + count >= 2 + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_duchy + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_duchy + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + count >= 2 + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_county + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_county + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + count >= 2 + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_close_or_extended_family_of = scope:host + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_close_or_extended_family_of = scope:host + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + } + add_to_list = characters + } + } + } + + scripted_animation = { + triggered_animation = { + trigger = { scope:character = { has_character_flag = successful_bet } } + animation = { dancing } + } + triggered_animation = { + trigger = { + scope:character = { has_trait = shy } + } + animation = { stress } + } + triggered_animation = { + trigger = { + always = yes + } + animation = { laugh storyteller flirtation_left throne_room_conversation_2 betting } + } + animation = personality_compassionate + } + } + + guest = { + #camera = camera_event_right + camera = camera_event_center + + effect = { + if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + exists = scope:player + scope:player = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + } + } + scope:player ?= { add_to_list = characters } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + exists = scope:host.intent_target + any_attending_character = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + this = scope:host.intent_target + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + this = scope:host.intent_target + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + OR = { + has_relation_lover = scope:host + has_relation_friend = scope:host + } + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + OR = { + has_relation_lover = scope:host + has_relation_friend = scope:host + } + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_consort_of = scope:host + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_consort_of = scope:host + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_councillor_of = scope:host + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_councillor_of = scope:host + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_duchy + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_duchy + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_county + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_county + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_close_or_extended_family_of = scope:host + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_close_or_extended_family_of = scope:host + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + } + add_to_list = characters + } + } + } + + scripted_animation = { + triggered_animation = { + trigger = { scope:character = { has_character_flag = successful_bet } } + animation = { dancing } + } + triggered_animation = { + trigger = { + exists = scope:host.intent_target + scope:host = { + has_activity_intent = woo_attendee_intent + } + scope:character = scope:host.intent_target + } + animation = { love flirtation } + } + triggered_animation = { + trigger = { + exists = scope:host.intent_target + scope:host = { + has_activity_intent = murder_attendee_intent + } + scope:character = scope:host.intent_target + } + animation = { dismissal worry paranoia } + } + triggered_animation = { + trigger = { + scope:host = { has_activity_intent = increase_influence_intent } + } + animation = { happiness throne_room_conversation_3 throne_room_conversation_1 debating } + } + #Fallback + animation = personality_honorable + } + } + + host = { + camera = camera_event_center + + effect = { + if = { + limit = { + OR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + scope:host = { + add_to_list = characters + } + } + } + + scripted_animation = { + triggered_animation = { + trigger = { + scope:character.location = { is_sea_province = yes } + } + animation = survey + } + triggered_animation = { + trigger = { scope:character = { has_character_flag = successful_bet } } + animation = { throne_room_applaud_1 } + } + triggered_animation = { + trigger = { + exists = scope:activity.special_guest:chariot_race_honorary_guest.location + NOT = { + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + } + animation = { boredom } + } + triggered_animation = { + trigger = { + exists = scope:host.intent_target + scope:host = { + is_male = yes + has_activity_intent = befriend_attendee_intent + } + scope:host.intent_target.location = scope:activity.activity_location + } + animation = { personality_forgiving personality_compassionate } + } + triggered_animation = { + trigger = { + exists = scope:host.intent_target + scope:host = { + is_male = yes + has_activity_intent = woo_attendee_intent + } + scope:host.intent_target.location = scope:activity.activity_location + } + animation = { wedding_groom_right } + } + triggered_animation = { + trigger = { + exists = scope:host.intent_target + scope:host = { + is_female = yes + has_activity_intent = woo_attendee_intent + } + scope:host.intent_target.location = scope:activity.activity_location + } + animation = { reception_bride_right } + } + triggered_animation = { + trigger = { + scope:host = { + has_activity_intent = increase_influence_intent + OR = { + religion = religion:eastern_orthodox_religion + religion = religion:catholic_religion + religion = religion:protestant_religion + } + } + } + animation = { acknowledging scepter } # anims use crucifix scepter + } + triggered_animation = { + trigger = { + scope:host = { has_activity_intent = increase_influence_intent } + } + animation = { toast_goblet personality_honorable happiness } + } + #Fallback + animation = personality_honorable + } + } + + travel_host = { + camera = camera_event_horse_left + + effect = { + if = { + limit = { + NOR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + scope:host = { + add_to_list = characters + } + } + } + + scripted_animation = { + triggered_animation = { + trigger = { + scope:character.location = { is_sea_province = yes } + } + animation = { idle } + } + triggered_animation = { + trigger = { scope:character = { has_trait = impatient } } + animation = { jockey_gallop } + } + animation = jockey_walk + } + } + + chariot_race_honorary_guest_traveling = { + camera = camera_event_horse_left + + effect = { + if = { + limit = { + scope:activity.special_guest:chariot_race_honorary_guest.involved_activity ?= scope:activity + NOR = { + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + scope:activity.special_guest:chariot_race_honorary_guest.location ?= { is_sea_province = yes } + } + } + special_guest:chariot_race_honorary_guest ?= { + add_to_list = characters + } + } + } + + scripted_animation = { + triggered_animation = { + trigger = { scope:character = { has_trait = impatient } } + animation = { jockey_gallop } + } + animation = jockey_walk + } + } + + chariot_race_honorary_guest = { + camera = camera_event_right + + effect = { + if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + scope:activity.special_guest:chariot_race_honorary_guest.location ?= { is_sea_province = yes } + } + } + special_guest:chariot_race_honorary_guest ?= { + add_to_list = characters + } + } + } + + scripted_animation = { + triggered_animation = { + trigger = { scope:character.location = { is_sea_province = yes } } + animation = { idle } + } + triggered_animation = { + trigger = { scope:character = { has_character_flag = successful_bet } } + animation = { throne_room_applaud_1 } + } + triggered_animation = { + trigger = { + always = yes + } + animation = { ecstasy wedding_priest chaplain personality_bold wedding_drunk } + } + } + } + + guest = { + camera = camera_event_right + + effect = { + if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + count >= 3 + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_councillor_of = scope:host + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_councillor_of = scope:host + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + count >= 3 + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_duchy + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_duchy + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + count >= 3 + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_county + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + highest_held_title_tier >= tier_county + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + any_attending_character = { + count >= 3 + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_close_or_extended_family_of = scope:host + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + is_close_or_extended_family_of = scope:host + } + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + OR = { + NOT = { exists = scope:activity.special_guest:chariot_race_honorary_guest } + scope:activity.special_guest:chariot_race_honorary_guest.location ?= scope:activity.activity_location + } + } + every_attending_character = { + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.special_guest:chariot_race_honorary_guest ?= this + } + } + add_to_list = characters + } + } + } + + scripted_animation = { + triggered_animation = { + trigger = { scope:character = { has_character_flag = successful_bet } } + animation = { dancing } + } + triggered_animation = { + trigger = { + scope:character = { has_trait = shy } + } + animation = paranoia + } + triggered_animation = { + trigger = { always = yes } + animation = { drink eavesdrop drink_goblet } + } + animation = personality_bold + } + } + } +} diff --git a/N3OW/common/activities/activity_types/coronation.txt b/N3OW/common/activities/activity_types/coronation.txt new file mode 100644 index 00000000..b0db9208 --- /dev/null +++ b/N3OW/common/activities/activity_types/coronation.txt @@ -0,0 +1,5687 @@ +activity_coronation = { + is_shown = { + coronation_trigger = yes + trigger_if = { + limit = { + highest_held_title_tier = tier_kingdom + } + custom_tooltip = { + text = already_coronated_trigger + OR = { + has_realm_law = uncrowned + AND = { + has_game_rule = coronation_laws_off + NOR = { + has_variable = crowned_king_var + has_variable = crowned_emperor_var + } + } + } + } + } + trigger_else_if = { + limit = { + highest_held_title_tier >= tier_empire + } + custom_tooltip = { + text = already_coronated_trigger + NOR = { + has_realm_law = crowned_emperor + AND = { + has_realm_law = crowned_king + faith = { has_doctrine = doctrine_no_anointment } + } + } + } + } + trigger_else = { + always = yes + } + } + + can_start_showing_failures_only = { + NOT = { is_activity_type_on_cooldown = activity_coronation } + is_available = yes + custom_tooltip = { + text = activity_coronation_underage_tt + age >= coronation_minimum_age_value + } + highest_held_title_tier >= tier_kingdom + + trigger_if = { + limit = { + scope:special_option ?= flag:coronation_type_anointment + NOT = { faith.religious_head ?= this } + } + custom_tooltip = { + text = activity_coronation_not_approved_anointment + faith.religious_head = { + is_target_in_variable_list = { + name = supported_anointments + target = root + } + } + } + } + } + + is_location_valid = { + has_holding = yes + trigger_if = { # If it is an anointment, it must happen within the HoF's lands if they hold a holy site + limit = { + scope:special_option ?= flag:coronation_type_anointment + scope:host.faith.religious_head ?= { + is_landed = yes + faith = { + any_holy_site = { + barony.holder = { + OR = { + this = scope:host.faith.religious_head + any_liege_or_above = { this = scope:host.faith.religious_head } + } + } + } + } + } + } + custom_tooltip = { + text = coronation_location_hof_owned + barony = { is_holy_site_of = scope:host.faith } + barony.holder = { + OR = { + this = scope:host.faith.religious_head + any_liege_or_above = { this = scope:host.faith.religious_head } + } + } + } + } + #If it is an anointment and HoF has no holy site - but you do - must be held there + trigger_else_if = { # If it is an anointment, it must happen within the HoF's lands if they hold a holy site + limit = { + scope:special_option ?= flag:coronation_type_anointment + scope:host.faith = { + any_holy_site = { + barony.holder = { + OR = { + this = scope:host + any_liege_or_above = { this = scope:host } + } + } + } + } + #head of faith has no holy site + scope:host.faith.religious_head ?= { + OR = { + is_landed = no + NOT = { + faith = { + any_holy_site = { + barony.holder = { + OR = { + this = scope:host.faith.religious_head + any_liege_or_above = { this = scope:host.faith.religious_head } + } + } + } + } + } + } + } + } + custom_tooltip = { + text = coronation_location_holy_site_host + barony = { is_holy_site_of = scope:host.faith } + barony.holder = { + OR = { + this = scope:host + any_liege_or_above = { this = scope:host } + } + } + } + } + trigger_else = { # Else it must happen in your lands + custom_tooltip = { + text = coronation_location_owned + county.holder ?= { + OR = { + this = scope:host + any_liege_or_above = { this = scope:host } + } + } + } + } + trigger_if = { + limit = { + NOT = { is_county_capital = yes } + } + custom_tooltip = { + text = coronation_location_neither_capital_nor_holy_site + OR = { + this = scope:host.capital_province + is_county_capital = yes + barony = { is_holy_site_of = scope:host.faith } + } + } + } + } + + cost = { + gold = { + add = { + if = { + limit = { + has_treasury = no + } + add = { + value = base_coronation_cost + desc = CORONATION_BASE_COST + } + if = { + limit = { + highest_held_title_tier >= tier_empire + } + add = { + value = 30 + add = { + value = 30 + multiply = activity_cost_scale_by_era + subtract = 30 + } + desc = coronation_empire_req + } + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.125 + desc = coronation_realm_size_desc + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.25 + desc = coronation_realm_size_desc + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.5 + desc = coronation_realm_size_desc + } + } + + #Government types + if = { + limit = { + government_has_flag = government_is_tribal + } + multiply = 0.66 + desc = coronation_tribal_req + } + if = { + limit = { + government_has_flag = government_is_nomadic + } + multiply = 0.1 + desc = coronation_nomadic_reg + } + + #AI discounts + if = { + limit = { + is_ai = yes + has_game_rule = hard_difficulty + } + multiply = 0.5 + } + else_if = { + limit = { + is_ai = yes + has_game_rule = very_hard_difficulty + } + multiply = 0.25 + } + else_if = { + limit = { + is_ai = yes + } + multiply = 0.75 + } + if = { + limit = { + exists = primary_title + primary_title.title_held_years >= 5 + is_ai = yes + } + multiply = 0.5 + } + if = { + limit = { + is_ai = yes + exists = primary_title + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + primary_title.title_held_years >= 10 + } + } + multiply = 0 + } + } + else = { + value = 0 + } + } + } + treasury = { + add = { + if = { + limit = { + has_treasury = yes + } + add = { + value = base_coronation_cost + desc = CORONATION_BASE_COST + } + if = { + limit = { + highest_held_title_tier >= tier_empire + } + add = { + value = 30 + add = { + value = 30 + multiply = activity_cost_scale_by_era + subtract = 30 + } + desc = coronation_empire_req + } + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.125 + desc = coronation_realm_size_desc + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.25 + desc = coronation_realm_size_desc + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.5 + desc = coronation_realm_size_desc + } + } + + #Government types + if = { + limit = { + government_has_flag = government_is_tribal + } + multiply = 0.66 + desc = coronation_tribal_req + } + if = { + limit = { + government_has_flag = government_is_nomadic + } + multiply = 0.1 + desc = coronation_nomadic_reg + } + + #AI discounts + if = { + limit = { + is_ai = yes + has_game_rule = hard_difficulty + } + multiply = 0.5 + } + else_if = { + limit = { + is_ai = yes + has_game_rule = very_hard_difficulty + } + multiply = 0.25 + } + else_if = { + limit = { + is_ai = yes + } + multiply = 0.75 + } + if = { + limit = { + exists = primary_title + primary_title.title_held_years >= 5 + is_ai = yes + } + multiply = 0.5 + } + if = { + limit = { + is_ai = yes + exists = primary_title + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + primary_title.title_held_years >= 10 + } + } + multiply = 0 + } + } + else = { + value = 0 + } + } + } + herd = { + if = { + limit = { + government_has_flag = government_is_nomadic + } + add = { + value = domicile.medium_herd_value + min = 200 + desc = CORONATION_BASE_COST + } + } + if = { + limit = { + confederation ?= { has_cohesion_level_parameter = any_member_activity_cost_reduced } + } + multiply = { + value = 0.9 + desc = CB_COHESION_PARAMETER_DISCOUNT + } + } + if = { + limit = { + highest_held_title_tier >= tier_empire + government_has_flag = government_is_nomadic + } + add = { + value = domicile.minor_herd_value + min = 200 + desc = coronation_empire_req + } + } + #The bigger your realm, the more it costs + if = { + limit = { + government_has_flag = government_is_nomadic + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + multiply = 2 + desc = coronation_realm_size_desc + } + } + else_if = { + limit = { + government_has_flag = government_is_nomadic + realm_size >= 1 + highest_held_title_tier = tier_empire + } + add = { + value = realm_size + multiply = 4 + desc = coronation_realm_size_desc + } + } + else_if = { + limit = { + government_has_flag = government_is_nomadic + realm_size >= 1 + highest_held_title_tier < tier_empire + } + add = { + value = realm_size + multiply = 6 + desc = coronation_realm_size_desc + } + } + + #AI discounts + if = { + limit = { + is_ai = yes + has_game_rule = hard_difficulty + } + multiply = 0.5 + } + else_if = { + limit = { + is_ai = yes + has_game_rule = very_hard_difficulty + } + multiply = 0.25 + } + else_if = { + limit = { + is_ai = yes + } + multiply = 0.75 + } + if = { + limit = { + exists = primary_title + primary_title.title_held_years >= 5 + is_ai = yes + } + multiply = 0.5 + } + if = { + limit = { + is_ai = yes + exists = primary_title + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + primary_title.title_held_years >= 10 + } + } + multiply = 0 + } + } + } + + is_valid = { + scope:host = { + # Standard checks + is_alive = yes + is_incapable = no + is_imprisoned = no + is_landed_or_landless_administrative = yes + trigger_if = { + limit = { + scope:activity = { + has_activity_option = { + category = special_type + option = coronation_type_anointment + } + } + } + NOT = { has_trait = excommunicated } + } + + # If no one shows up + trigger_if = { + limit = { + involved_activity = { is_current_phase_active = yes } + } + involved_activity = { has_attending_activity_guests = yes } + } + + # Dead officiator + custom_tooltip = { + NOT = { + has_character_flag = cancelled_coronation + } + text = coronation_cancelled_dead_officiator_desc + } + + # Somehow lost the primary title + trigger_if = { + limit = { + has_variable = coronation_primary_title + } + custom_tooltip = { + var:coronation_primary_title ?= primary_title + text = coronation_cancelled_wrong_primary_title_desc + } + } + } + } + + on_host_death = { + every_attending_character = { + limit = { is_alive = yes } + trigger_event = { + id = ach_maintenance_events.0100 + days = 1 # So you don't get spammed + } + } + } + + on_invalidated = { + # Host becomes incapable + if = { + limit = { + scope:host = { is_incapable = yes } + } + scope:activity = { + activity_type = { save_scope_as = activity_type } + } + scope:host = { + trigger_event = activity_system.0330 + } + every_attending_character = { + limit = { NOT = { this = scope:host } } + trigger_event = activity_system.0331 + } + } + + + # Host becomes unlanded + if = { + limit = { + scope:host = { + is_landed_or_landless_administrative = no + } + } + scope:activity = { + activity_type = { save_scope_as = activity_type } + } + every_attending_character = { + trigger_event = activity_system.0320 + } + } + + # Host is dead + if = { + limit = { + scope:host = { is_alive = no } + } + scope:activity = { + activity_host = { save_scope_as = host } + } + every_attending_character = { + limit = { + NOT = { this = scope:host } + } + trigger_event = ach_maintenance_events.0100 + } + } + + #Host has been imprisoned + if = { + limit = { + scope:host = { is_imprisoned = yes } + } + #Host has been imprisoned + scope:activity = { + activity_host = { save_scope_as = host } + } + every_attending_character = { + limit = { + NOT = { this = scope:host } + } + trigger_event = ach_maintenance_events.0101 + } + scope:host = { trigger_event = ach_maintenance_events.0102 } + } + + # No one shows up + if = { + limit = { + has_attending_activity_guests = no + } + scope:host = { trigger_event = ach_maintenance_events.0103 } + } + + # Officiator death + if = { + limit = { + scope:host = { has_character_flag = cancelled_coronation } + } + scope:activity = { + activity_host = { save_scope_as = host } + } + scope:activity = { + every_attending_character = { + limit = { + NOT = { this = scope:host } + } + trigger_event = ach_maintenance_events.0104 + } + } + } + + # Host excommunicated during anointment + + if = { + limit = { + scope:host = { has_trait = excommunicated } + scope:activity = { + has_activity_option = { + category = special_type + option = coronation_type_anointment + } + } + } + scope:activity = { + activity_host = { save_scope_as = host } + } + scope:activity = { + every_attending_character = { + limit = { + NOT = { this = scope:host } + } + trigger_event = ach_maintenance_events.0105 + } + } + scope:host = { + trigger_event = ach_maintenance_events.0106 + } + } + + #Cleanup + if = { + limit = { + scope:host = { + is_alive = yes + } + } + scope:host = { + remove_character_flag = no_coronation_events + } + } + scope:host = { + remove_variable = coronation_primary_title + remove_variable = hide_make_primary_title + } + var:officiator ?= { + remove_character_flag = coronation_officiator + } + } + + cooldown = { + years = 3 + } + + ui_predicted_cost = { + gold = { + add = { + add = { + value = base_coronation_cost + desc = CORONATION_BASE_COST + } + if = { + limit = { + highest_held_title_tier >= tier_empire + } + add = { + value = 30 + add = { + value = 30 + multiply = activity_cost_scale_by_era + subtract = 30 + } + desc = coronation_empire_req + } + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.125 + desc = coronation_realm_size_desc + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.25 + desc = coronation_realm_size_desc + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.5 + desc = coronation_realm_size_desc + } + } + #Government types + if = { + limit = { + government_has_flag = government_is_tribal + } + multiply = 0.66 + desc = coronation_tribal_req + } + if = { + limit = { + government_has_flag = government_is_nomadic + } + multiply = 0.1 + desc = coronation_nomadic_reg + } + + #Medium ceremony cost + add = { + value = coronation_medium_ceremony_value + add = { + value = coronation_medium_ceremony_value + multiply = activity_cost_scale_by_era + subtract = coronation_medium_ceremony_value + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.05 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.1 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.15 + } + } + if = { + limit = { + has_variable = coronation_discount + } + multiply = 0.5 + } + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_tribal + } + } + multiply = 0.66 + } + } + #Medium feast cost + add = { + value = coronation_medium_feast_value + add = { + value = coronation_medium_feast_value + multiply = activity_cost_scale_by_era + subtract = coronation_medium_feast_value + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.1 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.15 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.2 + } + } + if = { + limit = { + has_variable = coronation_discount + } + multiply = 0.5 + } + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_tribal + } + } + multiply = 0.66 + } + } + } + if = { + limit = { + confederation ?= { has_cohesion_level_parameter = any_member_activity_cost_reduced } + } + multiply = { + value = 0.9 + desc = CB_COHESION_PARAMETER_DISCOUNT + } + } + } + herd = { + if = { + limit = { + government_has_flag = government_is_nomadic + } + add = { + value = domicile.medium_herd_value + min = 200 + desc = CORONATION_BASE_COST + } + } + if = { + limit = { + highest_held_title_tier >= tier_empire + government_has_flag = government_is_nomadic + } + add = { + value = domicile.minor_herd_value + min = 200 + desc = coronation_empire_req + } + } + #The bigger your realm, the more it costs + if = { + limit = { + government_has_flag = government_is_nomadic + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + multiply = 2 + desc = coronation_realm_size_desc + } + } + else_if = { + limit = { + government_has_flag = government_is_nomadic + realm_size >= 1 + highest_held_title_tier = tier_empire + } + add = { + value = realm_size + multiply = 4 + desc = coronation_realm_size_desc + } + } + else_if = { + limit = { + government_has_flag = government_is_nomadic + realm_size >= 1 + highest_held_title_tier < tier_empire + } + add = { + value = realm_size + multiply = 6 + desc = coronation_realm_size_desc + } + } + + #AI discounts + if = { + limit = { + is_ai = yes + has_game_rule = hard_difficulty + } + multiply = 0.5 + } + else_if = { + limit = { + is_ai = yes + has_game_rule = very_hard_difficulty + } + multiply = 0.25 + } + else_if = { + limit = { + is_ai = yes + } + multiply = 0.75 + } + if = { + limit = { + exists = primary_title + primary_title.title_held_years >= 5 + is_ai = yes + } + multiply = 0.5 + } + if = { + limit = { + is_ai = yes + exists = primary_title + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + primary_title.title_held_years >= 10 + } + } + multiply = 0 + } + } + } + + ################### + # OPTIONS + ################### + + special_option_category = special_type + + options = { + special_type = { + # Regular Coronation + coronation_type_normal = { + default = { + trigger_if = { + limit = { + highest_held_title_tier >= tier_empire + faith = { + has_doctrine = doctrine_spiritual_head + } + } + NOT = { + faith = { + has_doctrine = doctrine_imperial_anointment + } + } + } + trigger_else = { + always = yes + } + } + is_valid = { + custom_tooltip = { + text = already_coronated_trigger + NOT = { + has_realm_law = crowned_king + } + } + trigger_if = { + limit = { + highest_held_title_tier >= tier_empire + faith = { + has_doctrine = doctrine_spiritual_head + } + } + NOT = { + faith = { + has_doctrine = doctrine_imperial_anointment + } + } + } + } + ai_will_do = { + value = 100 + if = { + limit = { + highest_held_title_tier > tier_kingdom + faith = { + has_doctrine = doctrine_spiritual_head + OR = { + has_doctrine = doctrine_imperial_anointment + has_doctrine = doctrine_anointment_permitted + } + } + faith.religious_head ?= { + is_target_in_variable_list = { + name = supported_anointments + target = root + } + is_alive = yes + is_imprisoned = no + is_ai = yes + has_contagious_deadly_disease_trigger = no + custom_description = { + text = ALREADY_IN_ACTIVITY + NOR = { + exists = involved_activity + has_variable = homage_liege_scope + has_character_flag = meditation_character_flag + has_character_flag = petition_liege_character_flag + } + } + NOT = { + has_any_bad_relationship_with_character_trigger = { CHARACTER = root } + } + } + } + multiply = 0 + } + } + } + # Anointment + coronation_type_anointment = { + default = { + trigger_if = { + limit = { + highest_held_title_tier >= tier_empire + } + faith = { + has_doctrine = doctrine_imperial_anointment + } + } + trigger_else = { + always = no + } + } + is_valid = { + #trigger_ifs are to make player-facing triggers look nice + faith = { + has_doctrine = doctrine_spiritual_head + trigger_if = { + limit = { + NOT = { + has_doctrine = doctrine_anointment_permitted + } + } + has_doctrine = doctrine_imperial_anointment + } + trigger_else = { + has_doctrine = doctrine_anointment_permitted + } + religious_head ?= { + save_temporary_scope_as = hof_temp + } + } + trigger_if = { + limit = { + exists = scope:hof_temp + } + scope:hof_temp = { + is_alive = yes + is_imprisoned = no + custom_description = { + text = HOF_is_ai_tt + is_ai = yes + } + has_contagious_deadly_disease_trigger = no + custom_description = { + text = ALREADY_IN_ACTIVITY + NOR = { + is_travelling = yes + exists = involved_activity + has_variable = homage_liege_scope + has_character_flag = meditation_character_flag + has_character_flag = local_shrine_rite + has_character_flag = petition_liege_character_flag + } + } + } + } + trigger_else = { + custom_description = { + text = HOF_DOESNT_EXIST + exists = scope:hof_temp + } + } + highest_held_title_tier >= tier_empire + NOT = { has_trait = excommunicated } + trigger_if = { + limit = { + is_ai = no + } + piety_level >= 2 + } + } + + ai_will_do = { + #If valid, the AI should attempt anointment. Unless they hate the pope + #They will likely often go for regular coronation regardless because they can't afford this or haven't done the request anointment interaction + value = 100 + if = { + limit = { + highest_held_title_tier > tier_kingdom + AND = { + exists = faith.religious_head + faith.religious_head ?= { has_any_bad_relationship_with_character_trigger = { CHARACTER = root } } + } + } + add = -90 + } + } + } + } + ceremony_size = { + coronation_small_ceremony = { + default = { + coronation_has_proper_artifact_trigger = no + highest_held_title_tier = tier_kingdom + } + is_valid = { + custom_tooltip = { + text = anointment_minimum + trigger_if = { + limit = { + exists = scope:special_option + } + NOT = { scope:special_option = flag:coronation_type_anointment } + } + } + } + ai_will_do = { + value = 0 + if = { + limit = { + monthly_character_income <= 0 + } + add = 50 + } + if = { + limit = { + NOT = { + can_make_expensive_purchase_trigger = { PRICE = activity_minor_gold_value } + } + } + add = 10 + } + if = { + limit = { + OR = { + has_trait = arrogant + has_trait = gregarious + has_trait = generous + has_trait = gluttonous + has_trait = ambitious + } + } + multiply = 0.1 + } + } + } + coronation_medium_ceremony = { + default = { + OR = { + highest_held_title_tier >= tier_empire + coronation_has_proper_artifact_trigger = yes + } + } + cost = { + gold = { + value = { + if = { + limit = { + has_treasury = no + } + value = coronation_medium_ceremony_value + add = { + value = coronation_medium_ceremony_value + multiply = activity_cost_scale_by_era + subtract = coronation_medium_ceremony_value + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.05 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.1 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.15 + } + } + if = { + limit = { + has_variable = coronation_discount + } + multiply = 0.5 + } + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_tribal + } + } + multiply = 0.66 + } + if = { + limit = { + is_ai = yes + #Go for the cheap option if you poor + monthly_character_income > 0 + } + multiply = coronation_amenity_ai_discount_value + } + if = { + limit = { + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + } + is_ai = yes + } + multiply = 0.1 + } + desc = coronation_medium_ceremony + if = { + limit = { + exists = primary_title + primary_title.title_held_years >= 5 + is_ai = yes + } + multiply = 0.5 + } + if = { + limit = { + is_ai = yes + exists = primary_title + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + primary_title.title_held_years >= 10 + } + } + multiply = 0.1 + } + } + else = { + value = 0 + } + } + } + treasury = { #Make sure this matches the gold cost above + value = { + if = { + limit = { + has_treasury = yes + } + value = coronation_medium_ceremony_treasury_value + add = { + value = coronation_medium_ceremony_treasury_value + multiply = activity_cost_scale_by_era + subtract = coronation_medium_ceremony_treasury_value + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.05 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.1 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.15 + } + } + if = { + limit = { + has_variable = coronation_discount + } + multiply = 0.5 + } + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_tribal + } + } + multiply = 0.66 + } + if = { + limit = { + is_ai = yes + #Go for the cheap option if you poor + monthly_character_income > 0 + } + multiply = coronation_amenity_ai_discount_value + } + if = { + limit = { + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + } + is_ai = yes + } + multiply = 0.1 + } + desc = coronation_medium_ceremony + if = { + limit = { + exists = primary_title + primary_title.title_held_years >= 5 + is_ai = yes + } + multiply = 0.5 + } + if = { + limit = { + is_ai = yes + exists = primary_title + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + primary_title.title_held_years >= 10 + } + } + multiply = 0.1 + } + } + else = { + value = 0 + } + } + } + } + is_valid = { + trigger_if = { + limit = { + coronation_proper_artifact_crown_trigger = yes + } + custom_tooltip = { + text = coronation_no_crown_trigger + coronation_has_proper_artifact_trigger = yes + } + } + trigger_else_if = { + limit = { + coronation_proper_artifact_regalia_trigger = yes + } + custom_tooltip = { + text = coronation_no_regalia_trigger + coronation_has_proper_artifact_trigger = yes + } + } + trigger_else = { + custom_tooltip = { + text = coronation_no_crown_or_regalia_trigger + coronation_has_proper_artifact_trigger = yes + } + } + } + ai_will_do = { + value = 75 + # Financial preference. + add = activity_option_likes_middling_expense_value + if = { + limit = { + can_make_expensive_purchase_trigger = { PRICE = activity_minor_gold_value } + } + add = 10 + } + if = { + limit = { + # Some characters just don't want to make a whole big thing of it. + NOR = { + has_trait = greedy + has_trait = shy + has_trait = humble + has_trait = temperate + has_trait = content + } + # Or have more than a certain amount of positive greed. + ai_greed <= medium_positive_ai_value + # _Then_ we check to see how your finances are. + short_term_gold >= activity_option_expense_gold_low_value + } + add = { + value = 50 + desc = debug_gui.activity_weight.gold.prefers_expense + } + } + } + } + coronation_large_ceremony = { + cost = { + gold = { + value = { + if = { + limit = { + has_treasury = no + } + value = coronation_large_ceremony_value + add = { + value = coronation_large_ceremony_value + multiply = activity_cost_scale_by_era + subtract = coronation_large_ceremony_value + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.15 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.2 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.3 + } + } + if = { + limit = { + has_variable = coronation_discount + } + multiply = 0.5 + } + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_tribal + } + } + multiply = 0.66 + } + if = { + limit = { + is_ai = yes + #Go for the cheap option if you poor + monthly_character_income > 0 + } + multiply = coronation_amenity_ai_discount_value + } + if = { + limit = { + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + } + is_ai = yes + } + multiply = 0.25 + } + desc = coronation_medium_ceremony + } + else = { + value = 0 + } + } + + } + treasury = { + value = { + if = { + limit = { + has_treasury = yes + } + value = coronation_large_ceremony_treasury_value + add = { + value = coronation_large_ceremony_treasury_value + multiply = activity_cost_scale_by_era + subtract = coronation_large_ceremony_treasury_value + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.15 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.2 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.3 + } + } + if = { + limit = { + has_variable = coronation_discount + } + multiply = 0.5 + } + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_tribal + } + } + multiply = 0.66 + } + if = { + limit = { + is_ai = yes + #Go for the cheap option if you poor + monthly_character_income > 0 + } + multiply = coronation_amenity_ai_discount_value + } + if = { + limit = { + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + } + is_ai = yes + } + multiply = 0.25 + } + desc = coronation_medium_ceremony + } + else = { + value = 0 + } + } + } + } + is_valid = { + trigger_if = { + limit = { + coronation_proper_artifact_crown_trigger = yes + } + custom_tooltip = { + text = coronation_no_crown_trigger + coronation_has_proper_artifact_trigger = yes + } + } + trigger_else_if = { + limit = { + coronation_proper_artifact_regalia_trigger = yes + } + custom_tooltip = { + text = coronation_no_regalia_trigger + coronation_has_proper_artifact_trigger = yes + } + } + trigger_else = { + custom_tooltip = { + text = coronation_no_crown_or_regalia_trigger + coronation_has_proper_artifact_trigger = yes + } + } + } + ai_will_do = { + value = 0 + # Financial preference. + add = activity_option_likes_middling_expense_value + if = { + limit = { + can_make_expensive_purchase_trigger = { PRICE = activity_minor_gold_value } + } + add = 100 + } + if = { + limit = { + # Some characters just don't want to make a whole big thing of it. + NOR = { + has_trait = greedy + has_trait = shy + has_trait = humble + has_trait = temperate + has_trait = content + } + # Or have more than a certain amount of positive greed. + ai_greed <= high_positive_ai_value + # _Then_ we check to see how your finances are. + short_term_gold >= activity_option_expense_gold_high_value + } + add = { + value = 200 + desc = debug_gui.activity_weight.gold.prefers_expense + } + } + } + } + } + ceremony_feast_type = { + ceremony_feast_type_austere = { + default = { + coronation_has_proper_artifact_trigger = no + highest_held_title_tier = tier_kingdom + } + is_valid = { + custom_tooltip = { + text = anointment_minimum + trigger_if = { + limit = { + exists = scope:special_option + } + NOT = { scope:special_option = flag:coronation_type_anointment } + } + } + } + ai_will_do = { + value = 0 + if = { + limit = { + monthly_character_income <= 0 + } + add = 50 + } + if = { + limit = { + NOT = { + can_make_expensive_purchase_trigger = { PRICE = activity_minor_gold_value } + } + } + add = 25 + } + if = { + limit = { + OR = { + has_trait = arrogant + has_trait = gregarious + has_trait = generous + has_trait = gluttonous + has_trait = ambitious + } + } + multiply = 0.1 + } + } + } + ceremony_feast_type_regular = { + default = { + OR = { + highest_held_title_tier >= tier_empire + coronation_has_proper_artifact_trigger = yes + } + } + cost = { + gold = { + value = { + if = { + limit = { + has_treasury = no + } + value = coronation_medium_feast_value + add = { + value = coronation_medium_feast_value + multiply = activity_cost_scale_by_era + subtract = coronation_medium_feast_value + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.1 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.15 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.2 + } + } + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_tribal + } + } + multiply = 0.66 + } + if = { + limit = { + has_variable = coronation_discount + } + multiply = 0.5 + } + if = { + limit = { + is_ai = yes + #Go for the cheap option if you poor + monthly_character_income > 0 + } + multiply = coronation_amenity_ai_discount_value + } + if = { + limit = { + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + } + is_ai = yes + } + multiply = 0.1 + } + desc = ceremony_feast_type_regular + if = { + limit = { + exists = primary_title + primary_title.title_held_years >= 5 + is_ai = yes + } + multiply = 0.5 + } + if = { + limit = { + is_ai = yes + exists = primary_title + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + primary_title.title_held_years >= 10 + } + } + multiply = 0.1 + } + } + else = { + value = 0 + } + } + } + treasury = { + value = { + if = { + limit = { + has_treasury = yes + } + value = coronation_medium_feast_treasury_value + add = { + value = coronation_medium_feast_treasury_value + multiply = activity_cost_scale_by_era + subtract = coronation_medium_feast_treasury_value + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.1 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.15 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.2 + } + } + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_tribal + } + } + multiply = 0.66 + } + if = { + limit = { + has_variable = coronation_discount + } + multiply = 0.5 + } + if = { + limit = { + is_ai = yes + #Go for the cheap option if you poor + monthly_character_income > 0 + } + multiply = coronation_amenity_ai_discount_value + } + if = { + limit = { + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + } + is_ai = yes + } + multiply = 0.1 + } + desc = ceremony_feast_type_regular + if = { + limit = { + exists = primary_title + primary_title.title_held_years >= 5 + is_ai = yes + } + multiply = 0.5 + } + if = { + limit = { + is_ai = yes + exists = primary_title + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + primary_title.title_held_years >= 10 + } + } + multiply = 0.1 + } + } + else = { + value = 0 + } + } + } + } + is_valid = { + trigger_if = { + limit = { + coronation_proper_artifact_crown_trigger = yes + } + custom_tooltip = { + text = coronation_no_crown_trigger + coronation_has_proper_artifact_trigger = yes + } + } + trigger_else_if = { + limit = { + coronation_proper_artifact_regalia_trigger = yes + } + custom_tooltip = { + text = coronation_no_regalia_trigger + coronation_has_proper_artifact_trigger = yes + } + } + trigger_else = { + custom_tooltip = { + text = coronation_no_crown_or_regalia_trigger + coronation_has_proper_artifact_trigger = yes + } + } + } + + ai_will_do = { + value = 75 + # Financial preference. + add = activity_option_likes_middling_expense_value + # Fanciness preference. + ## We just use slightly reduced fanciness prefs here. + add = { + value = activity_option_likes_ostentatious_food_option_value + multiply = 0.5 + } + if = { + limit = { + can_make_expensive_purchase_trigger = { PRICE = activity_minor_gold_value } + } + add = 10 + } + if = { + limit = { + # Some characters just don't want to make a whole big thing of it. + NOR = { + has_trait = greedy + has_trait = shy + has_trait = humble + has_trait = temperate + has_trait = content + } + # Or have more than a certain amount of positive greed. + ai_greed <= medium_positive_ai_value + # _Then_ we check to see how your finances are. + short_term_gold >= activity_option_expense_gold_low_value + } + add = { + value = 50 + desc = debug_gui.activity_weight.gold.prefers_expense + } + } + } + } + ceremony_feast_type_lavish = { + cost = { + gold = { + value = { + if = { + limit = { + has_treasury = no + } + value = coronation_large_feast_value + add = { + value = coronation_large_feast_value + multiply = activity_cost_scale_by_era + subtract = coronation_large_feast_value + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.3 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.45 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.6 + } + } + if = { + limit = { + has_variable = coronation_discount + } + multiply = 0.5 + } + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_tribal + } + } + multiply = 0.66 + } + if = { + limit = { + is_ai = yes + #Go for the cheap option if you poor + monthly_character_income > 0 + } + multiply = coronation_amenity_ai_discount_value + } + if = { + limit = { + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + } + is_ai = yes + } + multiply = 0.25 + } + desc = ceremony_feast_type_lavish + } + else = { + value = 0 + } + } + } + treasury = { + value = { + if = { + limit = { + has_treasury = yes + } + value = coronation_large_feast_treasury_value + add = { + value = coronation_large_feast_treasury_value + multiply = activity_cost_scale_by_era + subtract = coronation_large_feast_treasury_value + } + #The bigger your realm, the more it costs + if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_empire + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.3 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier > tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.45 + } + } + else_if = { + limit = { + realm_size >= 1 + highest_held_title_tier = tier_kingdom + } + add = { + value = realm_size + add = { + value = realm_size + multiply = activity_cost_scale_by_era + subtract = realm_size + } + multiply = 0.6 + } + } + if = { + limit = { + has_variable = coronation_discount + } + multiply = 0.5 + } + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_tribal + } + } + multiply = 0.66 + } + if = { + limit = { + is_ai = yes + #Go for the cheap option if you poor + monthly_character_income > 0 + } + multiply = coronation_amenity_ai_discount_value + } + if = { + limit = { + OR = { + has_trait = conqueror + has_trait = greatest_of_khans + } + is_ai = yes + } + multiply = 0.25 + } + desc = ceremony_feast_type_lavish + } + else = { + value = 0 + } + } + } + } + is_valid = { + trigger_if = { + limit = { + coronation_proper_artifact_crown_trigger = yes + } + custom_tooltip = { + text = coronation_no_crown_trigger + coronation_has_proper_artifact_trigger = yes + } + } + trigger_else_if = { + limit = { + coronation_proper_artifact_regalia_trigger = yes + } + custom_tooltip = { + text = coronation_no_regalia_trigger + coronation_has_proper_artifact_trigger = yes + } + } + trigger_else = { + custom_tooltip = { + text = coronation_no_crown_or_regalia_trigger + coronation_has_proper_artifact_trigger = yes + } + } + } + ai_will_do = { + value = 0 + # Financial preference. + add = activity_option_likes_middling_expense_value + # Fanciness preference. + add = activity_option_likes_ostentatious_food_option_value + if = { + limit = { + can_make_expensive_purchase_trigger = { PRICE = activity_minor_gold_value } + } + add = 100 + } + if = { + limit = { + # Some characters just don't want to make a whole big thing of it. + NOR = { + has_trait = greedy + has_trait = shy + has_trait = humble + has_trait = temperate + has_trait = content + } + # Or have more than a certain amount of positive greed. + ai_greed <= high_positive_ai_value + # _Then_ we check to see how your finances are. + short_term_gold >= activity_option_expense_gold_high_value + } + add = { + value = 200 + desc = debug_gui.activity_weight.gold.prefers_expense + } + } + } + } + } + } + + province_description = { + desc = activity_coronation_province_desc + + triggered_desc = { + trigger = { + this = scope:host.capital_province + } + desc = activity_coronation_capital_province + } + + triggered_desc = { + trigger = { + barony = { is_holy_site_of = scope:host.faith } + } + desc = activity_coronation_holy_site_province + } + + triggered_desc = { + trigger = { + has_province_modifier = coronation_ancient_tradition_modifier + } + desc = activity_coronation_ancient_tradition_province + } + + triggered_desc = { + trigger = { + has_province_modifier = coronation_long_tradition_modifier + } + desc = activity_coronation_long_tradition_province + } + + triggered_desc = { + trigger = { + has_province_modifier = coronation_tradition_modifier + } + desc = activity_coronation_tradition_province + } + } + + province_score = { + add = coronation_province_reference_value + } + + max_province_icons = 3 + + province_filter = holy_sites_realm + ai_province_filter = holy_sites_realm + + max_guest_arrival_delay_time = { months = 8 } + + ai_check_interval = 6 + + ai_will_do = { #AI should always do coronations asap as possible if they fulfill the requirements + value = 1000 + #...unless the game rule is turned off + if = { + limit = { + has_game_rule = coronation_laws_off + } + divide = 20 + } + } + + ai_will_select_province = { + value = 5 + if = { + limit = { + this = scope:host.capital_province + } + add = 20 + } + if = { + limit = { + barony = { is_holy_site_of = scope:host.faith } + } + add = 20 + } + if = { + limit = { + has_province_modifier = coronation_ancient_tradition_modifier + } + add = 100 + } + if = { + limit = { + has_province_modifier = coronation_tradition_modifier + } + add = 50 + } + if = { + limit = { + has_province_modifier = coronation_long_tradition_modifier + } + add = 20 + } + #AI should generally avoid other peoples' counties + if = { + limit = { + NOT = { + county.holder ?= scope:host + } + } + multiply = 0.1 + } + #Head of Faith holy site + if = { + limit = { + barony = { is_holy_site_of = scope:host.faith } + barony.holder ?= { + OR = { + this = scope:host.faith.religious_head + any_liege_or_above = { this = scope:host.faith.religious_head } + } + } + } + add = 100 + } + } + + ################### + # PHASES + ################### + + phases = { + #Prelude phase + coronation_phase_preparations = { + location_source = pickable + is_predefined = yes + order = 1 + + on_phase_active = { + # Intro event for the phase + trigger_event = coronation_events.0200 + if = { + limit = { this = scope:host } + # Intent reward check + switch = { + trigger = has_activity_intent + coronation_impress_attendees = { + set_variable = { + name = host_intent_start + value = flag:coronation_impress_attendees + } + } + coronation_embrace_supporters = { + set_variable = { + name = host_intent_start + value = flag:coronation_embrace_supporters + } + } + coronation_exalt_crown = { + set_variable = { + name = host_intent_start + value = flag:coronation_exalt_crown + } + } + coronation_weaken_detractors = { + set_variable = { + name = host_intent_start + value = flag:coronation_weaken_detractors + } + } + } + # Vassals send you an angry letter if you didn't invite any + if = { + limit = { + NOT = { + any_vassal = { + is_participant_in_activity = scope:activity + } + } + } + trigger_event = { + id = coronation_events.3001 + days = 3 + } + } + # Progress activity + scope:activity = { progress_activity_phase_after = { weeks = 6 } } + # Set up guest subsets + scope:activity = { + every_attending_character = { + limit = { + NOR = { + government_has_flag = government_is_herder + this = scope:host + has_activity_intent = coronation_offer_support + } + trigger_if = { + limit = { + has_activity_intent = coronation_disrupt_loyalists + } + has_activity_intent = coronation_disrupt_loyalists + } + trigger_else = { + #Opinion combined with a less direct reason + opinion = { + target = scope:host + value < 10 + } + OR = { + opinion = { + target = scope:host + value <= -30 + } + AND = { + is_a_faction_member = yes + is_vassal_of = scope:host + } + has_activity_intent = coronation_seize_advantages + is_causing_raid_hostility_towards = scope:host + scope:host = { + is_causing_raid_hostility_towards = prev + } + is_at_war_with = scope:host + has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:host } + } + } + scope:activity = { + trigger_if = { + limit = { + has_variable_list = blocked_from_detractors + } + NOT = { + is_target_in_variable_list = { + name = blocked_from_detractors + target = prev + } + } + } + trigger_if = { + limit = { + has_variable_list = locked_into_supporters + } + NOT = { + is_target_in_variable_list = { + name = locked_into_supporters + target = prev + } + } + } + } + #Players should have a reason they can see for their assignment + trigger_if = { + limit = { + is_ai = no + } + OR = { + has_activity_intent = coronation_disrupt_loyalists + AND = { + is_a_faction_member = yes + is_vassal_of = scope:host + } + is_causing_raid_hostility_towards = scope:host + scope:host = { + is_causing_raid_hostility_towards = prev + } + is_at_war_with = scope:host + has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:host } + reverse_opinion = { + target = scope:host + value < -80 + } + } + } + } + add_to_list = detractor + } + every_attending_character = { + limit = { + NOR = { + government_has_flag = government_is_herder + this = scope:host + has_activity_intent = coronation_disrupt_loyalists + AND = { + is_vassal_of = scope:host + is_a_faction_member = yes + } + is_at_war_with = scope:host + is_causing_raid_hostility_towards = scope:host + scope:host = { + is_causing_raid_hostility_towards = prev + } + } + trigger_if = { + limit = { + has_activity_intent = coronation_offer_support + } + has_activity_intent = coronation_offer_support + } + trigger_else = { + OR = { + opinion = { + target = scope:host + value > 50 + } + is_allied_to = scope:host + has_any_good_relationship_with_character_trigger = { CHARACTER = scope:host } + is_obedient_to = scope:host + } + opinion = { + target = scope:host + value >= 20 + } + } + + NOT = { this = scope:host } + scope:activity = { + trigger_if = { + limit = { + has_variable_list = blocked_from_supporters + } + NOT = { + is_target_in_variable_list = { + name = blocked_from_supporters + target = prev + } + } + } + trigger_if = { + limit = { + has_variable_list = locked_into_detractors + } + NOT = { + is_target_in_variable_list = { + name = locked_into_detractors + target = prev + } + } + } + } + #Players should have a reason they can see for their assignment + trigger_if = { + limit = { + is_ai = no + } + OR = { + has_activity_intent = coronation_offer_support + AND = { + any_tributary = { + this = scope:host + } + reverse_opinion = { + target = scope:host + value > 60 + } + } + AND = { + any_vassal = { + this = scope:host + } + reverse_opinion = { + target = scope:host + value > 60 + } + } + AND = { + exists = scope:host.house + house ?= scope:host.house + reverse_opinion = { + target = scope:host + value > 60 + } + } + is_allied_to = scope:host + has_any_good_relationship_with_character_trigger = { CHARACTER = scope:host } + reverse_opinion = { + target = scope:host + value > 80 + } + } + } + } + add_to_list = supporter + } + every_in_list = { + list = detractor + scope:activity = { + add_to_guest_subset = { + name = detractor + target = prev + } + } + } + every_in_list = { + list = supporter + limit = { + NOT = { + is_in_list = detractor + } + } + scope:activity = { + add_to_guest_subset = { + name = supporter + target = prev + } + } + } + if = { + limit = { + any_in_list = { + list = supporter + count >= 3 + } + } + ordered_in_list = { + list = supporter + max = 3 + order_by = coronation_supporter_sort_value + scope:activity = { + add_to_variable_list = { + name = major_supporter + target = prev + } + } + } + } + else_if = { + limit = { + any_in_list = { + list = supporter + count = 2 + } + } + ordered_in_list = { + list = supporter + max = 2 + order_by = coronation_supporter_sort_value + scope:activity = { + add_to_variable_list = { + name = major_supporter + target = prev + } + } + } + } + else_if = { + limit = { + any_in_list = { + list = supporter + count = 1 + } + } + ordered_in_list = { + list = supporter + max = 1 + order_by = coronation_supporter_sort_value + scope:activity = { + add_to_variable_list = { + name = major_supporter + target = prev + } + } + } + } + if = { + limit = { + any_in_list = { + list = detractor + count >= 3 + } + } + ordered_in_list = { + list = detractor + max = 3 + order_by = coronation_detractor_sort_value + scope:activity = { + add_to_variable_list = { + name = major_detractor + target = prev + } + } + } + } + else_if = { + limit = { + any_in_list = { + list = detractor + count = 2 + } + } + ordered_in_list = { + list = detractor + max = 2 + order_by = coronation_detractor_sort_value + scope:activity = { + add_to_variable_list = { + name = major_detractor + target = prev + } + } + } + } + else_if = { + limit = { + any_in_list = { + list = detractor + count = 1 + } + } + ordered_in_list = { + list = detractor + max = 1 + order_by = coronation_detractor_sort_value + scope:activity = { + add_to_variable_list = { + name = major_detractor + target = prev + } + } + } + } + } + } + } + + on_weekly_pulse = { + if = { #host + limit = { + this = scope:host + NOT = { has_character_flag = no_coronation_events } + } + trigger_event = { on_action = coronation_first_phase_host_events } + } + else_if = { #major supporter/detractor guest and players + limit = { + NOT = { this = scope:host } + } + trigger_event = { on_action = coronation_first_phase_guest_events } + } + } + } + #Ceremony phase + coronation_phase_coronation = { + location_source = pickable + is_predefined = yes + order = 2 + + on_enter_phase = { + if = { + limit = { + this = scope:host + has_multiple_players = no + } + scope:activity = { progress_activity_phase_after = { days = 3 } } + } + else_if = { + limit = { + this = scope:host + has_multiple_players = yes + } + scope:activity = { progress_activity_phase_after = { weeks = 8 } } + trigger_event = coronation_events.0050 + } + } + + on_phase_active = { + # Intro event for the phase + ### All Ceremony events goes through this one + trigger_event = coronation_events.0205 + } + } + #Banquet phase + coronation_phase_feast = { + location_source = pickable + is_predefined = yes + order = 3 + + on_enter_phase = { + scope:activity = { progress_activity_phase_after = { days = 3 } } + } + + on_phase_active = { + # Intro event for the phase + trigger_event = coronation_events.0210 + if = { + limit = { this = scope:host } + scope:activity = { progress_activity_phase_after = { weeks = 6 } } + trigger_event = { #Coronation ending events + id = coronation_events.0310 + days = 41 + } + } + } + + on_weekly_pulse = { + if = { + limit = { + this = scope:host + } + trigger_event = { on_action = coronation_third_phase_host_events } + } + else_if = { + limit = { + NOT = { this = scope:host } + } + trigger_event = { on_action = coronation_third_phase_guest_events } + } + } + + on_end = { + } + } + } + + host_intents = { + intents = { coronation_impress_attendees coronation_embrace_supporters coronation_weaken_detractors coronation_exalt_crown } + default = coronation_impress_attendees + player_defaults = { coronation_impress_attendees } + } + + guest_intents = { + intents = { coronation_bear_witness coronation_offer_support coronation_advocate_domain coronation_profess_rights coronation_seize_advantages coronation_disrupt_loyalists } + default = coronation_bear_witness + player_defaults = { coronation_bear_witness } + } + + pulse_actions = { + entries = { + # Feast APAs + excellent_food impressed_courtly_vassal hook_trusting_guest leftover_food_giveaway virtuous_feast noble_privileges good_kitty good_puppy antiquarian_admires_artifact jester_entertained_guests apa_executioner spouse_skill_diplomacy_improves spouse_gives_host_prestige spouse_manages_feast_splendidly spouse_impresses_clergy spouse_gives_hook relation_gains_friend lauded_food children_bonding guest_impressed_by_court_artifact guest_chokes_on_bone guest_brawl friend_lauds_efforts courtly_vassals_appeased spouse_insults_host host_gains_diplo_xp host_gains_steward_xp host_gains_intrigue_xp ridiculed_food guest_tells_fantastic_joke + # Tournament APAs + tournament_prayed_temple tournament_host_gifted + # Pilgrimage APAs + apa_overcome_with_emotion apa_comet_sighted apa_good_omen + # Playdate APAs + apa_joked_together apa_sang_nice_song apa_had_charming_convo + # Hunt APAs + hunt_dog_bond hunt_poetic_inspiration + # Wedding APAs + dynasty_blessing cultural_acceptance royal_gift gossip_with_guests contact_network admired_venue knight_praised poetry_performance music_performance floral_exhibit spouse_impressed + # Journey APAs + apa_child_learns_something apa_scribe_makes_notes apa_spotted_by_locals apa_spouse_learns_something apa_ate_local_food apa_entourage_stops_pickpocket + # Coronation APAs + loyalty_pledge nobles_cheer regalia_impresses_attendees supporters_bond detractors_bond befriend_loyalists supporter_stresses_detractor praised_king_together bonded_over_help beautiful_choir_song heir_diplomacy_boost heir_stewardship_boost heir_learning_boost + # General Actions + guest_friendship guest_insulted + } + chance_of_no_event = 5 + } + + # Guests + special_guests = { + coronation_hof_guest = { + is_required = yes + + is_shown = { + scope:special_option ?= flag:coronation_type_anointment + exists = faith.religious_head + NOT = { faith.religious_head = this } + } + + select_character = { + faith.religious_head ?= { + save_scope_as = character + } + } + } + } + + max_guests = 100 + + guest_invite_rules = { + rules = { + 2 = activity_invite_rule_rivals + 2 = activity_invite_rule_lovers + 2 = activity_invite_rule_potential_lovers + 1 = activity_invite_rule_hof + + # MP + 6 = activity_invite_mp + } + defaults = { + 1 = activity_invite_rule_close_family + 1 = activity_invite_spouses_close_family + 2 = activity_invite_rule_extended_family + 2 = activity_invite_spouses_extended_family + 2 = activity_invite_rule_friends + 2 = activity_invite_rule_potential_friends + 2 = activity_invite_rule_councillors + 1 = activity_invite_rule_vassals + 1 = activity_invite_rule_tributaries + 2 = activity_invite_rule_fellow_vassals + 3 = activity_invite_rule_courtiers + 4 = activity_invite_rule_guests + 2 = activity_invite_rule_all_lieges + 2 = activity_invite_neighbouring_rulers + 1 = activity_invite_rule_landless_adventurers_restricted_range + } + } + + can_be_activity_guest = { + is_adult = yes + in_diplomatic_range = scope:host + is_pool_guest = no + } + + guest_join_chance = { + base = -25 + base_activity_modifier = yes + + # Scripted Modifiers + activity_guest_shared_ai_accept_modifier = yes + + #All vassals attend if they are capable + modifier = { + is_vassal_of = scope:host + NOT = { faith.religious_head ?= this } + add = 500 + desc = coronation_special_vassal_value + } + modifier = { + is_vassal_of = scope:host + faith.religious_head ?= this + scope:special_type = flag:coronation_type_anointment + add = 25 + desc = coronation_special_vassal_value + } + modifier = { + faith.religious_head ?= this + NOT = { scope:special_type = flag:coronation_type_anointment } + add = -1000 + desc = coronation_pope_not_anointment + } + #Lieges, suzerains and tributaries are a bit more likely to attend + modifier = { + any_vassal = { + this = scope:host + } + desc = coronation_liege_value + add = 50 + } + modifier = { + any_tributary = { + this = scope:host + } + desc = coronation_suzerain_value + add = 10 + } + modifier = { + suzerain ?= scope:host + highest_held_title_tier < scope:host.highest_held_title_tier + desc = coronation_tributary_value + add = 100 + } + modifier = { + suzerain ?= scope:host + highest_held_title_tier = scope:host.highest_held_title_tier + desc = coronation_tributary_value + add = 20 + } + + # Special modifier for the HoF + modifier = { + faith.religious_head ?= this + scope:special_type = flag:coronation_type_anointment + is_target_in_variable_list = { + name = supported_anointments + target = scope:host + } + add = 10000 + desc = coronation_hof_supported_anointment + } + } + + guest_subsets = { + supporter + detractor + } + + # on_actions + on_start = { + activity_setup_special_type_progression_effect = yes + scope:host = { + if = { + limit = { + has_variable = crowned_king_var + } + remove_variable = crowned_king_var + } + if = { + limit = { + has_variable = crowned_emperor_var + } + remove_variable = crowned_emperor_var + } + set_variable = { + name = coronation_primary_title + value = scope:host.primary_title + } + set_variable = { + name = hide_make_primary_title + value = 1 + } + } + + # Activity Province + scope:activity = { + if = { + limit = { + activity_location = scope:host.capital_province + } + change_variable = { + name = activity_special_type_progression + add = 5 + } + } + if = { + limit = { + activity_location.barony = { is_holy_site_of = scope:host.faith } + } + change_variable = { + name = activity_special_type_progression + add = 5 + } + } + if = { + limit = { + activity_location = { has_province_modifier = coronation_ancient_tradition_modifier } + } + change_variable = { + name = activity_special_type_progression + add = 15 + } + } + else_if = { + limit = { + activity_location = { has_province_modifier = coronation_tradition_modifier } + } + change_variable = { + name = activity_special_type_progression + add = 10 + } + } + else_if = { + limit = { + activity_location = { has_province_modifier = coronation_long_tradition_modifier } + } + change_variable = { + name = activity_special_type_progression + add = 5 + } + } + } + # Activity Options + if = { + limit = { + has_activity_option = { + category = ceremony_feast_type + option = ceremony_feast_type_regular + } + } + change_variable = { + name = activity_special_type_progression + add = 15 + } + } + else_if = { + limit = { + has_activity_option = { + category = ceremony_feast_type + option = ceremony_feast_type_lavish + } + } + change_variable = { + name = activity_special_type_progression + add = 30 + } + } + if = { + limit = { + has_activity_option = { + category = ceremony_size + option = coronation_medium_ceremony + } + } + change_variable = { + name = activity_special_type_progression + add = 10 + } + } + else_if = { + limit = { + has_activity_option = { + category = ceremony_size + option = coronation_large_ceremony + } + } + change_variable = { + name = activity_special_type_progression + add = 20 + } + } + #Being first to hold your title gives you a little boost + if = { + limit = { + scope:host.primary_title = { + NOT = { + exists = previous_holder + } + } + } + change_variable = { + name = activity_special_type_progression + add = 5 + } + } + #Factions damage starting magnificence + scope:host = { + every_targeting_faction = { + limit = { + OR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -3 + } + } + } + every_targeting_faction = { + limit = { + NOR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -1 + } + } + } + every_targeting_faction = { + limit = { + OR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + faction_power > 50 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -3 + } + } + } + every_targeting_faction = { + limit = { + NOR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + faction_power > 50 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -1 + } + } + } + every_targeting_faction = { + limit = { + OR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + faction_power >= faction_power_threshold + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -3 + } + } + } + every_targeting_faction = { + limit = { + NOR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + faction_power >= faction_power_threshold + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -1 + } + } + } + every_targeting_faction = { + limit = { + OR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + faction_power >= 150 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -3 + } + } + } + every_targeting_faction = { + limit = { + NOR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + faction_power >= 150 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -1 + } + } + } + every_targeting_faction = { + limit = { + OR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + faction_power >= 200 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -3 + } + } + } + every_targeting_faction = { + limit = { + NOR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + faction_power >= 200 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -1 + } + } + } + every_targeting_faction = { + limit = { + OR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + discontent_per_month > 0 + months_until_max_discontent <= 12 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -3 + } + } + } + every_targeting_faction = { + limit = { + NOR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + discontent_per_month > 0 + months_until_max_discontent <= 12 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -1 + } + } + } + every_targeting_faction = { + limit = { + OR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + discontent_per_month > 0 + months_until_max_discontent <= 8 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -3 + } + } + } + every_targeting_faction = { + limit = { + NOR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + discontent_per_month > 0 + months_until_max_discontent <= 8 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -1 + } + } + } + every_targeting_faction = { + limit = { + OR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + discontent_per_month > 0 + months_until_max_discontent <= 4 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -3 + } + } + } + every_targeting_faction = { + limit = { + OR = { + faction_is_type = claimant_faction + faction_is_type = nation_fracturing_faction + } + discontent_per_month > 0 + months_until_max_discontent <= 4 + } + scope:activity = { + change_variable = { + name = activity_special_type_progression + add = -1 + } + } + } + } + # Set HoF as officiant in anointments + if = { + limit = { + scope:special_option ?= flag:coronation_type_anointment + exists = scope:host.faith.religious_head + } + scope:activity = { + set_variable = { + name = officiator + value = scope:host.faith.religious_head + } + } + } + } + + on_enter_passive_state = { + scope:activity = { + if = { + limit = { + NOT = { has_variable = progressed_to_active } + # Everyone who accepted is here + any_attending_character = { + count = all + location = scope:activity.activity_location + } + # There are no open invitations + any_invited_character = { + count = 0 + } + } + set_variable = progressed_to_active + scope:activity = { progress_activity_phase_after = { days = 1 } } + } + } + + if = { + limit = { + scope:activity = { has_current_phase = coronation_phase_preparations } + } + trigger_event = ach_coronation.0001 + } + } + + on_complete = { + var:officiator ?= { + remove_character_flag = coronation_officiator + } + if = { + limit = { + this = scope:host + } + remove_character_flag = no_coronation_events + if = { + limit = { + scope:activity = { + has_activity_option = { + category = ceremony_size + option = coronation_small_ceremony + } + var:activity_special_type_progression < 50 + } + } + if = { + limit = { + is_ai = no + } + add_character_modifier = { + modifier = ach_coronation_low_ceremony_modifier + years = 10 + } + } + #A small chance AI suffer for the cheapness they rely on + else = { + random = { + chance = { + value = 5 + #personality fits + if = { + limit = { + OR = { + has_trait = humble + has_trait = content + has_trait = impatient + prestige_level <= 1 + } + } + add = 5 + } + } + add_character_modifier = { + modifier = ach_coronation_low_ceremony_modifier + years = 10 + } + } + } + } + if = { + limit = { + is_ai = no + scope:activity = { + has_activity_option = { + category = ceremony_feast_type + option = ceremony_feast_type_austere + } + var:activity_special_type_progression < 50 + } + } + if = { + limit = { is_ai = no } + if = { + limit = { government_has_flag = government_is_mandala } + add_character_modifier = { + modifier = mandala_coronation_low_feast_modifier + years = 10 + } + } + else = { + add_character_modifier = { + modifier = ach_coronation_low_feast_modifier + years = 10 + } + } + } + #A small chance AI suffer for the cheapness they rely on + else = { + random = { + chance = { + value = 5 + #personality fits + if = { + limit = { + OR = { + has_trait = temperate + has_trait = greedy + has_trait = shy + stress_level >= 1 + } + } + add = 5 + } + } + if = { + limit = { government_has_flag = government_is_mandala } + add_character_modifier = { + modifier = mandala_coronation_low_feast_modifier + years = 10 + } + } + else = { + add_character_modifier = { + modifier = ach_coronation_low_feast_modifier + years = 10 + } + } + } + } + } + #In case of failure during ceremony phase... setting realm laws here + if = { + limit = { + scope:activity = { + has_activity_option = { + category = special_type + option = coronation_type_anointment + } + } + NOT = { + has_realm_law = crowned_emperor + } + } + coronation_change_law_effect = yes + } + else_if = { + limit = { + has_realm_law = uncrowned + } + coronation_change_law_effect = yes + } + else = { + show_as_tooltip = { + coronation_change_law_effect = yes + } + } + coronation_disburse_rewards_effect = yes + coronation_upgrade_oath_value_effect = yes + if = { + limit = { + scope:activity = { has_variable = officiator } + } + if = { + limit = { + scope:activity.activity_host.faith.religious_head ?= scope:activity.var:officiator + } + create_character_memory = { + type = crowned_by_hof_memory + participants = { + hof = scope:activity.var:officiator + } + } + } + else = { + create_character_memory = { + type = held_a_coronation_memory + participants = { + coronator = scope:activity.var:officiator + } + } + } + } + remove_variable = coronation_primary_title + remove_variable = hide_make_primary_title + } + if = { + limit = { + NOT = { + this = scope:host + } + } + create_character_memory = { + type = witnessed_a_coronation_memory + participants = { + host = scope:host + } + } + } + scope:activity.activity_location = { + if = { + limit = { + exists = scope:activity.var:activity_special_type_progression + scope:activity.var:activity_special_type_progression >= 50 + } + if = { + limit = { + has_variable = coronation_tradition_location + } + change_variable = { + name = coronation_tradition_location + add = 1 + } + if = { + limit = { + var:coronation_tradition_location >= 15 + NOT = { has_province_modifier = coronation_ancient_tradition_modifier } + } + add_province_modifier = coronation_ancient_tradition_modifier + remove_province_modifier = coronation_long_tradition_modifier + } + else_if = { + limit = { + var:coronation_tradition_location >= 10 + var:coronation_tradition_location < 15 + NOT = { has_province_modifier = coronation_long_tradition_modifier } + } + add_province_modifier = coronation_long_tradition_modifier + remove_province_modifier = coronation_tradition_modifier + } + else_if = { + limit = { + var:coronation_tradition_location >= 5 + var:coronation_tradition_location < 10 + NOT = { has_province_modifier = coronation_tradition_modifier } + } + add_province_modifier = coronation_tradition_modifier + } + } + else = { + set_variable = { + name = coronation_tradition_location + value = 1 + } + } + } + } + + # Struggle Catalysts + fp3_struggle_catalysts_for_activities_effect = yes + } + + ### Plugin widgets + activity_window_widgets = { + coronation_supporter_detractor_widget = "window_activity_contestants_right_bar_container" + coronation_special_type_progression = "activity_plugin_widgets_summary" + } + + ### Characters & Backgrounds + ## Characters + window_characters = { + # Find an important character + guest = { + camera = camera_body_right + + effect = { + if = { + limit = { + scope:activity = { NOT = { has_current_phase = coronation_phase_coronation } } + scope:host.location = scope:activity.activity_location + } + ordered_attending_character = { + order_by = { + value = 1 + add = { + value = highest_held_title_tier + multiply = 15 + } + add = { + value = domain_size + multiply = 3 + } + add = realm_size + } + limit = { + location = scope:activity.activity_location + NOT = { + this = scope:host + } + } + add_to_list = characters + } + } + } + + scripted_animation = coronation_guest_animation + } + + # Find the officiant if they exist, otherwise an important character + guest = { + camera = camera_body_right + + effect = { + if = { + limit = { + scope:host.location = scope:activity.activity_location + exists = scope:activity.var:officiator + scope:activity.var:officiator.location ?= scope:activity.activity_location + } + scope:activity.var:officiator = { + add_to_list = characters + } + } + else_if = { + limit = { + scope:host.location = scope:activity.activity_location + scope:activity = { NOT = { has_current_phase = coronation_phase_coronation } } + any_attending_character = { + count >= 4 + location = scope:activity.activity_location + NOT = { + this = scope:host + } + } + } + ordered_attending_character = { + order_by = { + value = 1 + add = { + value = highest_held_title_tier + multiply = 15 + } + add = { + value = domain_size + multiply = 3 + } + add = realm_size + } + check_range_bounds = no + position = 3 + limit = { + location = scope:activity.activity_location + NOT = { + this = scope:host + } + } + add_to_list = characters + } + } + } + + scripted_animation = coronation_guest_animation + } + + # Host + host = { + camera = camera_body + + effect = { + if = { + limit = { + scope:host.location = scope:activity.activity_location + } + scope:host = { + add_to_list = characters + } + } + } + + scripted_animation = coronation_host_animation + } + + travel_host = { + camera = camera_event_horse_left + + effect = { + if = { + limit = { + NOT = { + scope:host.location = scope:activity.activity_location + } + } + scope:host = { + add_to_list = characters + } + } + } + + scripted_animation = { + triggered_animation = { + trigger = { + scope:character.location = { is_sea_province = yes } + } + animation = { idle } + } + triggered_animation = { + trigger = { scope:character = { has_trait = impatient } } + animation = { jockey_gallop } + } + animation = jockey_walk + } + } + + # Find a family member/spouse/heir + guest = { + camera = camera_body_left_slight + + effect = { + if = { + limit = { + scope:host.location = scope:activity.activity_location + scope:activity = { NOT = { has_current_phase = coronation_phase_coronation } } + } + ordered_attending_character = { + order_by = { + value = 1 + if = { + limit = { + is_close_family_of = scope:host + } + add = 25 + } + if = { + limit = { + has_relation_friend = scope:host + } + add = 25 + } + if = { + limit = { + this = scope:host.primary_spouse + } + add = 50 + } + if = { + limit = { + is_primary_heir_of = scope:host + } + add = 25 + } + } + limit = { + location = scope:activity.activity_location + NOR = { + this = scope:host + scope:activity.var:officiator ?= this + } + } + add_to_list = characters + } + } + } + + scripted_animation = coronation_guest_animation + } + + # Find an important member + guest = { + camera = camera_body_left + + effect = { + if = { + limit = { + scope:host.location = scope:activity.activity_location + scope:activity = { + NOT = { has_current_phase = coronation_phase_coronation } + } + any_attending_character = { + count >= 3 + location = scope:activity.activity_location + NOT = { + this = scope:host + } + } + } + ordered_attending_character = { + order_by = { + value = 1 + add = { + value = highest_held_title_tier + multiply = 15 + } + add = { + value = domain_size + multiply = 3 + } + add = realm_size + } + check_range_bounds = no + position = 2 + limit = { + location = scope:activity.activity_location + NOT = { + this = scope:host + } + } + add_to_list = characters + } + } + } + + scripted_animation = coronation_guest_animation + } + } + + ## Activity Backgrounds + # Arrival - Courtyard Pictures + background = { #Nomadic MENA + trigger = { + scope:activity ?= { + OR = { + AND = { + activity_location.county.title_province = { + has_holding_type = tribal_holding + } + activity_location.culture ?= { + OR = { + has_cultural_tradition = tradition_saharan_nomads + has_cultural_tradition = tradition_desert_nomads + } + } + } + activity_location.county.title_province = { + has_holding_type = nomad_holding + } + } + activity_location.culture ?= { has_building_gfx = mena_building_gfx } + activity_location ?= { + OR = { + terrain = drylands + terrain = desert + terrain = oasis + terrain = desert_mountains + terrain = floodplains + terrain = hills + terrain = steppe + } + } + has_current_phase = coronation_phase_preparations + } + } + texture = "gfx/interface/illustrations/event_scenes/desert_nomad.dds" + environment = "environment_travel_desert" + ambience = "event:/SFX/Events/Backgrounds/desert_day" + } + background = { #Nomads and steppe tribals + trigger = { + scope:activity ?= { + OR = { + activity_location.county.title_province = { + has_holding_type = nomad_holding + } + AND = { + activity_location.county.title_province = { + has_holding_type = tribal_holding + } + activity_location.culture ?= { has_graphical_steppe_culture_group_trigger = yes } + } + scope:host = { + is_landless_adventurer = yes + culture ?= { has_graphical_steppe_culture_group_trigger = yes } + } + } + has_current_phase = coronation_phase_preparations + } + } + texture = "gfx/interface/illustrations/event_scenes/mpo_camp_steppe.dds" + environment = "environment_mpo_camp_steppe" + ambience = "event:/DLC/CE2/Events/Event_Images/mpo_camp_steppe" + } + background = { #Western/Northern tribals + trigger = { + scope:activity = { + activity_location.county.title_province ?= { + has_holding_type = tribal_holding + } + OR = { + activity_location = { + steppe_building_gfx_use_western_trigger = yes + } + activity_location.culture ?= { + OR = { + has_building_gfx = western_building_gfx + has_building_gfx = mediterranean_building_gfx + has_building_gfx = byzantine_building_gfx + has_building_gfx = norse_building_gfx + has_building_gfx = iberian_building_gfx + } + } + } + has_current_phase = coronation_phase_preparations + } + } + texture = "gfx/interface/illustrations/event_scenes/market_tribal.dds" + environment = "environment_event_market_tribal" + ambience = "event:/SFX/Events/Backgrounds/townmarket_day_tribal_pagan" + } + background = { #tribal tibetans + trigger = { + scope:activity = { + activity_location.county.title_province ?= { + has_holding_type = tribal_holding + } + activity_location.culture ?= { + OR = { + has_cultural_pillar = heritage_tibetan + has_cultural_pillar = heritage_qiangic + has_cultural_pillar = heritage_chinese + } + } + has_current_phase = coronation_phase_preparations + } + } + texture = "gfx/interface/illustrations/event_scenes/mpo_rural_village_asian.dds" + environment = "environment_mpo_rural_village_asian" + ambience = "event:/DLC/CE2/Events/Event_Images/mpo_rural_village_asian" + } + background = { #Non-Nomadic tribal MENA + trigger = { + scope:activity = { + activity_location.county.title_province ?= { + has_holding_type = tribal_holding + } + OR = { + activity_location.culture ?= { has_building_gfx = mena_building_gfx } + activity_location.faith.religion ?= religion:islam_religion + } + has_current_phase = coronation_phase_preparations + } + + } + texture = "gfx/interface/illustrations/event_scenes/market_east.dds" + environment = "environment_event_market_east" + ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day" + } + background = { #tribal fallback + trigger = { + scope:activity.activity_location.county.title_province ?= { + has_holding_type = tribal_holding + } + has_current_phase = coronation_phase_preparations + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds" + environment = "environment_event_garden" + ambience = "event:/DLC/FP1/SFX/Events/event_temple" + } + background = { #Constantinople + trigger = { + scope:activity ?= { + activity_location.county = title:c_byzantion + has_current_phase = coronation_phase_preparations + } + } + texture = "gfx/interface/illustrations/event_scenes/ep3_constantinople.dds" + environment = "environment_ep3_constantinople" + ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_constantinople" + } + background = { #FP2 + trigger = { + scope:activity ?= { + activity_location = { + OR = { + culture = { has_building_gfx = iberian_building_gfx } + geographical_region = world_europe_west_iberia + } + } + has_current_phase = coronation_phase_preparations + } + } + texture = "gfx/interface/illustrations/event_scenes/fp2_courtyard.dds" + environment = "environment_event_fp2_courtyard" + ambience = "event:/DLC/FP2/SFX/Events/courtyard" + } + background = { #Mandala shrine + trigger = { + scope:activity ?= { + activity_location = { + OR = { + culture = { has_building_gfx = southeast_asian_building_gfx } + steppe_building_gfx_use_southeast_asian_trigger = yes + } + + } + has_current_phase = coronation_phase_preparations + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds" + environment = "environment_indian_holy_site" + ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle" + } + background = { #Indian Courtyard + trigger = { + scope:activity ?= { + activity_location = { + OR = { + culture = { has_graphical_india_culture_group_trigger = yes } + steppe_building_gfx_use_indian_trigger = yes + } + } + has_current_phase = coronation_phase_preparations + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_courtyard_indian.dds" + environment = "environment_event_bp1_courtyard_indian" + ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western" + } + background = { #MENA Courtyard + trigger = { + scope:activity ?= { + activity_location = { + OR = { + culture = { has_graphical_mena_culture_group_trigger = yes } + culture = { has_building_gfx = iranian_building_gfx } + steppe_building_gfx_use_mena_trigger = yes + } + } + has_current_phase = coronation_phase_preparations + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_courtyard_mena.dds" + environment = "environment_event_bp1_courtyard_mena" + ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western" + } + background = { #East Asia + trigger = { + scope:activity ?= { + activity_location ?= { + OR = { + culture ?= { + has_graphical_east_asia_culture_group_trigger = yes + } + steppe_building_gfx_use_east_asian_trigger = yes + } + } + } + has_current_phase = coronation_phase_preparations + } + texture = "gfx/interface/illustrations/event_scenes/tgp_courtyard_asia.dds" + environment = "environment_tgp_courtyard_asia" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_courtyard_asia" + } + background = { # Fallback + trigger = { + scope:activity ?= { has_current_phase = coronation_phase_preparations } + } + texture = "gfx/interface/illustrations/event_scenes/bp2_courtyard.dds" + environment = "environment_bp2_courtyard" + ambience = "event:/DLC/FP2/SFX/Events/courtyard" + } + + # Ceremony - Throne Room Pictures + background = { # MPO - High Dominance + trigger = { + scope:activity ?= { + activity_location = { NOT = { has_holding_type = church_holding } } + scope:host = { + government_has_flag = government_is_nomadic + OR = { + has_realm_law = nomadic_authority_3 + has_realm_law = nomadic_authority_4 + has_realm_law = nomadic_authority_5 + has_trait = greatest_of_khans + } + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/main_menu/mpo_frontend_nomad.dds" + environment = "environment_mpo_frontend_nomad_main" + ambience = "event:/DLC/CE2/Events/Event_Images/mpo_nomadic_throneroom" + } + background = { # MPO - Nomads + trigger = { + scope:activity ?= { + activity_location = { NOT = { has_holding_type = church_holding } } + scope:host = { + government_has_flag = government_is_nomadic + NOR = { + has_realm_law = nomadic_authority_4 + has_realm_law = nomadic_authority_5 + has_trait = greatest_of_khans + } + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds" + environment = "environment_mpo_tent_interior_mongol" + ambience = "event:/DLC/CE2/Events/Event_Images/mpo_tent_interior_mongol" + } + background = { #FP1 Tribal + trigger = { + scope:activity ?= { + activity_location = { + NOT = { has_holding_type = church_holding } + culture = { has_building_gfx = norse_building_gfx } + } + activity_location.county.title_province = { + has_holding_type = tribal_holding + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/fp1_throneroom_tribal.dds" + environment = "environment_event_fp1_throneroom_tribal" + ambience = "event:/DLC/FP1/SFX/Events/event_throneroom" + } + background = { #Tribal + trigger = { + scope:activity ?= { + activity_location = { NOT = { has_holding_type = church_holding } } + activity_location.county.title_province = { + has_holding_type = tribal_holding + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/throneroom_tribal.dds" + environment = "environment_frontend_tribal_main" + ambience = "event:/SFX/Events/Backgrounds/throneroom_tribal_pagan" + } + background = { # Byzanntium + trigger = { + scope:activity ?= { + activity_location = { NOT = { has_holding_type = church_holding } } + scope:host = { + OR = { + location = province:b_constantinople + AND = { + primary_title = title:e_byzantium + title:c_byzantion = { + any_de_jure_top_liege = { this = root } + } + } + } + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/ep3_byzantine_throne_room.dds" + environment = "environment_ep3_byzantine_throne_room" + ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_throne_room" + } + background = { # TGP Japan + trigger = { + scope:activity ?= { + activity_location = { + NOT = { has_holding_type = church_holding } + OR = { + culture = { has_graphical_japanese_culture_group_trigger = yes } + steppe_building_gfx_use_japanese_trigger = yes + } + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_japan_throne_room.dds" + environment = "environment_tgp_frontend_japan_main" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_study_asia" + } + background = { # East Asia + trigger = { + scope:activity ?= { + activity_location = { + NOT = { has_holding_type = church_holding } + OR = { + culture = { has_graphical_east_asia_culture_group_trigger = yes } + steppe_building_gfx_use_east_asian_trigger = yes + } + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_asia_throne_room.dds" + environment = "environment_tgp_frontend_celestial_main" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_study_asia" + } + background = { #Iran + trigger = { + scope:activity ?= { + activity_location = { + NOT = { has_holding_type = church_holding } + OR = { + culture ?= { has_building_gfx = iranian_building_gfx } + geographical_region = world_persian_empire + steppe_building_gfx_use_iranian_trigger = yes + } + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/fp3_throneroom.dds" + environment = "environment_event_temple" + ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african" + } + background = { #Iberia + trigger = { + scope:activity ?= { + activity_location = { + NOT = { has_holding_type = church_holding } + OR = { + culture ?= { has_building_gfx = iberian_building_gfx } + geographical_region = world_europe_west_iberia + } + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/fp2_throneroom.dds" + environment = "environment_event_fp2_throneroom" + ambience = "event:/DLC/FP2/SFX/Events/throneroom" + } + background = { #Norse Non-Tribal + trigger = { + scope:activity ?= { + activity_location = { NOT = { has_holding_type = church_holding } } + scope:host = { + location.culture ?= { has_building_gfx = norse_building_gfx } + NOT = { government_has_flag = government_is_tribal } + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/fp1_throneroom_nontribal.dds" + environment = "environment_event_fp1_throneroom_nontribal" + ambience = "event:/DLC/FP1/SFX/Events/event_throneroom_nontribal" + } + background = { #MENA + trigger = { + scope:activity ?= { + activity_location = { + NOT = { has_holding_type = church_holding } + OR = { + steppe_building_gfx_use_mena_trigger = yes + culture = { has_graphical_mena_culture_group_trigger = yes } + } + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/throneroom_east.dds" + environment = "environment_frontend_east_main" + ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african" + } + background = { #India + trigger = { + scope:activity ?= { + activity_location = { + NOT = { has_holding_type = church_holding } + OR = { + steppe_building_gfx_use_indian_trigger = yes + culture = { has_graphical_india_culture_group_trigger = yes } + } + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/throneroom_india.dds" + environment = "environment_frontend_india_main" + ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african" + } + + background = { #Mediterrenean + trigger = { + scope:activity ?= { + activity_location = { + NOT = { has_holding_type = church_holding } + OR = { + culture = { has_graphical_mediterranean_culture_group_trigger = yes } + steppe_building_gfx_use_mediterranean_trigger = yes + } + } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/throneroom_mediterranean.dds" + environment = "environment_frontend_mediterranean_main" + ambience = "event:/SFX/Events/Backgrounds/throneroom_mediterranean" + } + + background = { #Western + trigger = { + scope:activity ?= { + activity_location = { NOT = { has_holding_type = church_holding } } + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/throneroom_west.dds" + environment = "environment_frontend_west_main" + ambience = "event:/SFX/Events/Backgrounds/throneroom_western" + } + + # Ceremony - Church Pictures + + background = { # FP3 + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + } + scope:host.religion = religion:zoroastrianism_religion + } + texture = "gfx/interface/illustrations/event_scenes/fp3_temple.dds" + environment = "environment_event_fp3_temple" + ambience = "event:/SFX/Events/Backgrounds/temple_generic" + } + background = { + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + OR = { + #Coronation in nomadic holding + activity_location = { + OR = { + has_holding_type = tribal_holding + has_holding_type = nomad_holding + has_holding_type = herder_holding + } + } + #Ruler faith matches + scope:host = { + OR = { + religion = religion:tengrism_religion + religion = religion:magyar_religion + religion = religion:siberian_religion + religion = religion:kamuyism_religion + AND = { + religion = religion:buddhism_religion + scope:activity.activity_location ?= { + OR = { + geographical_region = world_tibet + geographical_region = world_steppe_tarim + } + } + OR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + } + } + } + } + } + } + } + texture = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds" + environment = "environment_mpo_temple_steppe" + ambience = "event:/DLC/CE2/Events/Event_Images/mpo_temple_steppe" + } + background = { # EP3 - Hagia Sophia for Byzantium + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + } + scope:host = { + scope:activity.activity_location.county = title:c_byzantion + } + } + texture = "gfx/interface/illustrations/event_scenes/ep3_hagia_sophia.dds" + environment = "environment_ep3_hagia_sophia" + ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_hagia_sophia" + } + background = { # FP2 + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + OR = { + activity_location.culture ?= { has_building_gfx = iberian_building_gfx } + activity_location ?= { geographical_region = world_europe_west_iberia } + } + } + } + texture = "gfx/interface/illustrations/event_scenes/fp2_temple.dds" + environment = "environment_event_fp2_temple" + ambience = "event:/DLC/FP2/SFX/Events/temple" + } + background = { #Orthodox holy site + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + } + scope:host = { + OR = { + religion = religion:eastern_orthodox_religion + religion = religion:catholic_religion + religion = religion:protestant_religion + } + scope:activity.activity_location ?= { + OR = { + AND = { + culture = { has_graphical_mediterranean_culture_group_trigger = yes } + scope:host.faith = faith:orthodox + } + geographical_region = graphical_mena + geographical_region = graphical_india + geographical_region = world_europe_south_east + geographical_region = world_asia_minor + } + } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep3_holysite_orthodox.dds" + environment = "environment_ep3_holysite_orthodox" + ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_orthodox_holy_site" + } + background = { #Western holy site + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + activity_location = { + OR = { + culture ?= { has_graphical_western_culture_group_trigger = yes } + steppe_building_gfx_use_western_trigger = yes + } + } + } + scope:host = { + religion = religion:christianity_religion + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_western.dds" + environment = "environment_western_holy_site" + ambience = "event:/SFX/Events/Backgrounds/temple_christian" + } + background = { #Generic christian church + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + } + scope:host = { religion = religion:christianity_religion } + } + texture = "gfx/interface/illustrations/event_scenes/church.dds" + environment = "environment_event_church" + ambience = "event:/SFX/Events/Backgrounds/temple_christian" + } + background = { + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + } + scope:host = { + faith = { religion = religion:islam_religion } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_mena.dds" + environment = "environment_generic_holy_site_mena" + ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_holysite_mena" + } + background = { # FP1 + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + } + scope:host = { religion = religion:germanic_religion } + } + texture = "gfx/interface/illustrations/event_scenes/fp1_tribal_temple.dds" + environment = "environment_event_fp1_tribal_temple" + ambience = "event:/DLC/FP1/SFX/Events/event_temple" + } + background = { #East Asian + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + activity_location = { + faith.religion ?= { + OR = { + is_in_family = rf_eastern + is_in_family = rf_sinitic + this = religion:shintoism_religion + } + } + OR = { + culture ?= { + has_graphical_east_asia_culture_group_trigger = yes + } + steppe_building_gfx_use_east_asian_trigger = yes + } + } + } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_temple_asia.dds" + environment = "environment_tgp_temple_asia" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_temple_asia" + } + background = { #Dharmic (Outdoors) + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + activity_location ?= { + OR = { + culture = { has_graphical_india_culture_group_trigger = yes } + steppe_building_gfx_use_indian_trigger = yes + faith.religion ?= { is_in_family = rf_eastern } + } + } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds" + environment = "environment_indian_holy_site" + ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle" + } + background = { # generic tribal + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + } + scope:host = { + religion = { is_in_family = rf_pagan } + OR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds" + environment = "environment_event_garden" + ambience = "event:/DLC/FP1/SFX/Events/event_temple" + } + background = { + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_coronation + } + } + texture = "gfx/interface/illustrations/event_scenes/temple.dds" + environment = "environment_event_temple" + ambience = "event:/SFX/Events/Backgrounds/temple_generic" + } + + # Banquet/Feast - Feast Pictures + background = { #Nomad + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_feast + OR = { + activity_location.county.title_province = { + has_holding_type = nomad_holding + } + activity_location.culture ?= { has_graphical_steppe_culture_group_trigger = yes } + } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_feast_steppe.dds" + environment = "environment_steppe_feast" + ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe" + } + background = { # EP3 + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_feast + activity_location.culture = { has_building_gfx = byzantine_building_gfx } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep3_feast_byzantine.dds" + environment = "environment_ep3_byzantine_feast" + ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern" + } + background = { # FP1 + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_feast + OR = { + AND = { + activity_location.culture ?= { has_building_gfx = western_building_gfx } + activity_location.county.title_province = { + has_holding_type = tribal_holding + } + } + activity_location.culture = { has_building_gfx = norse_building_gfx } + } + + } + } + texture = "gfx/interface/illustrations/event_scenes/fp1_viking_feast.dds" + environment = "environment_event_fp1_viking_feast" + ambience = "event:/DLC/FP1/SFX/Events/event_viking_feast" + } + background = { + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_feast + activity_location = { + OR = { + steppe_building_gfx_use_indian_trigger = yes + culture = { has_graphical_india_culture_group_trigger = yes } + } + } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_feast_indian.dds" + environment = "environment_indian_feast" + ambience = "event:/SFX/Events/Backgrounds/feasthall" + } + background = { + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_feast + activity_location.culture = { has_building_gfx = african_building_gfx } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_feast_sub_saharan.dds" + environment = "environment_sub-saharan_feast" + ambience = "event:/SFX/Events/Backgrounds/feasthall" + } + background = { #East Asian + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_feast + activity_location = { + OR = { + culture = { has_graphical_east_asia_culture_group_trigger = yes } + steppe_building_gfx_use_east_asian_trigger = yes + } + } + } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_feast_asia.dds" + environment = "environment_tgp_feast_asia" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_feast_asia" + } + background = { + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_feast + activity_location = { + OR = { + steppe_building_gfx_use_mena_trigger = yes + culture ?= { + OR = { + has_building_gfx = arabic_group_building_gfx + has_building_gfx = berber_group_building_gfx + has_building_gfx = iberian_building_gfx + has_building_gfx = iranian_building_gfx + } + } + } + } + + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_feast_mena.dds" + environment = "environment_mena_feast" + ambience = "event:/SFX/Events/Backgrounds/feasthall" + } + background = { #East Asia + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_feast + } + activity_location.culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_feast_asia.dds" + environment = "environment_tgp_feast_asia" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_feast_asia" + } + background = { #fallback Western + trigger = { + scope:activity ?= { + has_current_phase = coronation_phase_feast + } + } + texture = "gfx/interface/illustrations/event_scenes/feast.dds" + environment = "environment_event_feast" + ambience = "event:/SFX/Events/Backgrounds/feasthall" + } + + # Travel + background = { # Bridge + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + is_riverside_province = yes + geographical_region = world_europe + OR = { + terrain = farmlands + terrain = plains + terrain = mountains + terrain = hills + } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_bridge.dds" + environment = "environment_travel_bridge" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + + background = { #Rice Fields - If we have Paddy fields AND/or terraced hills + #This goes before other terrain since it can override in many different terrains if built + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + terrain = farmlands + OR = { + terrain = terraced_hills + has_building_or_higher = paddy_fields_01 + } + } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_rice_fields.dds" + environment = "environment_tgp_rice_fields" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_rice_fields" + } + + background = { #Farmlands - East Asia + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + terrain = farmlands + culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_farm_asia.dds" + environment = "environment_tgp_farm_asia" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_farm_asia" + } + + background = { # Farmland, settled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + terrain = farmlands + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds" + environment = "environment_travel_farmlands" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + background = { # Farmland, unsettled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + terrain = farmlands + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/farms.dds" + environment = "environment_event_farms" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + + background = { #Desert, settled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_wilderness_desert_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_desert.dds" + environment = "environment_travel_desert" + ambience = "event:/SFX/Events/Backgrounds/desert_day" + } + background = { #Desert, unsettled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_wilderness_desert_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/desert.dds" + environment = "environment_event_bp1_desert" + ambience = "event:/SFX/Events/Backgrounds/desert_day" + } + + background = { #forest snowy + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location ?= { hunt_snowy_forest_trigger = yes } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds" + environment = "environment_hunt_snowy_forest" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + + background = { #forest_pine + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_wilderness_forest_pine_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/forest_pine.dds" + environment = "environment_event_forest_pine" + ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day" + } + + background = { #forest + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_wilderness_forest_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/forest.dds" + environment = "environment_event_forest" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + + background = { #mountains, settled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_wilderness_mountains_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds" + environment = "environment_travel_mountain_settlement" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + background = { #mountains, unsettled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_wilderness_mountains_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/mountains.dds" + environment = "environment_event_mountains" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + + background = { #steppe, settled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_wilderness_steppe_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_steppe.dds" + environment = "environment_travel_steppe_settlement" + ambience = "event:/SFX/Events/Backgrounds/steppe_day" + } + background = { #steppe, unsettled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_wilderness_steppe_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/steppe.dds" + environment = "environment_event_steppe" + ambience = "event:/SFX/Events/Backgrounds/steppe_day" + } + + background = { #drylands (formerly desert) + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_drylands_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/drylands.dds" + environment = "environment_event_desert" + ambience = "event:/SFX/Events/Backgrounds/desert_day" + } + + background = { #wetlands + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_wilderness_wetlands_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds" + environment = "environment_event_bp1_wetlands" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + + background = { #jungle + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_wilderness_jungle_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds" + environment = "environment_event_bp1_jungle" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + + background = { #plains, settled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_plains_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds" + environment = "environment_travel_hills_settlement" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + background = { #plains, unsettled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_plains_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_plains.dds" + environment = "environment_event_bp1_plains" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + + background = { #hills, settled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_hills_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds" + environment = "environment_travel_hills_settlement" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + background = { #hills, unsettled + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + graphical_hills_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_hills.dds" + environment = "environment_event_bp1_hills" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + + background = { #sea + trigger = { + OR = { + NOT = { + scope:host.location = scope:activity.activity_location + } + AND = { + exists = scope:activity.special_guest:honorary_guest.location + NOT = { + scope:activity.special_guest:honorary_guest.location ?= scope:activity.activity_location + } + } + AND = { + exists = scope:activity.special_guest:honorary_guest_regular.location + NOT = { + scope:activity.special_guest:honorary_guest_regular.location ?= scope:activity.activity_location + } + } + } + scope:host.location = { + is_sea_province = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds" + environment = "environment_event_fp1_ocean" + ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship" + } + # End Travel +} diff --git a/N3OW/common/activities/activity_types/pilgrimage.txt b/N3OW/common/activities/activity_types/pilgrimage.txt new file mode 100644 index 00000000..282f2edb --- /dev/null +++ b/N3OW/common/activities/activity_types/pilgrimage.txt @@ -0,0 +1,3277 @@ +activity_pilgrimage = { + is_shown = { + highest_held_title_tier > tier_barony + is_playable_character = yes + trigger_if = { + limit = { + is_ai = yes + } + years_from_game_start >= 3 + is_at_war = no + short_term_gold >= pilgrimage_base_cost + NOT = { has_variable = conqueror } + trigger_if = { # Throttle Counts + limit = { + highest_held_title_tier = tier_county + NOR = { + government_has_flag = government_is_mandala + faith = { has_doctrine_parameter = mandatory_hajj } + has_government = japan_administrative_government + has_government = japan_feudal_government + } + } + ai_zeal >= 100 + } + } + #Every other activity must be blocked until an uncrowned AI crowns themselves + trigger_if = { + limit = { + is_ai = yes + } + NOT = { + has_realm_law = uncrowned + } + } + } + + can_start_showing_failures_only = { + NOT = { is_activity_type_on_cooldown = activity_pilgrimage } + is_available_adult = yes + faith = { + NOT = { has_doctrine_parameter = forbidden_from_pilgrimage } + any_holy_site = { exists = this } + } + #Check if all of your holy sites are on cooldown + trigger_if = { + limit = { + any_memory = { + has_variable = pilgrimage_destination + memory_age_years < 5 + } + } + custom_tooltip = { + text = activity_pilgrimage.is_activity_available.all_holy_sites_on_cooldown + faith = { + any_holy_site = { + save_temporary_scope_as = site_check + NOT = { + root = { + any_memory = { + has_variable = pilgrimage_destination + memory_age_years < 5 + var:pilgrimage_destination.barony = scope:site_check + } + } + } + add_to_temporary_list = holy_sites_not_on_cooldown + any_in_list = { + list = holy_sites_not_on_cooldown + count > 0 + } + } + } + } + } + trigger_else = { always = yes } + #Are you mandatory Hajj and Mecca is your capital? + trigger_if = { + limit = { + faith = { has_doctrine_parameter = mandatory_hajj } + capital_province.barony ?= title:b_makka + } + custom_tooltip = { + text = activity_pilgrimage.is_location_valid.capital_is_mecca + has_trait = hajjaj + } + } + #Are you a diarch forbidden from leaving the realm? + trigger_if = { + limit = { bannable_serving_diarch_trigger = yes } + custom_tooltip = { + text = activity_pilgrimage.serving_diarch + faith = { + any_holy_site = { + save_temporary_scope_as = site_check + NOT = { + root = { + any_memory = { + has_variable = pilgrimage_destination + memory_age_years < 5 + var:pilgrimage_destination.barony = scope:site_check + } + } + } + add_to_temporary_list = holy_sites_not_on_cooldown + any_in_list = { + list = holy_sites_not_on_cooldown + county.holder = { + any_liege_or_above = { this = root.liege } + } + count > 0 + } + } + } + } + } + } + + is_valid = { + scope:host = { + #If you don't have a capital to return to, don't bother + exists = capital_province + is_capable_adult = yes + is_imprisoned = no + is_playable_character = yes + NOT = { is_incapable = yes } + #Invalidate flag, until/unless this is fixed in code + NOT = { has_variable = pilgrimage_invalidated_illness } + #Don't change your capital to be the holy site destination + capital_province.barony != scope:activity.activity_location.barony + } + # Converting mid-pilgrimage is a big no-no. + scope:activity = { + OR = { + NOT = { has_variable = starting_faith } + # We could check whether the place you're going to is still a holy site in the new faith, but then that messes up all the people moving with you, so we just cancel the whole thing. + scope:host.faith = var:starting_faith + } + } + } + + on_invalidated = { + scope:host = { + #We're heading back home to bury the old host + if = { + limit = { has_variable = pilgrimage_death_turn_back } + trigger_event = pilgrimage.0042 + } + #Regular invalidation event + else = { + if = { + limit = { capital_province.barony ?= scope:activity.activity_location.barony } + set_variable = { + name = moved_capital_to_holy_site + value = scope:activity.activity_location + } + } + trigger_event = pilgrimage.0040 + } + } + # Host becomes unlanded + if = { + limit = { + scope:host = { is_playable_character = no } + } + scope:activity = { + activity_type = { save_scope_as = activity_type } + } + every_attending_character = { + trigger_event = activity_system.0320 + } + } + if = { + limit = { + scope:host = { is_incapable = yes } + } + scope:activity = { + activity_type = { save_scope_as = activity_type } + } + scope:host = { + trigger_event = activity_system.0330 + } + every_attending_character = { + limit = { this != scope:host } + trigger_event = activity_system.0331 + } + } + } + + on_host_death = { + #Make the player heir the new host, if they're on the Pilgrimage + if = { + limit = { + exists = scope:host.player_heir + any_attending_character = { this = scope:host.player_heir } + scope:host.faith = scope:host.player_heir.faith + } + scope:host = { save_scope_as = old_host } + scope:host.player_heir = { save_scope_as = new_host } + #Also inherit the travel plan + if = { + limit = { + scope:host.current_travel_plan = { + any_entourage_character = { this = scope:new_host } + } + } + scope:host.current_travel_plan = { set_travel_plan_owner = scope:new_host } + } + set_activity_host = scope:new_host + scope:new_host = { + set_variable = { + name = old_host_to_be_buried + value = scope:old_host #The old host + } + add_character_flag = pilgrimage_dealing_with_invalidation + trigger_event = activity_system.0081 + } + } + #Otherwise indirectly cancel the activity by not setting a new host + else = { + # Send your entourage home + scope:host = { + current_travel_plan = { + every_entourage_character = { set_location_to_default = yes } + } + } + } + } + + #Filtering for Mecca will not work if put under Phase instead of the Activity setup + is_location_valid = { + #Hajj only goes to Mecca + trigger_if = { + limit = { + scope:special_option = flag:pilgrimage_type_hajj + exists = barony + } + custom_tooltip = { + text = activity_pilgrimage.is_location_valid.hajj_mecca + barony = title:b_makka + } + } + #You only get to visit any particular holy site once every 5 years + custom_tooltip = { + text = activity_pilgrimage.is_location_valid.recently_visited + NOT = { + scope:host = { + any_memory = { + has_variable = pilgrimage_destination + var:pilgrimage_destination = root #root is the province we're checking + memory_age_years < 5 + } + } + } + } + #You can't pilgrimage to your own capital + custom_tooltip = { + text = activity_pilgrimage.is_location_valid.capital_is_holy_site + scope:host.capital_province != root + } + + # If you are supposed to be the realm's reserve ruler, then you can't take a multi-year foreign trip. + trigger_if = { + limit = { + scope:host = { bannable_serving_diarch_trigger = yes } + } + custom_tooltip = { + text = activity_pilgrimage.serving_diarch + county.holder = { + any_liege_or_above = { this = scope:host.liege } + } + } + } + trigger_if = { + limit = { + scope:host = { + is_ai = yes + has_title = title:h_china + } + } + county.holder.top_liege = scope:host + } + } + + province_description = { + desc = activity_pilgrimage_province_desc + # Are you going to honor your imaginary friend guardian angel? + triggered_desc = { + trigger = { + scope:host = { + any_owned_story = { + type = story_cycle_imaginary_friend + var:pilgrimage_destination ?= root + } + } + } + desc = activity_pilgrimage_imaginary_friend_location_desc + } + #Is it an unvisited holy site? + triggered_desc = { + trigger = { + scope:host = { + OR = { + AND = { + #These two really shouldn't exist without each other, but safe-checking + NOT = { + exists = var:visited_unique_holy_sites_list + exists = var:visited_unique_holy_sites_count + } + } + AND = { + exists = var:visited_unique_holy_sites_count + #Does this holy site exist in the list? + NOT = { + any_in_list = { + variable = visited_unique_holy_sites_list + this = root + } + } + + } + } + } + } + desc = activity_pilgrimage_province_unvisited_desc + } + #Is it a unique holy site? + triggered_desc = { + trigger = { + OR = { + #Taken from the Pilgrimage arrival on_action event triggers + #Judaism + AND = { + scope:host = { + OR = { + religion = religion:eastern_orthodox_religion + religion = religion:catholic_religion + religion = religion:protestant_religion + } + } + OR = { + county = title:c_roma # Rome + county = title:c_jerusalem # Jerusalem + county = title:c_byzantion # Constantinople + county = title:c_alexandria # Alexandria + } + } + #Christianity + AND = { + scope:host = { religion = religion:judaism_religion } + OR = { + county = title:c_sinai # Mt. Sinai + county = title:c_jerusalem # Jerusalem + } + } + #Islam + AND = { + scope:host = { religion = religion:islam_religion } + OR = { + county = title:c_mecca # Mecca + county = title:c_medina # Medina + county = title:c_sinai # Mt. Sinai + county = title:c_jerusalem # Jerusalem + } + } + #Hinduism + AND = { + scope:host = { religion = religion:hinduism_religion } + OR = { + county = title:c_varanasi # Varanasi + county = title:c_ayodhya # Ayodhya + county = title:c_mathura # Mathura + county = title:c_sthanisvara # Haridwar + county = title:c_kanchipuram # Kanchipuram + county = title:c_ujjayini # Ujjayini + county = title:c_dvaraka # Dwarka + } + } + #Buddhism + AND = { + scope:host = { religion = religion:buddhism_religion } + OR = { + county = title:c_gaya # Bodh Gaya + county = title:c_kusinagara # Kusinagara + county = title:c_varanasi # Sarnath + } + } + #Jainism + AND = { + scope:host = { religion = religion:jainism_religion } + county = title:c_radha # Shikharj + + } + #Zoroastrian + AND = { + scope:host = { religion = religion:zoroastrianism_religion } + county = title:c_baduspan # Ushi-darena + + } + #Norse + AND = { + scope:host = { religion = religion:germanic_religion } + county = title:c_paderborn # Paderborn + + } + } + } + desc = activity_pilgrimage_province_unique_desc + } + # Inspection modifier + triggered_desc = { + trigger = { + OR = { + has_province_modifier = inspection_protected_holy_site_levy_modifier + has_province_modifier = inspection_protected_holy_poi_levy_modifier + has_province_modifier = inspection_protected_holy_site_gold_modifier + has_province_modifier = inspection_protected_holy_poi_gold_modifier + } + } + desc = activity_pilgrimage_province_desc_inspection_modifier + } + + #What's the distance to the holy site - needs to be in the middle of the PROVINCE_DESCRIPTION since it move from the negative itinerary to the Additional Cost-part + first_valid = { + triggered_desc = { + trigger = { "scope:host.capital_province.squared_distance(root)" <= squared_distance_small } + desc = activity_pilgrimage_province_very_short_desc + } + triggered_desc = { + trigger = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_small + "scope:host.capital_province.squared_distance(root)" <= squared_distance_medium + } + desc = activity_pilgrimage_province_pretty_short_desc + } + triggered_desc = { + trigger = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_medium + "scope:host.capital_province.squared_distance(root)" <= squared_distance_large + } + desc = activity_pilgrimage_province_short_desc + } + triggered_desc = { + trigger = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_large + "scope:host.capital_province.squared_distance(root)" <= squared_distance_huge + } + desc = activity_pilgrimage_province_intermediate_desc + } + triggered_desc = { + trigger = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_huge + "scope:host.capital_province.squared_distance(root)" <= squared_distance_almost_massive + } + desc = activity_pilgrimage_province_respectably_desc + } + triggered_desc = { + trigger = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_almost_massive + "scope:host.capital_province.squared_distance(root)" <= squared_distance_massive + } + desc = activity_pilgrimage_province_quite_far_desc + } + #Klingenberg -> Jerusalem + triggered_desc = { + trigger = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_massive + "scope:host.capital_province.squared_distance(root)" <= squared_distance_monstrous + } + desc = activity_pilgrimage_province_very_far_desc + } + #Klingenberg -> Kanchipuram + triggered_desc = { + trigger = { "scope:host.capital_province.squared_distance(root)" > squared_distance_monstrous } + desc = activity_pilgrimage_province_extraordinarily_far_desc + } + #Fallback, we should never end up here + desc = activity_pilgrimage_province_desc + } + #Once again, with feeling - needs to be at the end of the PROVINCE_DESCRIPTION since it has the Effects-part + first_valid = { + triggered_desc = { + trigger = { + scope:host.capital_province = { + squared_distance = { + target = root + value > long_pilgrimage_max_length + } + } + } + desc = activity_pilgrimage_province_very_long_mult_desc + } + triggered_desc = { + trigger = { + scope:host.capital_province = { + squared_distance = { + target = root + value > medium_pilgrimage_max_length + } + } + } + desc = activity_pilgrimage_province_long_mult_desc + } + triggered_desc = { + trigger = { + scope:host.capital_province = { + squared_distance = { + target = root + value > short_pilgrimage_max_length + } + } + } + desc = activity_pilgrimage_province_medium_mult_desc + } + } + } + + # desc is only shown in debug AI watch window + ai_will_do = { + value = 0 + if = { + limit = { + ai_energy < 0 + } + add = { + add = ai_energy + desc = "ai_energy" + } + } + if = { + limit = { + faith = { has_doctrine = doctrine_pilgrimage_mandatory } + NOT = { has_trait = pilgrim } + } + add = { + value = 50 + desc = "Pilgrim mandatory malus" + } + } + if = { + limit = { + faith = { has_doctrine = doctrine_pilgrimage_mandatory_hajj } + NOT = { has_trait = hajjaj } + } + add = { + value = 5000 + desc = "Hajj mandatory malus" + } + } + if = { + limit = { ai_has_pious_builder_personality = yes} + add = { + value = 50 + desc = "Pious Builder" + } + } + if = { + limit = { short_term_gold >= major_gold_value } + add = { + value = 30 + desc = "Got gold to burn" + } + } + if = { + limit = { piety_level <= 2 } + add = { + value = 20 + desc = "Has low piety level" + } + } + if = { + limit = { has_trait = zealous } + add = { + value = 20 + desc = "Has Zealous" + } + } + if = { + limit = { has_trait = humble } + add = { + value = 10 + desc = "Has Humble" + } + } + if = { + limit = { + ai_zeal > 0 + piety < 0 + } + add = { + value = 10 + desc = "Zealous wants above 0 piety" + } + } + if = { + limit = { + has_trait = zealous + NOT = { has_trait = pilgrim } + } + add = { + value = 20 + desc = "Has Zealous, don't have Pilgrim" + } + } + if = { + limit = { + top_liege != this + has_vassal_stance = zealot + } + add = { + value = 10 + desc = zealot + } + } + if = { + limit = { + government_has_flag = government_is_mandala + NOT = { + has_trait = pilgrim + has_trait_xp = { + trait = pilgrim + value >= 100 + } + } + } + add = { + value = 100 + desc = "Mandala is not max Pilgrim" + } + } + if = { + limit = { + government_has_flag = government_is_mandala + NOT = { + has_trait = pilgrim + has_trait_xp = { + trait = pilgrim + value >= 100 + } + } + has_variable = mandala_godking + } + add = { + value = 400 + desc = "Mandala Godking LET'S GOOO" + } + } + if = { + limit = { + OR = { + has_trait = cynical + any_secret = { type = secret_non_believer } + } + } + add = { + value = -30 + desc = "Is cynical or non-believer" + } + } + if = { + limit = { + has_trait = pilgrim + has_trait_xp = { + trait = pilgrim + value >= 100 + } + } + add = { + value = -30 + desc = "Has maxed out Pilgrim" + } + } + # Plague + if = { + limit = { + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity < apocalyptic } + } + would_follow_social_distancing_value >= -1 + } + add = { + value = -60 + desc = "Plague in Domain" + } + } + else_if = { + limit = { + any_realm_county = { + has_province_with_epidemic = { intensity < apocalyptic } + } + would_follow_social_distancing_value >= -1 + } + add = { + value = -20 + desc = "Plague in Top Realm" + } + } + if = { + limit = { + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity = apocalyptic } + } + } + add = { + value = -200 + desc = "Apocalyptic Plague in Domain" + } + } + else_if = { + limit = { + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity = apocalyptic } + } + } + add = { + value = -40 + desc = "Apocalyptic Plague in Top Realm" + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_will_select_province = { + value = 50 + if = { + limit = { + scope:host = { + exists = var:visited_unique_holy_sites_count + var:visited_unique_holy_sites_count > 0 + NOT = { + any_in_list = { + variable = visited_unique_holy_sites_list + this = root + } + } + } + } + add = { + value = 100 + desc = "Unvisited holy site" + } + } + if = { + limit = { "scope:host.capital_province.squared_distance(root)" <= squared_distance_small } + multiply = { + value = 8 + desc = "Holy site is super close 8" + } + } + else_if = { + limit = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_small + "scope:host.capital_province.squared_distance(root)" <= squared_distance_medium + } + multiply = { + value = 7 + desc = "Holy site is pretty close 7" + } + } + else_if = { + limit = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_medium + "scope:host.capital_province.squared_distance(root)" <= squared_distance_large + } + multiply = { + value = 6 + desc = "Holy site is OK close 6" + } + } + else_if = { + limit = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_large + "scope:host.capital_province.squared_distance(root)" <= squared_distance_huge + } + multiply = { + value = 5 + desc = "Holy site is intermediately far away 5" + } + } + else_if = { + limit = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_huge + "scope:host.capital_province.squared_distance(root)" <= squared_distance_almost_massive + } + multiply = { + value = 4 + desc = "Holy site is quite far away 4" + } + } + else_if = { + limit = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_almost_massive + "scope:host.capital_province.squared_distance(root)" <= squared_distance_massive + } + multiply = { + value = 3 + desc = "Holy site is far away 3" + } + } + #Klingenberg -> Jerusalem + else_if = { + limit = { + "scope:host.capital_province.squared_distance(root)" > squared_distance_massive + "scope:host.capital_province.squared_distance(root)" <= squared_distance_monstrous + } + multiply = { + value = 2 + desc = "Holy site is very far away 2" + } + } + #Klingenberg -> Kanchipuram + else_if = { + limit = { "scope:host.capital_province.squared_distance(root)" > squared_distance_monstrous } + multiply = { + value = 1 + desc = "Holy site is super far away 1" + } + } + # Plague + if = { + limit = { + any_province_epidemic = { } + } + add = { + value = -200 + desc = "Plague in Destination" + } + } + } + + ################### + # PARAMETERS + ################### + + is_single_location = yes + + province_filter = holy_sites + + max_route_deviation_mult = 3.0 + + cost = { + gold = { + add = { + add = { + value = root.pilgrimage_base_cost + desc = pilgrimage_base_cost + } + add = { + value = root.pilgrimage_base_cost + multiply = activity_cost_scale_by_era + subtract = root.pilgrimage_base_cost + desc = activity_cost_scale_by_era_desc + } + if = { + limit = { has_character_modifier = ghost_pilgrimage_promised_modifier } + subtract = { + value = medium_gold_value + desc = pilgrimage_cost_triggered_by_ghosts + } + } + #You should really only have this flag if your religion has Hajj and you've never Hajj'd + if = { + limit = { has_character_modifier = hajj_promised_modifier } + subtract = { + value = medium_gold_value + desc = pilgrimage_cost_triggered_by_dead_hajj_relative + } + } + #You should really only have this flag if you haven't Pilgrim'd before + if = { + limit = { has_character_modifier = pilgrimage_promised_modifier } + subtract = { + value = medium_gold_value + desc = pilgrimage_cost_triggered_by_dead_pilgrimage_relative + } + } + if = { + limit = { + dynasty ?= { has_dynasty_perk = ep2_activities_legacy_1 } + } + subtract = { + value = root.pilgrimage_base_cost + multiply = ep2_activities_legacy_1_pilgrimages_discount_value + desc = ep2_activities_legacy_track + } + } + # bp2_yearly.2030 + if = { + limit = { + exists = scope:province + has_character_flag = imaginary_friend_pilgrimage_discount + any_owned_story = { + type = story_cycle_imaginary_friend + var:pilgrimage_destination ?= scope:province + } + } + multiply = { + value = 0.5 + desc = imaginary_friend_pilgrimage_discount + } + } + #court.8140 + if = { + limit = { + has_character_flag = court_event_discount_pilgrimage + } + multiply = { + value = 0.75 + desc = court_event_discount_desc + } + } + #House Aspiration Humility + if = { + limit = { + house ?= { has_house_power_parameter = humility_pilgrimage_discount } + } + multiply = { + value = 0.75 + desc = humility_house_aspiration_discount_desc + } + } + #Mandala Reverence Decree + if = { + limit = { has_realm_law_flag = cheaper_pilgrimages } + multiply = { + value = 0.75 + desc = mandala_decree_flag_cheaper_pilgrimages_desc + } + } + if = { + limit = { + domicile ?= { has_domicile_parameter = estate_cheaper_pilgrimage_cost } + } + subtract = { + value = 0 + add = { + value = pilgrimage_base_cost + add = { + value = pilgrimage_base_cost + multiply = activity_cost_scale_by_era + subtract = pilgrimage_base_cost + } + } + multiply = estate_cheaper_pilgrimage_cost_value + desc = estate_cheaper_pilgrimage_cost_desc + } + } + #Local Shrine Rituals + if = { + limit = { + faith = { has_doctrine_parameter = local_shrine_offering } + } + multiply = { + value = 1.75 + desc = doctrine_pilgrimage_local_rites_name + } + } + #Adventurer & Nomads + if = { + limit = { + OR = { + is_landless_adventurer = yes + government_has_flag = government_is_nomadic + } + has_perk = clerical_justifications_perk + } + multiply = { + value = 0.5 + desc = adventurer_discount_desc + } + } + if = { + limit = { + confederation ?= { has_cohesion_level_parameter = any_member_activity_cost_reduced } + } + multiply = { + value = 0.9 + desc = CB_COHESION_PARAMETER_DISCOUNT + } + } + # tgp_japan_yearly_events.1110 + if = { + limit = { has_character_modifier = tgp_reflection_modifier } + multiply = { + value = 0.8 + desc = tgp_reflection_modifier_desc_tt + } + } + if = { + limit = { + var:tgp_ceremonial_liege_events_0020_discount ?= flag:pilgrimage + } + multiply = { + value = 0.85 + desc = tgp_ceremonial_liege_events_0020_discount_desc + } + } + #Mandala Godking AI + if = { + limit = { + has_variable = mandala_godking + is_ai = yes + } + multiply = 0.25 + } + min = minor_gold_value + } + } + } + + ui_predicted_cost = { + gold = { + # Calculate average cost of traveling to one of your holy sites + faith = { + # Calculate a summation of the costs to travel to each of your faith's holy sites + # MUST BE SYNCED WITH THE PHASE COST + every_holy_site = { + #Tier 1 + if = { + limit = { + "squared_distance(root.capital_province)" > squared_distance_small + "squared_distance(root.capital_province)" <= squared_distance_medium + } + add = { + value = root.medium_gold_value + multiply = 0.2 + } + } + #Tier 2: Praha -> Cologne + else_if = { + limit = { + "squared_distance(root.capital_province)" > squared_distance_medium + "squared_distance(root.capital_province)" <= squared_distance_large + } + add = { + value = root.medium_gold_value + multiply = 0.4 + } + } + #Tier 3 + else_if = { + limit = { + "squared_distance(root.capital_province)" > squared_distance_large + "squared_distance(root.capital_province)" <= squared_distance_huge + } + add = { + value = root.medium_gold_value + multiply = 0.6 + } + } + #Tier 4 + else_if = { + limit = { + "squared_distance(root.capital_province)" > squared_distance_huge + "squared_distance(root.capital_province)" <= squared_distance_almost_massive + } + add = { + value = root.medium_gold_value + multiply = 0.8 + } + } + #Tier 5 + else_if = { + limit = { + "squared_distance(root.capital_province)" > squared_distance_almost_massive + "squared_distance(root.capital_province)" <= squared_distance_massive + } + add = { + value = root.medium_gold_value + multiply = 1 + } + } + #Tier 6: Klingenberg -> Jerusalem + else_if = { + limit = { + "squared_distance(root.capital_province)" > squared_distance_massive + "squared_distance(root.capital_province)" <= squared_distance_monstrous + } + add = { + value = root.medium_gold_value + multiply = 1.2 + } + } + #Tier 7: Klingenberg -> Kanchipuram + else_if = { + limit = { "squared_distance(root.capital_province)" > squared_distance_monstrous } + add = { + value = root.medium_gold_value + multiply = 1.5 + } + } + } + } + + # Now that we have added up the costs of traveling to every holy site, we divide by the number of holy sites you have so we come up with an average travel cost value + divide = { + # Have to set this value to 1 so the error log doesn't think we're dividing by 0 + value = 1 + faith = { + every_holy_site = { + add = 1 + } + } + # account for the starting value of 1 + subtract = 1 + # Ensure that we never drop to 0 + min = 1 + } + + add = { # Base cost, scaled by era + value = pilgrimage_base_cost + multiply = activity_cost_scale_by_era + } + + # Options + add = { # Pomp Option + value = 0 # Appropriate Cost + add = -10 # Humble Cost + add = 50 # Ceremonial Cost + add = 100 # Throng Cost + # Scale option costs by tier and era + multiply = activity_cost_scale_by_tier + multiply = activity_cost_scale_by_era + # Divide by the number of option levels to get an average option cost + divide = 4 + } + + if = { + limit = { has_character_modifier = ghost_pilgrimage_promised_modifier } + subtract = { + value = medium_gold_value + desc = pilgrimage_cost_triggered_by_ghosts + } + } + #You should really only have this flag if your religion has Hajj and you've never Hajj'd + if = { + limit = { has_character_modifier = hajj_promised_modifier } + subtract = { + value = medium_gold_value + desc = pilgrimage_cost_triggered_by_dead_hajj_relative + } + } + #You should really only have this flag if you haven't Pilgrim'd before + if = { + limit = { has_character_modifier = pilgrimage_promised_modifier } + subtract = { + value = medium_gold_value + desc = pilgrimage_cost_triggered_by_dead_pilgrimage_relative + } + } + if = { + limit = { + dynasty ?= { has_dynasty_perk = ep2_activities_legacy_1 } + } + subtract = { + value = root.pilgrimage_base_cost + multiply = ep2_activities_legacy_1_pilgrimages_discount_value + desc = ep2_activities_legacy_track + } + } + #court.8140 + if = { + limit = { + has_character_flag = court_event_discount_pilgrimage + } + multiply = { + value = 0.75 + } + } + if = { + limit = { + has_government = landless_adventurer_government + has_perk = clerical_justifications_perk + } + multiply = { + value = 0.25 + desc = adventurer_discount_desc + } + } + if = { + limit = { + faith = { has_doctrine_parameter = local_shrine_offering } + } + multiply = { + value = 1.75 + desc = doctrine_pilgrimage_local_rites_name + } + } + if = { + limit = { + confederation ?= { has_cohesion_level_parameter = any_member_activity_cost_reduced } + } + multiply = { + value = 0.9 + desc = CB_COHESION_PARAMETER_DISCOUNT + } + } + if = { + limit = { + var:tgp_ceremonial_liege_events_0020_discount ?= flag:pilgrimage + } + multiply = { + value = 0.85 + desc = tgp_ceremonial_liege_events_0020_discount_desc + } + } + min = minor_gold_value + + # Make it a multiple of 5 (rounded up) + divide = 5 + ceiling = yes + multiply = 5 + } + } + + ################### + # OPTIONS + ################### + + options = { + ######### + # TYPE OF PILGRIMAGE [SPECIAL TYPE] OPTION + ######### + special_type = { + pilgrimage_type_pious = { + #Crashes [sometimes] if you start the game with a ruler where this is default then tag over to another ruler where this isn't default + default = { + OR = { + NOT = { + faith = { has_doctrine_parameter = mandatory_hajj } + } + has_trait = hajjaj + } + } + is_valid = { + # Most Muslims must perform the Hajj first. + trigger_if = { + limit = { + faith = { has_doctrine_parameter = mandatory_hajj } + } + custom_tooltip = { + text = activity_pilgrimage.is_valid.islam.must_complete_hajj_first + has_trait = hajjaj + } + } + # Otherwise, you can always do this. + trigger_else = { always = yes } + } + ai_will_do = { + value = 50 + if = { + limit = { + OR = { + has_trait = zealous + has_trait = diligent + has_trait = flagellant + has_trait = brave + } + } + add = 50 + } + if = { + limit = { + OR = { + has_trait = cynical + has_trait = lazy + has_trait = craven + } + any_secret = { type = secret_non_believer } + } + subtract = 50 + } + } + } + pilgrimage_type_worldly = { + is_valid = { + # Most Muslims must perform the Hajj first. + trigger_if = { + limit = { + faith = { has_doctrine_parameter = mandatory_hajj } + } + custom_tooltip = { + text = activity_pilgrimage.is_valid.islam.must_complete_hajj_first + has_trait = hajjaj + } + } + # Otherwise, you can always do this. + trigger_else = { always = yes } + } + ai_will_do = { + value = 50 + if = { + limit = { + OR = { + has_trait = cynical + has_trait = lazy + has_trait = craven + } + any_secret = { type = secret_non_believer } + } + add = 50 + } + if = { + limit = { + OR = { + has_trait = zealous + has_trait = diligent + has_trait = flagellant + has_trait = brave + } + } + subtract = 50 + } + } + } + pilgrimage_type_hajj = { + #Crashes [sometimes] if you start the game with a ruler where this is default then tag over to another ruler where this isn't default + default = { + faith = { has_doctrine_parameter = mandatory_hajj } + NOT = { has_trait = hajjaj } + } + is_shown = { + OR = { + faith = { has_doctrine_parameter = mandatory_hajj } + can_perform_the_hajj_trigger = yes + } + } + is_valid = { + # You only get to Hajj every X years. + trigger_if = { + limit = { + exists = capital_province + NOT = { capital_province.barony = title:b_makka } + } + custom_tooltip = { + text = activity_pilgrimage.is_valid.hajjed_recently + NOT = { + any_memory = { + memory_type = completed_hajj_memory + memory_age_years < hajj_cooldown_value + } + } + } + } + OR = { + faith = { has_doctrine_parameter = mandatory_hajj } + can_perform_the_hajj_trigger = yes + } + #Is Mecca your capital? + custom_tooltip = { + text = activity_pilgrimage.is_location_valid.capital_is_mecca + NAND = { + exists = capital_province + capital_province.barony = title:b_makka + } + } + } + ai_will_do = { + value = 50 + if = { + limit = { + faith = { has_doctrine_parameter = mandatory_hajj } + NOT = { has_trait = hajjaj } + } + add = 5000 + } + if = { + limit = { + OR = { + has_trait = zealous + has_trait = diligent + has_trait = flagellant + has_trait = brave + } + } + add = 50 + } + if = { + limit = { + OR = { + has_trait = cynical + has_trait = lazy + has_trait = craven + } + any_secret = { type = secret_non_believer } + } + subtract = 50 + } + } + } + } + ######### + # LEVEL OF DEVOTION OPTION + ######### + pilgrimage_option_fidelity = { + pilgrimage_fidelity_obligatory = { + is_shown = { has_dlc_feature = advanced_activities } + + is_valid = { + trigger_if = { + limit = { religion = religion:islam_religion } + custom_tooltip = { + text = activity_pilgrimage.is_valid.islam.mandatory_or_impatient + OR = { + faith = { has_doctrine_parameter = mandatory_hajj } + has_trait = impatient + } + } + } + trigger_else = { + custom_tooltip = { + text = activity_pilgrimage.is_valid.other.mandatory_or_impatient + OR = { + faith = { has_doctrine_parameter = mandatory_pilgrimage } + has_trait = impatient + } + } + } + } + + # Travel modifier given in on_enter_travel_state. + + ai_will_do = { + value = 0 + # AI values. + add = { + value = ai_zeal + multiply = -1 + } + # Basic weight-up. + if = { + limit = { + OR = { + # Some personality traits. + has_trait = impatient + has_trait = cynical + # Reclusive characters want this over with quickly. + has_trait = reclusive + # Diligent characters want to be on their way unless they regard religion very seriously. + AND = { + has_trait = diligent + NOT = { has_trait = zealous } + } + # Non-believers want out of here. + any_secret = { type = secret_non_believer } + } + } + add = 100 + } + # Basic weight-down. + if = { + limit = { + OR = { + # Some personality traits. + has_trait = patient + has_trait = zealous + # Flagellants take their time on the trail. + has_trait = flagellant + # Diligent characters who take religion very seriously don't want to be dishonest about a pilgrimage. + AND = { + has_trait = diligent + has_trait = zealous + } + } + } + add = -100 + } + } + } + pilgrimage_fidelity_pilgrim = { + default = yes + + ai_will_do = { + # Default to this. + value = 100 + } + } + pilgrimage_fidelity_contemplative = { + is_shown = { has_dlc_feature = advanced_activities } + + is_valid = { + custom_tooltip = { + text = activity_pilgrimage.is_valid.pilgrim_or_patient + OR = { + has_trait = patient + has_trait = pilgrim + has_trait = hajjaj + } + } + } + + # Travel modifier given in on_enter_travel_state. + + ai_will_do = { + value = 0 + # AI values. + add = { + value = ai_zeal + multiply = 1 + } + # Basic weight-up. + if = { + limit = { + OR = { + # Some personality traits. + has_trait = patient + has_trait = zealous + # Flagellants take their time on the trail. + has_trait = flagellant + # Diligent characters who take religion very seriously want to be thorough + AND = { + has_trait = diligent + has_trait = zealous + } + } + } + add = 100 + } + # Basic weight-down. + if = { + limit = { + OR = { + # Some personality traits. + has_trait = impatient + has_trait = cynical + # Reclusive characters want this over with quickly. + has_trait = reclusive + # Diligent characters want to be on their way unless they regard religion very seriously. + AND = { + has_trait = diligent + NOT = { has_trait = zealous } + } + # Non-believers want out of here. + any_secret = { type = secret_non_believer } + } + } + add = -100 + } + } + } + } + ######### + # POMP OPTION + ######### + pilgrimage_option_pomp = { + pilgrimage_pomp_humble = { + is_shown = { has_dlc_feature = advanced_activities } + + cost = { + gold = { + subtract = { + desc = pilgrimage_cost_pomp_ceremonial + add = { + value = 10 + desc = pilgrimage_cost_pomp_ceremonial + } + add = { + value = 10 + multiply = activity_cost_scale_by_tier + subtract = 10 + desc = activity_cost_scale_by_tier_desc + } + add = { + value = 10 + multiply = activity_cost_scale_by_era + subtract = 10 + desc = activity_cost_scale_by_era_desc + } + } + if = { + limit = { + has_perk = journey_planner_perk + } + multiply = { + value = voyager_journey_planner_value + desc = journey_planner_perk_name + } + } + } + } + + # Travel modifier given in on_enter_travel_state. + + # We just grab/generate random same-faith "pilgrims" from the local pool. + + ai_will_do = { + value = 0 + add = { + value = 40 + desc = "Base test value" + } + } + } + pilgrimage_pomp_appropriate = { + default = yes + + # Entourage option grabbing suitable bodyguards & maybe someone from court who really likes you, + randos. + travel_entourage_selection = { + weight = pilgrimage_entourage_base_set_weighting_value + max = pilgrimage_entourage_pomp_appropriate_max_value + invite_rule_order = 1 + } + + ai_will_do = { + value = 0 + add = { + value = 40 + desc = "Base test value" + } + } + } + pilgrimage_pomp_ceremonial = { + is_shown = { has_dlc_feature = advanced_activities } + + cost = { + gold = { + add = { + desc = pilgrimage_cost_pomp_ceremonial + add = { + value = 50 + desc = pilgrimage_cost_pomp_ceremonial + } + add = { + value = 50 + multiply = activity_cost_scale_by_tier + subtract = 50 + desc = activity_cost_scale_by_tier_desc + } + add = { + value = 50 + multiply = activity_cost_scale_by_era + subtract = 50 + desc = activity_cost_scale_by_era_desc + } + if = { + limit = { + dynasty ?= { has_dynasty_perk = ep2_activities_legacy_1 } + } + subtract = { + value = 50 + multiply = ep2_activities_legacy_1_pilgrimages_discount_value + desc = ep2_activities_legacy_track + } + } + if = { + limit = { + has_perk = journey_planner_perk + } + multiply = { + value = voyager_journey_planner_value + desc = journey_planner_perk_name + } + } + } + } + } + + #Entourage option grabbing most people suitable from court, + randos. + travel_entourage_selection = { + weight = { + add = pilgrimage_entourage_base_set_weighting_value + add = pilgrimage_entourage_extras_set_weighting_value + } + + max = pilgrimage_entourage_pomp_ceremonial_max_value + invite_rule_order = 1 + } + + ai_will_do = { + value = 0 + add = { + value = 40 + desc = "Base test value" + } + } + } + pilgrimage_pomp_throng = { + is_shown = { has_dlc_feature = advanced_activities } + + cost = { + gold = { + add = { + desc = pilgrimage_cost_pomp_throng + add = { + value = 100 + desc = pilgrimage_cost_pomp_throng + } + add = { + value = 100 + multiply = activity_cost_scale_by_tier + subtract = 100 + desc = activity_cost_scale_by_tier_desc + } + add = { + value = 100 + multiply = activity_cost_scale_by_era + subtract = 100 + desc = activity_cost_scale_by_era_desc + } + if = { + limit = { + dynasty ?= { has_dynasty_perk = ep2_activities_legacy_1 } + } + subtract = { + value = 100 + multiply = ep2_activities_legacy_1_pilgrimages_discount_value + desc = ep2_activities_legacy_track + } + } + if = { + limit = { + has_perk = journey_planner_perk + } + multiply = { + value = voyager_journey_planner_value + desc = journey_planner_perk_name + } + } + } + } + } + #Entourage option grabbing sodding everyone suitable from court, + every grabbable rando in the duchy and maybe a few extra. + travel_entourage_selection = { + weight = { + add = pilgrimage_entourage_base_set_weighting_value + add = pilgrimage_entourage_extras_set_weighting_value + add = pilgrimage_entourage_sodding_everyone_set_weighting_value + } + + max = pilgrimage_entourage_pomp_throng_max_value + invite_rule_order = 1 + } + + ai_will_do = { + value = 0 + add = { + value = 40 + desc = "Base test value" + } + } + } + } + } + + special_option_category = special_type + + ################### + # PHASES + ################### + + phases = { + #Solo pilgrimage + pilgrimage_phase_solo = { + is_predefined = yes + + cost = { + gold = { + add = { + value = medium_gold_value + desc = pilgrimage_cost_distance + #This needs to be synced the values in pilgrimage_length_cost_tier_X in the script_values\50_pilgrimage_values.txt file + if = { + limit = { exists = scope:province } + #Tier 0 + if = { + limit = { "capital_province.squared_distance(scope:province)" <= squared_distance_small } + subtract = medium_gold_value + } + #Tier 1 + else_if = { + limit = { + "capital_province.squared_distance(scope:province)" > squared_distance_small + "capital_province.squared_distance(scope:province)" <= squared_distance_medium + } + multiply = 0.2 + } + #Tier 2: Praha -> Cologne + else_if = { + limit = { + "capital_province.squared_distance(scope:province)" > squared_distance_medium + "capital_province.squared_distance(scope:province)" <= squared_distance_large + } + multiply = 0.4 + } + #Tier 3 + else_if = { + limit = { + "capital_province.squared_distance(scope:province)" > squared_distance_large + "capital_province.squared_distance(scope:province)" <= squared_distance_huge + } + multiply = 0.6 + } + #Tier 4 + else_if = { + limit = { + "capital_province.squared_distance(scope:province)" > squared_distance_huge + "capital_province.squared_distance(scope:province)" <= squared_distance_almost_massive + } + multiply = 0.8 + } + #Tier 5 + else_if = { + limit = { + "capital_province.squared_distance(scope:province)" > squared_distance_almost_massive + "capital_province.squared_distance(scope:province)" <= squared_distance_massive + } + multiply = 1 + } + #Tier 6: Klingenberg -> Jerusalem + else_if = { + limit = { + "capital_province.squared_distance(scope:province)" > squared_distance_massive + "capital_province.squared_distance(scope:province)" <= squared_distance_monstrous + } + multiply = 1.2 + } + #Tier 7: Klingenberg -> Kanchipuram + else_if = { + limit = { "capital_province.squared_distance(scope:province)" > squared_distance_monstrous } + multiply = 1.5 + } + } + multiply = activity_cost_scale_by_era + if = { + limit = { + exists = scope:province + has_character_flag = imaginary_friend_pilgrimage_discount + any_owned_story = { + type = story_cycle_imaginary_friend + var:pilgrimage_destination ?= scope:province + } + } + multiply = { + value = 0.5 + desc = imaginary_friend_pilgrimage_discount + } + } + #Adventurer + if = { + limit = { + exists = scope:province + has_government = landless_adventurer_government + has_perk = clerical_justifications_perk + } + multiply = { + value = 0.5 + desc = adventurer_discount_desc + } + } + } + } + } + + ai_will_do = { + value = 0 + add = { + value = 30 + desc = "Base test value" + } + } + + #This is when you arrive at the pilgrimage destination (and get your Pilgrimage trait) + on_phase_active = { + if = { + limit = { this = scope:host } + + if = { + limit = { + NOT = { #Hajj progresses once the railroaded hajj events are done + scope:activity = { + has_activity_option = { + category = special_type + option = pilgrimage_type_hajj + } + } + } + } + scope:activity = { progress_activity_phase_after = { months = 3 } } + } + + scope:activity = { + set_variable = at_pilgrimage_destination + } + + #Boost short pilgrimages a bit so they don't always get shafted + account_for_pilgrimage_length_type_effect = yes + + #Keep track of how many unique holy sites we've visited + save_unique_holy_site_and_update_count_variable_for_tally_effect = { HOLY_SITE = scope:activity.activity_location } + + #Keep track of how many pilgrimages we've undertaken for fun stats at the conclusion + if = { + limit = { has_variable = num_pilgrimages_undertaken } + change_variable = { + name = num_pilgrimages_undertaken + add = 1 + } + } + + #Arrival events - where Pilgrims gain their Pilgrim trait + #We have the Obligatory option selected - we skip the destination events + if = { + limit = { + scope:activity = { + has_activity_option = { + category = pilgrimage_option_fidelity + option = pilgrimage_fidelity_obligatory + } + } + NOT = { has_character_flag = pilgrimage_counter_obligatory } + } + trigger_event = pilgrimage.4010 + } + #Hajj arrival event - entering Ihram + else_if = { + limit = { + scope:activity = { + has_activity_option = { + category = special_type + option = pilgrimage_type_hajj + } + } + } + #Railroading the Hajj destination events + trigger_event = pilgrimage.3101 + } + #Standard pilgrimage arrival events + else = { + trigger_event = { on_action = pilgrimage_arrival_events } + } + } + if = { + limit = { + any_owned_story = { + type = story_cycle_imaginary_friend + var:pilgrimage_destination ?= scope:activity.activity_location + } + } + trigger_event = { + id = bp2_yearly.2031 + days = 2 # Fire the event slightly after arrival + } + } + # Achievements. + if = { + limit = { + exists = global_var:started_pathway_to_heaven_achievement + is_ai = no + } + add_to_variable_list = { + name = pathway_to_heaven_achievement_tally + target = scope:activity.activity_location.barony + } + } + } + + #Events that happen while we're on site + on_monthly_pulse = { + if = { + limit = { this = scope:host } + #We are in a Pilgrimage event chain or Hajjing + if = { + limit = { + OR = { + #Hajj destination events are railroaded via pilgrimage.3101 + scope:activity = { + has_activity_option = { + category = special_type + option = pilgrimage_type_hajj + } + } + #No events until you're done with your chain + has_character_flag = in_pilgrimage_event_chain + } + } + #No events until you're done with your chain + } + #We're just doing regular pilgrim destination stuff + else = { + trigger_event = { on_action = pilgrimage_destination_events } + } + } + } + + on_end = { + if = { + limit = { this = scope:host } + #If this is our first Hajj + if = { + limit = { + scope:activity = { + has_activity_option = { + category = special_type + option = pilgrimage_type_hajj + } + } + scope:activity.activity_location.county = title:c_mecca + } + if = { + limit = { + NOT = { + has_trait = hajjaj + any_memory = { + memory_type = completed_hajj_memory + has_variable = first_hajj + } + } + } + add_character_flag = { + flag = should_get_first_hajj_memory + days = 10 #Fallback in case activity invalidates between here and on_completion + } + } + } + #Resolve how we did with our type so we can bake that into the total reward + resolve_pilgrimage_type_reward_effect = yes + #Conclusion event + trigger_event = pilgrimage.7000 + #Reward effect, looks at if Hajj (in that case looks at if you should get trait or not) or Pilgrimage and award appropriate rewards and log entries + pilgrimage_completed_log_entry_effect = yes + } + } + } + } + + ################### + # GUEST HANDLING + ################### + + allow_zero_guest_invites = yes + + can_be_activity_guest = { + age > 5 + } + + max_guests = 30 + + host_intents = { + intents = { reflection_intent altruism_intent zealot_intent } + default = reflection_intent + } + + guest_intents = { + intents = { reflection_intent } + default = reflection_intent + } + + travel_entourage_selection = { + weight = standard_travel_entourage_additions + max = 5 + invite_rule_order = 1 + } + + ################### + # ACTIVITY-SPECIFIC PULSES + ################### + + pulse_actions = { + entries = { + apa_preaching_wrath_of_god + apa_studying_scripture + apa_visited_markets + apa_prayer + apa_silent_contemplation + apa_preaching_to_unbelievers + apa_sight_seeing_group + apa_cultured_discussion + apa_audience + apa_communal_prayer + apa_comet_sighted + apa_good_omen + apa_pilgrim_protection + apa_pilgrim_hospitals + apa_foreign_custom + apa_tended_to_travellers + apa_donated_to_holy_site_temple + apa_charity_for_the_poor + apa_spiritual_journey + apa_picked_up_local_language + apa_lead_procession + apa_overcome_with_emotion + apa_studied_confucian_classics + } + chance_of_no_event = 5 + } + + on_start = { + #Used for rewards + if = { + limit = { + scope:activity = { + NOT = { exists = var:pilgrimage_distance } + } + } + set_pilgrimage_distance_variable_effect = { + PILGRIM = scope:host + HOLY_SITE = scope:activity.activity_location + } + } + + scope:host = { + #If we had a rebated Pilgrimage, remove the rebate + if = { + limit = { has_character_modifier = ghost_pilgrimage_promised_modifier } + remove_character_modifier = ghost_pilgrimage_promised_modifier + } + if = { + limit = { has_character_modifier = hajj_promised_modifier } + remove_character_modifier = hajj_promised_modifier + } + if = { + limit = { has_character_modifier = pilgrimage_promised_modifier } + remove_character_modifier = pilgrimage_promised_modifier + } + + # Keep track of how many pilgrimages we've undertaken for fun stats at the conclusion + if = { + limit = { + NOT = { has_variable = num_pilgrimages_undertaken } + } + set_variable = { + name = num_pilgrimages_undertaken + value = 0 + } + } + } + + scope:activity ?= { + #Counter for the Activity Special Type (Pious/Worldly etc) Progress bar + activity_setup_special_type_progression_effect = yes + + #Sets the departure activity log entry + if = { + limit = { + scope:activity = { + has_activity_option = { + category = special_type + option = pilgrimage_type_hajj + } + } + scope:activity.activity_location.county = title:c_mecca + } + add_activity_log_entry = { + key = hajj_departed_log + score = 25 + tags = { departure } + character = scope:activity.activity_host + } + } + else = { + add_activity_log_entry = { + key = pilgrimage_departed_log + score = 25 + tags = { departure } + character = scope:activity.activity_host + } + } + + # Check what faith the pilgrimage is supposed to be for. + set_variable = { + name = starting_faith + value = scope:host.faith + } + + # How jazzed are people about going? + every_attending_character = { + limit = { + this != scope:host + } + # Then, apply suitable opinion. + custom = custom.every_entourage_character + if = { + limit = { + NOT = { + has_opinion_modifier = { + modifier = brought_me_on_pilgrimage_opinion + target = scope:host + } + } + } + # Very long pilgrimage. + if = { + limit = { scope:activity.var:pilgrimage_distance = flag:very_long_pilgrimage_var } + add_opinion = { + target = scope:host + modifier = brought_me_on_pilgrimage_opinion + opinion = 60 + } + } + # Long pilgrimage. + if = { + limit = { scope:activity.var:pilgrimage_distance = flag:long_pilgrimage_var } + add_opinion = { + target = scope:host + modifier = brought_me_on_pilgrimage_opinion + opinion = 45 + } + } + # Medium pilgrimage. + if = { + limit = { scope:activity.var:pilgrimage_distance = flag:medium_pilgrimage_var } + add_opinion = { + target = scope:host + modifier = brought_me_on_pilgrimage_opinion + opinion = 30 + } + } + # Short pilgrimage. + if = { + limit = { scope:activity.var:pilgrimage_distance = flag:short_pilgrimage_var } + add_opinion = { + target = scope:host + modifier = brought_me_on_pilgrimage_opinion + opinion = 15 + } + } + } + } + } + } + + on_enter_travel_state = { + scope:activity ?= { + # Sort starting travel modifiers. + # Do we need to apply travel modifiers depending on our activity options? + ## Devotion options. + if = { + limit = { + has_activity_option = { + category = pilgrimage_option_fidelity + option = pilgrimage_fidelity_obligatory + } + scope:host.current_travel_plan = { + NOT = { has_travel_plan_modifier = travel_obligatory_pilgrimage_modifier } + } + } + scope:host.current_travel_plan = { add_travel_plan_modifier = travel_obligatory_pilgrimage_modifier } + } + else_if = { + limit = { + has_activity_option = { + category = pilgrimage_option_fidelity + option = pilgrimage_fidelity_contemplative + } + scope:host.current_travel_plan = { + NOT = { has_travel_plan_modifier = travel_contemplative_pilgrimage_modifier } + } + } + scope:host.current_travel_plan = { add_travel_plan_modifier = travel_contemplative_pilgrimage_modifier } + } + ## Pomp options. + if = { + limit = { + has_activity_option = { + category = pilgrimage_option_pomp + option = pilgrimage_pomp_humble + } + scope:host.current_travel_plan = { + NOT = { has_travel_plan_modifier = travel_alone_with_strangers_modifier } + } + } + scope:host.current_travel_plan = { add_travel_plan_modifier = travel_alone_with_strangers_modifier } + } + } + } + + on_travel_state_pulse = { + #Handled in the on_travel_plan_movement on_action for Pilgrimage and Hajj + } + + on_enter_passive_state = { + #If you run the Obligatory activity option, you're going to be early to your own Pilgrimage, so let's progress the phase :eyes: + voyager_souvenirs_aplenty_effect = yes + if = { + limit = { root = scope:host } + scope:activity = { progress_activity_phase_after = { days = 1 } } + } + } + + on_passive_state_pulse = { } + + on_enter_active_state = { + surveyor_no_stone_unturned_perk_effect = yes + } + + on_active_state_pulse = { } + + on_complete = { + #Conclusion/reward event is run in the phase on_end + + #Set up Hajj memories + if = { + limit = { + scope:activity = { + has_activity_option = { + category = special_type + option = pilgrimage_type_hajj + } + } + scope:activity.activity_location.county = title:c_mecca + } + #For the follow-up reflective event when back home, triggered through travel_plan_completion on_action + set_variable = { + name = has_completed_pilgrimage + value = flag:hajj + } + #Add first-Hajj completed memory + if = { + limit = { has_character_flag = should_get_first_hajj_memory } + create_character_memory = { type = completed_hajj_memory } + remove_character_flag = should_get_first_hajj_memory + scope:new_memory = { + set_variable = { + name = first_hajj + value = flag:completed_hajj + } + set_variable = { + name = hajj_destination + value = scope:activity.activity_location + } + if = { + limit = { exists = var:hajj_destination } + #To prevent 'unused except in loc' errors :catto: + } + } + } + #Add second-Hajj+ completed memory + else = { + create_character_memory = { type = completed_hajj_memory } + scope:new_memory = { + set_variable = { + name = hajj_destination + value = scope:activity.activity_location + } + if = { + limit = { exists = var:hajj_destination } + #To prevent 'unused except in loc' errors :catto: + } + } + } + } + #Otherwise set up Pilgrimage memories + else = { + #For the follow-up reflective event when back home, triggered through travel_plan_completion on_action + set_variable = { + name = has_completed_pilgrimage + value = flag:pilgrimage + } + if = { + limit = { var:has_completed_pilgrimage ?= flag:pilgrimage } + #To prevent 'unused except in loc' errors :catto: + } + #Create a memory of your very first pilgrimage + if = { + limit = { + NOT = { + any_memory = { + memory_type = completed_pilgrimage + has_variable = first_pilgrimage + } + } + } + create_character_memory = { type = completed_pilgrimage } + scope:new_memory = { + set_variable = { + name = first_pilgrimage + value = flag:completed_pilgrimage + } + set_variable = { + name = pilgrimage_destination + value = scope:activity.activity_location + } + } + if = { + limit = { exists = var:pilgrimage_distance } + scope:new_memory = { + set_variable = { + name = pilgrimage_length + value = scope:activity.var:pilgrimage_distance + } + if = { + limit = { exists = var:pilgrimage_length } + #To prevent 'unused except in loc' errors :catto: + } + } + } + } + #Creates a character memory of the completed pilgrimage with your friend + else_if = { + limit = { exists = scope:activity.var:friend_companion } + create_character_memory = { + type = completed_pilgrimage_friend + participants = { friend = scope:activity.var:friend_companion } + } + scope:new_memory = { + set_variable = { + name = pilgrimage_destination + value = scope:activity.activity_location + } + } + } + #Creates a character memory of the completed pilgrimage + else = { + create_character_memory = { type = completed_pilgrimage } + scope:new_memory = { + set_variable = { + name = pilgrimage_destination + value = scope:activity.activity_location + } + #Save type of pilgrimage for loc - Pious/Worldly + if = { + limit = { + scope:activity = { + has_activity_option = { + category = special_type + option = pilgrimage_type_pious + } + } + } + set_variable = { + name = memory_type_of_pilgrimage + value = flag:pious + } + } + else_if = { + limit = { + scope:activity = { + has_activity_option = { + category = special_type + option = pilgrimage_type_worldly + } + } + } + set_variable = { + name = memory_type_of_pilgrimage + value = flag:worldly + } + } + if = { + limit = { exists = var:pilgrimage_distance } + set_variable = { + name = pilgrimage_length + value = scope:activity.var:pilgrimage_distance + } + if = { + limit = { exists = var:pilgrimage_length } + #To prevent 'unused except in loc' errors :catto: + } + } + if = { + limit = { exists = var:memory_type_of_pilgrimage } + #To prevent 'unused except in loc' errors :catto: + } + } + } + } + + scope:host = { + # tgp_ceremonial_liege_events.0020 + if = { + limit = { + var:tgp_ceremonial_liege_events_0020_discount ?= flag:pilgrimage + } + tgp_one_up_activity_effect = yes + remove_variable = tgp_ceremonial_liege_events_0020_discount + } + # Dynasty Legacies + if = { + limit = { + # Has the right perk. + dynasty ?= { has_dynasty_perk = ep2_activities_legacy_1 } + OR = { + # Hasn't got this list at all. + NOT = { has_variable_list = ep2_activities_legacy_1_tracker_list } + # Or, has the list and meets the requirements. + AND = { + has_variable_list = ep2_activities_legacy_1_tracker_list + variable_list_size = { + name = ep2_activities_legacy_1_tracker_list + value <= ep2_activities_legacy_1_pilgrimages_learning_visitable_holy_sites_cap_value + } + NOT = { + is_target_in_variable_list = { + name = ep2_activities_legacy_1_tracker_list + target = scope:activity.activity_location.county + } + } + } + } + } + # Add the appropriate learning. + add_learning_skill = ep2_activities_legacy_1_pilgrimages_learning_learning_per_holy_site_value + # Plus add the new target. + add_to_variable_list = { + name = ep2_activities_legacy_1_tracker_list + target = scope:activity.activity_location.county + } + } + } + } + + ################### + # GRAPHICS + ################### + + # Travel + background = { # Bridge + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + is_riverside_province = yes + geographical_region = world_europe + OR = { + terrain = farmlands + terrain = plains + terrain = mountains + terrain = hills + } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_bridge.dds" + environment = "environment_travel_bridge" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + + background = { #Rice Fields - If we have Paddy fields AND/or terraced hills + #This goes before other terrain since it can override in many different terrains if built + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + terrain = farmlands + OR = { + terrain = terraced_hills + has_building_or_higher = paddy_fields_01 + } + } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_rice_fields.dds" + environment = "environment_tgp_rice_fields" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_rice_fields" + } + + background = { #Farmlands - East Asia + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + terrain = farmlands + culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_farm_asia.dds" + environment = "environment_tgp_farm_asia" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_farm_asia" + } + + background = { # Farmland, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + terrain = farmlands + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds" + environment = "environment_travel_farmlands" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + background = { # Farmland, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + terrain = farmlands + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/farms.dds" + environment = "environment_event_farms" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + + background = { #Desert, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_desert_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_desert.dds" + environment = "environment_travel_desert" + ambience = "event:/SFX/Events/Backgrounds/desert_day" + } + background = { #Desert, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_desert_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/desert.dds" + environment = "environment_event_bp1_desert" + ambience = "event:/SFX/Events/Backgrounds/desert_day" + } + + background = { #forest snowy + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location ?= { hunt_snowy_forest_trigger = yes } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds" + environment = "environment_hunt_snowy_forest" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + + background = { #forest_pine + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_forest_pine_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/forest_pine.dds" + environment = "environment_event_forest_pine" + ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day" + } + + background = { #forest + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_forest_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/forest.dds" + environment = "environment_event_forest" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + + background = { #mountains, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_mountains_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds" + environment = "environment_travel_mountain_settlement" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + background = { #mountains, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_mountains_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/mountains.dds" + environment = "environment_event_mountains" + ambience = "event:/SFX/Events/Backgrounds/mountains_day" + } + + background = { #steppe, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_steppe_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_steppe.dds" + environment = "environment_travel_steppe_settlement" + ambience = "event:/SFX/Events/Backgrounds/steppe_day" + } + background = { #steppe, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_steppe_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/steppe.dds" + environment = "environment_event_steppe" + ambience = "event:/SFX/Events/Backgrounds/steppe_day" + } + + background = { #drylands (formerly desert) + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_drylands_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/drylands.dds" + environment = "environment_event_desert" + ambience = "event:/SFX/Events/Backgrounds/desert_day" + } + + background = { #wetlands + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_wetlands_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds" + environment = "environment_event_bp1_wetlands" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + + background = { #jungle + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_wilderness_jungle_trigger = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds" + environment = "environment_event_bp1_jungle" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + + background = { #plains, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_plains_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds" + environment = "environment_travel_hills_settlement" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + background = { #plains, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_plains_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_plains.dds" + environment = "environment_event_bp1_plains" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + + background = { #hills, settled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_hills_trigger = yes + exists = province_owner + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds" + environment = "environment_travel_hills_settlement" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + background = { #hills, unsettled + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + graphical_hills_trigger = yes + NOT = { exists = province_owner } + } + } + texture = "gfx/interface/illustrations/event_scenes/bp1_hills.dds" + environment = "environment_event_bp1_hills" + ambience = "event:/SFX/Events/Backgrounds/fields_farms_day" + } + + background = { #sea + trigger = { + scope:host.location != scope:activity.activity_location + scope:host.location = { + is_sea_province = yes + } + } + texture = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds" + environment = "environment_event_fp1_ocean" + ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship" + } + # End Travel + #Unique holy sites + background = { + trigger = { + activity_location.county = title:c_mecca + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_mecca.dds" + environment = "environment_mecca" + ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day" + } + background = { #Jerusalem + trigger = { + activity_location.county = title:c_jerusalem + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_jerusalem.dds" + environment = "environment_jerusalem" + ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day" + } + background = { #Constantinople + trigger = { + activity_location.county = title:c_byzantion + } + texture = "gfx/interface/illustrations/event_scenes/ep3_hagia_sophia.dds" + environment = "environment_ep3_hagia_sophia" + ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_hagia_sophia" + } + #Generic holy sites + background = { + trigger = { + scope:host = { + OR = { + religion = religion:tengrism_religion + religion = religion:magyar_religion + religion = religion:siberian_religion + religion = religion:kamuyism_religion + } + } + } + texture = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds" + environment = "environment_mpo_temple_steppe" + ambience = "event:/DLC/CE2/Events/Event_Images/mpo_temple_steppe" + } + background = { + trigger = { scope:host.religion = religion:zoroastrianism_religion } + texture = "gfx/interface/illustrations/event_scenes/fp3_temple.dds" + environment = "environment_event_fp3_temple" + ambience = "event:/DLC/FP1/SFX/Events/event_temple" + } + background = { #East Asia + trigger = { + scope:host = { + faith.religion = { + is_in_family = rf_eastern + } + culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + } + texture = "gfx/interface/illustrations/event_scenes/tgp_holysite_asia.dds" + environment = "environment_tgp_holysite_asia" + ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_holysite_asia" + } + background = { + trigger = { activity_location.faith = faith:orthodox } + texture = "gfx/interface/illustrations/event_scenes/ep3_holysite_orthodox.dds" + environment = "environment_ep3_holysite_orthodox" + ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_orthodox_holy_site" + } + background = { + trigger = { + activity_location.culture = { has_graphical_mena_culture_group_trigger = yes } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_mena.dds" + environment = "environment_generic_holy_site_mena" + ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day" + } + background = { + trigger = { + activity_location.culture = { has_graphical_india_culture_group_trigger = yes } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds" + environment = "environment_indian_holy_site" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + background = { + trigger = { + activity_location.culture = { has_graphical_iberian_culture_group_trigger = yes } + } + texture = "gfx/interface/illustrations/event_scenes/fp2_temple.dds" + environment = "environment_event_fp2_temple" + ambience = "event:/DLC/FP2/SFX/Events/temple" + } + background = { + trigger = { + activity_location.culture = { has_graphical_western_culture_group_trigger = yes } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_western.dds" + environment = "environment_western_holy_site" + ambience = "event:/SFX/Events/Backgrounds/temple_christian" + } + background = { + trigger = { + OR = { + activity_location.province_owner ?= { + OR = { + government_has_flag = government_is_clan + government_has_flag = government_is_tribal + } + } + activity_location.culture = { has_graphical_steppe_culture_group_trigger = yes } + } + } + texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds" + environment = "environment_event_garden" + ambience = "event:/DLC/FP1/SFX/Events/event_temple" + } + background = { + trigger = { + activity_location.culture = { has_graphical_norse_culture_group_trigger = yes } + } + texture = "gfx/interface/illustrations/event_scenes/fp1_tribal_temple.dds" + environment = "environment_event_fp1_tribal_temple" + ambience = "event:/DLC/FP1/SFX/Events/event_temple" + } + background = { + trigger = { + scope:host.faith = { has_doctrine = tenet_sanctity_of_nature } + } + texture = "gfx/interface/illustrations/event_scenes/forest.dds" + environment = "environment_event_forest" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + background = { + trigger = { scope:host.religion = religion:tengrism_religion } + texture = "gfx/interface/illustrations/event_scenes/forest.dds" + environment = "environment_event_forest" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } + + #Fallback + background = { + texture = "gfx/interface/illustrations/event_scenes/temple.dds" + environment = "environment_event_temple" + ambience = "event:/SFX/Events/Backgrounds/temple_generic" + } + + ### Plug in widgets + activity_window_widgets = { + activity_special_type_progression = "activity_plugin_widgets_summary" + } + + window_characters = { + + pilgrim = { + camera = camera_body_left + + effect = { + if = { + limit = { + has_activity_option = { + category = pilgrimage_option_pomp + option = pilgrimage_pomp_throng + } + } + every_attending_character = { + limit = { + this != scope:host + OR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + add_to_list = characters + } + } + } + + scripted_animation = { + triggered_animation = { + trigger = { + scope:character = { + OR = { + has_trait = cynical + any_secret = { type = secret_non_believer } + } + } + } + animation = { boredom personality_cynical worry personality_vengeful dismissal } + } + triggered_animation = { + trigger = { + scope:character = { always = yes } + } + animation = { personality_forgiving survey prostration } + } + } + } + + pilgrim = { + camera = camera_body + + effect = { + every_attending_character = { + limit = { + this != scope:host + OR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + add_to_list = characters + } + } + + scripted_animation = { + triggered_animation = { + trigger = { + scope:character = { + OR = { + has_trait = cynical + any_secret = { type = secret_non_believer } + } + } + } + animation = { boredom personality_cynical worry personality_vengeful dismissal } + } + triggered_animation = { + trigger = { + scope:character = { always = yes } + } + animation = { personality_compassionate chaplain reading } + } + } + } + + pilgrim = { # Travel + camera = camera_activity_horse + + effect = { + if = { + limit = { + has_activity_option = { + category = pilgrimage_option_pomp + option = pilgrimage_pomp_throng + } + } + every_attending_character = { + limit = { + this != scope:host + NOR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + add_to_list = characters + } + } + } + + scripted_animation = { + animation = jockey_walk + } + } + + pilgrim = { # Travel + camera = camera_activity_horse + + effect = { + every_attending_character = { + limit = { + this != scope:host + NOR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + add_to_list = characters + } + } + + scripted_animation = { + animation = jockey_walk + } + } + + host = { + camera = camera_body + + effect = { + if = { + limit = { + OR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + scope:host = { add_to_list = characters } + } + } + scripted_animation = { + triggered_animation = { + trigger = { + scope:character.location = { is_sea_province = yes } + } + animation = { survey } + } + triggered_animation = { + trigger = { + scope:host = { + OR = { + has_trait = cynical + any_secret = { type = secret_non_believer } + } + } + } + animation = { personality_cynical } + } + #Fallback + animation = prayer + } + } + + travel_host = { + camera = camera_activity_horse + + effect = { + if = { + limit = { + NOR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + scope:host = { + add_to_list = characters + } + } + } + scripted_animation = { + triggered_animation = { + trigger = { scope:character = { has_trait = impatient } } + animation = { jockey_gallop } + } + animation = jockey_walk + } + } + + pilgrim = { + camera = camera_body_right + + effect = { + every_attending_character = { + limit = { + this != scope:host + OR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + add_to_list = characters + } + } + + scripted_animation = { + triggered_animation = { + trigger = { + scope:character = { + OR = { + has_trait = cynical + any_secret = { type = secret_non_believer } + } + } + } + animation = { boredom personality_cynical worry personality_vengeful dismissal } + } + triggered_animation = { + trigger = { + scope:character = { always = yes } + } + animation = { page_flipping personality_content holding_staff } + } + } + } + + pilgrim = { + camera = camera_body_right + + effect = { + if = { + limit = { + has_activity_option = { + category = pilgrimage_option_pomp + option = pilgrimage_pomp_throng + } + } + every_attending_character = { + limit = { + this != scope:host + OR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + add_to_list = characters + } + } + } + + scripted_animation = { + triggered_animation = { + trigger = { + scope:character = { + OR = { + has_trait = cynical + any_secret = { type = secret_non_believer } + } + } + } + animation = { boredom personality_cynical worry personality_vengeful dismissal } + } + triggered_animation = { + trigger = { + scope:character = { always = yes } + } + animation = { stunned pondering survey_staff } + } + } + } + + pilgrim = { # Travel + camera = camera_body + + effect = { + every_attending_character = { + limit = { + this != scope:host + NOR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + add_to_list = characters + } + } + + scripted_animation = { + animation = jockey_walk + } + } + + pilgrim = { # Travel + camera = camera_activity_horse + + effect = { + if = { + limit = { + has_activity_option = { + category = pilgrimage_option_pomp + option = pilgrimage_pomp_throng + } + } + every_attending_character = { + limit = { + this != scope:host + NOR = { + scope:host.location = scope:activity.activity_location + scope:host.location = { is_sea_province = yes } + } + } + add_to_list = characters + } + } + } + + scripted_animation = { + animation = jockey_walk + } + } + } +} diff --git a/N3OW/common/activities/intents/coronation_intents.txt b/N3OW/common/activities/intents/coronation_intents.txt new file mode 100644 index 00000000..d32948cf --- /dev/null +++ b/N3OW/common/activities/intents/coronation_intents.txt @@ -0,0 +1,295 @@ +### Coronation Intents +# Host Intents # +coronation_impress_attendees = { + icon = extoll_reign_intent + scripted_animation = { + triggered_animation = { + trigger = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + animation = acknowledging + } + animation = storyteller + } + + auto_complete = yes +} + +coronation_weaken_detractors = { + icon = isolate_opponents_intent + scripted_animation = { animation = scheme } + + auto_complete = yes +} + +coronation_embrace_supporters = { + icon = empower_loyalists_intent + scripted_animation = { animation = admiration } + + auto_complete = yes +} + +coronation_exalt_crown = { + icon = support_liege_intent + scripted_animation = { + triggered_animation = { + trigger = { + coronation_proper_artifact_crown_trigger = yes + } + animation = crowning + } + triggered_animation = { + trigger = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + animation = prayer + } + triggered_animation = { + trigger = { + drinks_alcohol_trigger = yes + } + animation = toast_goblet + } + animation = personality_zealous + } + + auto_complete = yes +} + +# Guest Intents +coronation_bear_witness = { + icon = bear_witness_intent + scripted_animation = { animation = admiration } + + auto_complete = yes + + ai_will_do = { + value = 25 + if = { + limit = { + stress_level >= 1 + } + add = 25 + } + if = { + limit = { + exists = involved_activity.activity_host + opinion = { + target = involved_activity.activity_host + value < 0 + } + is_landed = yes + } + subtract = 50 + } + } +} + +coronation_seize_advantages = { + icon = seize_advantages_intent + scripted_animation = { animation = interested } + + auto_complete = yes + + ai_will_do = { + value = 0 + if = { + limit = { + OR = { + has_trait = ambitious + intrigue >= high_skill_rating + } + } + add = 50 + } + if = { + limit = { + OR = { + has_trait = content + intrigue <= low_skill_rating + } + } + subtract = 50 + } + } +} + +coronation_offer_support = { + icon = altruism_intent + scripted_animation = { animation = obsequious_bow } + + auto_complete = yes + + is_valid = { + trigger_if = { + limit = { + is_ai = yes + } + NOT = { + is_in_guest_subset = { + name = detractor + } + } + } + } + + ai_will_do = { + value = 0 + if = { + limit = { + opinion = { + target = involved_activity.activity_host + value > 0 + } + } + add = "opinion(involved_activity.activity_host)" + } + if = { + limit = { + has_any_moderate_good_relationship_with_character_trigger = { + CHARACTER = involved_activity.activity_host + } + } + add = 50 + } + else_if = { + limit = { + has_any_mild_good_relationship_with_character_trigger = { + CHARACTER = involved_activity.activity_host + } + } + add = 25 + } + } +} + +coronation_advocate_domain = { + icon = advocate_domain_intent + scripted_animation = { animation = chancellor } + + is_shown = { + any_liege_or_above = { + this = root.involved_activity.activity_host + } + is_landed = yes + } + + auto_complete = yes + + ai_will_do = { + value = 0 + if = { + limit = { + OR = { + has_trait = diligent + stewardship >= high_skill_rating + } + } + add = 50 + } + if = { + limit = { + OR = { + has_trait = lazy + stewardship <= low_skill_rating + } + } + subtract = 50 + } + } +} + +coronation_profess_rights = { + icon = profess_rights_intent + scripted_animation = { animation = debating } + + is_shown = { + liege ?= { + this = root.involved_activity.activity_host + } + } + + auto_complete = yes + + ai_will_do = { + value = 0 + if = { + limit = { + OR = { + has_trait = arrogant + diplomacy >= high_skill_rating + } + } + add = 50 + } + if = { + limit = { + OR = { + has_trait = humble + diplomacy <= low_skill_rating + } + } + subtract = 50 + } + } +} + +coronation_disrupt_loyalists = { + icon = disrupt_loyalists_intent + scripted_animation = { animation = spymaster } + + auto_complete = yes + + is_valid = { + trigger_if = { + limit = { + is_ai = yes + } + NOT = { + is_in_guest_subset = { + name = supporter + } + } + } + } + + ai_will_do = { + value = 0 + if = { + limit = { + opinion = { + target = involved_activity.activity_host + value < 0 + } + } + add = { + value = "opinion(involved_activity.activity_host)" + multiply = -1 + } + } + if = { + limit = { + has_any_moderate_bad_relationship_with_character_trigger = { + CHARACTER = involved_activity.activity_host + } + } + add = 50 + } + else_if = { + limit = { + has_any_mild_bad_relationship_with_character_trigger = { + CHARACTER = involved_activity.activity_host + } + } + add = 25 + } + } +} diff --git a/N3OW/common/activities/pulse_actions/education_actions.txt b/N3OW/common/activities/pulse_actions/education_actions.txt new file mode 100644 index 00000000..6b409844 --- /dev/null +++ b/N3OW/common/activities/pulse_actions/education_actions.txt @@ -0,0 +1,883 @@ +#Activity Pulse Actions for Pilgrimages +# +#Adult education means guests are always AI and unlanded, some of these are therefore only for the host +#There won't always be an entourage of more than a caravan master +#There will be other students, and teachers. These are identified with flags and are generated/picked out by the activity. +#APAs marked with * involve or can happen to characters other than the host + +#Study Hard Intent: +#apa_leveraging_language_skills + +#Revelry Intent: +# + +#Stress - University life requires work +#apa_procrastination + +##Lifestyles, etc +#apa_studying_scripture - Shared/From other File +#apa_visited_markets - Shared/From other File +#apa_foreign_custom - Shared/From other File + +##Random Education APAs +#apa_sight_seeing_group - Shared/From other File +#apa_university_discussions - Pick up lifestyle xp from teacher + +#Character knows liturgical language of the religion of the university +#We are using the location here - rather than the religion of the teachers - which could differ +apa_leveraging_language_skills = { + icon = public + is_valid = { + is_current_phase_active = yes + scope:host = { + location = scope:province + has_activity_intent = study_hard_intent + OR = { + AND = { + scope:province.faith.religion = religion:islam_religion + knows_language = language_arabic + } + AND = { + scope:province = { + OR = { + faith = faith:catholic + faith = faith:conversos + faith = faith:lollard + faith = faith:insular_celtic + faith = faith:mozarabic_church + } + } + knows_language = language_latin + } + AND = { + scope:province.faith = faith:cathar + knows_language = language_occitano_romance + } + AND = { + scope:province.faith = faith:armenian_apostolic + knows_language = language_armenian + } + AND = { + scope:province.faith = faith:nestorian + knows_language = language_aramaic + } + AND = { + scope:province.faith = faith:lamaism + knows_language = language_tibetan + } + AND = { + scope:province.religion = religion:bon_religion + knows_language = language_tibetan + } + AND = { + scope:province.religion = religion:taoism_religion + knows_language = language_chinese + } + AND = { + scope:province = { + OR = { + religion = religion:eastern_orthodox_religion + religion = religion:catholic_religion + religion = religion:protestant_religion + } + NOR = { #Non-Greek + faith = faith:catholic + faith = faith:conversos + faith = faith:lollard + faith = faith:insular_celtic + faith = faith:mozarabic_church + faith = faith:armenian_apostolic + faith = faith:cathar + } + } + knows_language = language_greek #General Christian Fallback + } + #For dead languages we check that you belong to the religion and have sufficient learning to be expected to know a liturgical language: + AND = { + religion = scope:province.religion + scope:province = { #these have specific languages to learn + NOR = { + OR = { + religion = religion:eastern_orthodox_religion + religion = religion:catholic_religion + religion = religion:protestant_religion + } + religion = religion:islam_religion + religion = religion:taoism_religion + faith = faith:lamaism + } + } + learning > 15 #Well educated + } + AND = { #Dharmic Faiths knows Sanskrit + scope:province = { + is_dharmic_faith_trigger = yes + } + is_dharmic_faith_trigger = yes + learning > 15 #Well educated + } + } + } + } + + weight = { value = 1 } + + effect = { + scope:host = { + save_scope_as = first + } + scope:province = { + save_scope_as = second + } + + add_activity_log_entry = { + key = apa_leveraging_language_skills + tags = { pulse_action } + character = scope:first + + scope:activity = { activity_special_type_progression_tiny = yes } + + scope:first = { + custom_tooltip = adult_education_tt_positive_tiny + add_prestige = minor_prestige_gain + } + } + } +} + +apa_bonded_during_studies = { + #Can be both Teachers and Students + #Only does progress since events is the primary way to gain friends and rivals during studies. + icon = learning + is_valid = { + is_current_phase_active = yes + any_attending_character = { + this != scope:host + is_physically_able_ai_adult = yes + num_of_relation_friend < 2 + location = scope:province + number_of_traits_in_common = { + target = scope:host + value >= 1 + } + can_set_relation_friend_trigger = { CHARACTER = scope:host } + } + } + + weight = { + value = 1 + } + + effect = { + scope:host = { + save_scope_as = first + } + + random_attending_character = { + limit = { + this != scope:host + is_physically_able_ai_adult = yes + num_of_relation_friend < 2 + location = scope:province + number_of_traits_in_common = { + target = scope:host + value >= 1 + } + can_set_relation_friend_trigger = { CHARACTER = scope:host } + } + save_scope_as = second + } + + add_activity_log_entry = { + key = apa_bonded_during_studies + tags = { pulse_action } + character = scope:first + target = scope:second + + scope:second = { + progress_towards_friend_effect = { + REASON = friend_bonded_at_university + CHARACTER = scope:first + OPINION = default_friend_opinion + } + } + } + } +} + +apa_procrastination = { + #Either suitable trait or reveller intent + icon = learning + is_valid = { + is_current_phase_active = yes + any_attending_character = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + OR = { + has_activity_intent = university_revelry_intent + has_trait = lazy + has_trait = arrogant + has_trait = drunkard + has_trait = fickle + has_trait = arbitrary + } + } + } + + weight = { + value = 1 + } + + effect = { + random_attending_character = { + limit = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + OR = { + has_activity_intent = university_revelry_intent + has_trait = lazy + has_trait = arrogant + has_trait = drunkard + has_trait = fickle + has_trait = arbitrary + } + } + save_scope_as = first + } + add_activity_log_entry = { + key = apa_procrastination + tags = { pulse_action } + character = scope:first + + scope:first = { + add_stress = minor_stress_gain + } + } + } +} + +apa_university_discussions = { + #No real triggers + icon = learning + is_valid = { + is_current_phase_active = yes + any_attending_character = { + this != scope:host + is_available_healthy_ai_adult = yes + OR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + } + + weight = { + value = 1 + } + + effect = { + scope:host = { + save_scope_as = first + } + random_attending_character = { + limit = { + this != scope:host + is_available_healthy_ai_adult = yes + OR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + save_scope_as = second + } + add_activity_log_entry = { + key = apa_university_discussions + tags = { pulse_action } + character = scope:first + target = scope:second + + scope:second = { + if = { + limit = { + has_education_martial_trigger = yes + } + scope:first = { + add_martial_lifestyle_xp = medium_lifestyle_xp + } + } + else_if = { + limit = { + has_education_diplomacy_trigger = yes + } + scope:first = { + add_diplomacy_lifestyle_xp = medium_lifestyle_xp + } + } + else_if = { + limit = { + has_education_learning_trigger = yes + } + scope:first = { + add_learning_lifestyle_xp = medium_lifestyle_xp + } + } + else_if = { + limit = { + has_education_stewardship_trigger = yes + } + scope:first = { + add_stewardship_lifestyle_xp = medium_lifestyle_xp + } + } + else_if = { + limit = { + has_education_intrigue_trigger = yes + } + scope:first = { + add_intrigue_lifestyle_xp = medium_lifestyle_xp + } + } + } + } + } +} + +apa_night_on_books = { + icon = learning + is_valid = { + is_current_phase_active = yes + any_attending_character = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + } + + weight = { + value = 1 + } + + effect = { + random_attending_character = { + limit = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + save_scope_as = first + } + + add_activity_log_entry = { + key = apa_night_on_books + tags = { pulse_action } + character = scope:first + + scope:first = { + add_stress = minor_stress_gain + if = { + limit = { + this = scope:host + } + custom_tooltip = adult_education_tt_positive_tiny + scope:activity = { activity_special_type_progression_tiny = yes } + } + } + } + } +} + +apa_student_disagreement = { + icon = social + is_valid = { + is_current_phase_active = yes + any_attending_character = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + count = 2 + } + } + + weight = { + value = 1 + } + + effect = { + random_attending_character = { + limit = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + save_scope_as = first + } + random_attending_character = { + limit = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + this = scope:first + } + } + save_scope_as = second + } + + add_activity_log_entry = { + key = apa_student_disagreement + tags = { pulse_action } + character = scope:first + target = scope:second + + + scope:first = { + if = { + limit = { + can_set_relation_rival_trigger = { CHARACTER = scope:second } + } + progress_towards_rival_effect = { + REASON = rival_at_university + CHARACTER = scope:second + OPINION = default_rival_opinion + } + } + else_if = { + limit = { + is_ai = yes + } + add_opinion = { + target = scope:second + modifier = annoyed_opinion + opinion = -10 + } + } + else = { + scope:second = { + add_opinion = { + target = scope:first + modifier = annoyed_opinion + opinion = -10 + } + } + } + } + } + } +} + +apa_rowdy_student = { + icon = social + is_valid = { + is_current_phase_active = yes + any_attending_character = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + OR = { + has_activity_intent = university_revelry_intent + has_trait = drunkard + has_trait = hashishiyah + has_trait = gregarious + has_trait = arrogant + } + } + any_attending_character = { + OR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + } + + weight = { + value = 1 + } + + effect = { + random_attending_character = { + limit = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + OR = { + has_activity_intent = university_revelry_intent + has_trait = drunkard + has_trait = hashishiyah + has_trait = gregarious + has_trait = arrogant + } + } + save_scope_as = first + } + random_attending_character = { + limit = { + OR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + save_scope_as = second + } + + add_activity_log_entry = { + key = apa_rowdy_student + tags = { pulse_action } + character = scope:first + target = scope:second + + + scope:second = { + add_opinion = { + target = scope:first + modifier = annoyed_opinion + opinion = -10 + } + } + scope:first = { + add_stress = minor_stress_loss + } + } + } +} + +apa_impromptu_poetry = { + icon = social + is_valid = { + is_current_phase_active = yes + any_attending_character = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + OR = { + has_activity_intent = university_revelry_intent + has_trait = gregarious + has_trait = lifestyle_poet + } + } + } + + weight = { + value = 1 + } + + effect = { + random_attending_character = { + limit = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + OR = { + has_activity_intent = university_revelry_intent + has_trait = gregarious + has_trait = lifestyle_poet + } + } + save_scope_as = first + } + + add_activity_log_entry = { + key = apa_impromptu_poetry + tags = { pulse_action } + character = scope:first + + scope:first = { + bp2_lifestyle_xp_gain_per_type_effect = { VALUE = minor } + } + } + } +} + +apa_impressed_teacher = { + icon = social + is_valid = { + is_current_phase_active = yes + any_attending_character = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + OR = { + has_activity_intent = study_hard_intent + has_trait = diligent + } + } + any_attending_character = { + OR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + } + + weight = { + value = 1 + } + + effect = { + random_attending_character = { + limit = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + OR = { + has_activity_intent = study_hard_intent + has_trait = diligent + } + } + save_scope_as = first + } + random_attending_character = { + limit = { + OR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + save_scope_as = second + } + + add_activity_log_entry = { + key = apa_impressed_teacher + tags = { pulse_action } + character = scope:first + target = scope:second + + scope:first = { + if = { + limit = { + this = scope:host + } + custom_tooltip = adult_education_tt_positive_tiny + scope:activity = { activity_special_type_progression_tiny = yes } + } + reverse_add_opinion = { + target = scope:second + modifier = proud_opinion + opinion = 10 + } + } + } + } +} + +apa_revelry_hangover = { + icon = stress + is_valid = { + is_current_phase_active = yes + any_attending_character = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + has_activity_intent = study_hard_intent + has_trait = diligent + has_trait = temperate + } + drinks_alcohol_trigger = yes + } + } + + weight = { + value = 1 + } + + effect = { + random_attending_character = { + limit = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + has_activity_intent = study_hard_intent + has_trait = diligent + has_trait = temperate + } + drinks_alcohol_trigger = yes + } + save_scope_as = first + } + + add_activity_log_entry = { + key = apa_revelry_hangover + tags = { pulse_action } + character = scope:first + + scope:first = { + add_stress = minor_stress_gain + } + } + } +} + +apa_studied_confucian_classics = { + icon = learning + is_valid = { + is_current_phase_active = yes + OR = { + scope:province.faith.religion = religion:confucianism_religion + scope:province.county.holder.religion = religion:confucianism_religion + } + trigger_if = { + limit = { + scope:activity = { has_activity_type = activity_adult_education } + } + any_attending_character = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + } + } + + weight = { + value = 1 + } + + effect = { + random_attending_character = { + limit = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + save_scope_as = first + } + + add_activity_log_entry = { + key = apa_studied_confucian_classics + tags = { pulse_action } + character = scope:first + + scope:first = { + if = { + limit = { has_trait = confucian_education } + add_trait_xp = { + trait = confucian_education + value = { 1 3 } + } + } + else = { + add_trait = confucian_education + } + } + } + } +} + +apa_local_food = { + icon = social + is_valid = { + is_current_phase_active = yes + any_attending_character = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + } + + weight = { + value = 1 + } + + effect = { + random_attending_character = { + limit = { + NOR = { + has_character_flag = teacher_1 + has_character_flag = teacher_2 + } + } + save_scope_as = first + } + + add_activity_log_entry = { + key = apa_local_food + tags = { pulse_action } + character = scope:first + + every_attending_character = { + limit = { + NOR = { + this = scope:first + is_ai = no + } + } + add_opinion = { + target = scope:first + modifier = shared_delicacy_opinion + opinion = 5 + } + } + } + } +} + +apa_aced_homework = { + icon = learning + is_valid = { + is_current_phase_active = yes + } + + weight = { + value = 1 + } + + effect = { + scope:host = { + save_scope_as = first + } + + add_activity_log_entry = { + key = apa_aced_homework + tags = { pulse_action } + character = scope:first + + custom_tooltip = adult_education_tt_positive_tiny + scope:activity = { activity_special_type_progression_tiny = yes } + } + } +} + +apa_pangur_ban = { + icon = learning + is_valid = { + is_current_phase_active = yes + NOT = { scope:host = { has_character_flag = has_written_pangur_ban } } + } + + weight = { + value = 1 + } + + effect = { + scope:host = { + save_scope_as = first + add_character_flag = { + flag = has_written_pangur_ban + months = 6 + } + } + + add_activity_log_entry = { + key = apa_pangur_ban + tags = { pulse_action } + character = scope:first + + custom_tooltip = adult_education_tt_positive_tiny + scope:activity = { activity_special_type_progression_tiny = yes } + } + } +} diff --git a/N3OW/common/artifacts/features/00_features.txt b/N3OW/common/artifacts/features/00_features.txt new file mode 100644 index 00000000..0e9e3b73 --- /dev/null +++ b/N3OW/common/artifacts/features/00_features.txt @@ -0,0 +1,7796 @@ +################################################################# +# Universal Features - Patterns, Inlays, (Filigree) Wire, etc. # +################################################################# +# decoration_pattern + decoration_pattern_wolf = { + group = decoration_pattern + trigger = { artifact_feature_pattern_wolf_trigger = yes } + weight = 1 + } + + decoration_pattern_animals = { + group = decoration_pattern + trigger = { artifact_feature_pattern_animals_trigger = yes } + weight = 1 + } + + decoration_pattern_local_animal = { + group = decoration_pattern + trigger = { artifact_feature_pattern_local_animal_trigger = yes } + weight = 1 + } + + decoration_pattern_beasts = { + group = decoration_pattern + trigger = { artifact_feature_pattern_beasts_trigger = yes } + weight = 1 + } + + decoration_pattern_bird = { + group = decoration_pattern + trigger = { artifact_feature_pattern_bird_trigger = yes } + weight = 1 + } + + decoration_pattern_war_god = { + group = decoration_pattern + trigger = { artifact_feature_pattern_war_god_trigger = yes } + weight = 1 + } + + decoration_pattern_religion = { + group = decoration_pattern + trigger = { artifact_feature_pattern_religion_trigger = yes } + weight = 1 + } + + decoration_pattern_eschatology = { + group = decoration_pattern + trigger = { artifact_feature_pattern_eschatology_trigger = yes } + weight = 1 + } + + decoration_pattern_religious_symbol = { + group = decoration_pattern + trigger = { artifact_feature_pattern_religious_symbol_trigger = yes } + weight = 1 + } + + decoration_pattern_gibberish = { + group = decoration_pattern + trigger = { artifact_feature_pattern_gibberish_trigger = yes } + weight = 1 + } + + decoration_pattern_culture_symbol = { + group = decoration_pattern + trigger = { artifact_feature_pattern_culture_symbol_trigger = yes } + weight = 1 + } + + decoration_pattern_culture_style = { + group = decoration_pattern + trigger = { artifact_feature_pattern_culture_style_trigger = yes } + weight = 1 + } + + decoration_pattern_dynasty_shield = { + group = decoration_pattern + trigger = { artifact_feature_pattern_dynasty_shield_trigger = yes } + weight = 1 + } + + decoration_pattern_dynasty_motifs = { + group = decoration_pattern + trigger = { artifact_feature_pattern_dynasty_motifs_trigger = yes } + weight = 1 + } + + decoration_pattern_roses = { + group = decoration_pattern + trigger = { artifact_feature_pattern_roses_trigger = yes } + weight = 1 + } + + decoration_pattern_floral = { + group = decoration_pattern + trigger = { artifact_feature_pattern_floral_trigger = yes } + weight = 1 + } + + decoration_pattern_geometric = { + group = decoration_pattern + trigger = { artifact_feature_pattern_geometric_trigger = yes } + weight = 1 + } + + decoration_pattern_quotes = { + group = decoration_pattern + trigger = { artifact_feature_pattern_quotes_trigger = yes } + weight = 1 + } + + decoration_pattern_knots = { + group = decoration_pattern + trigger = { artifact_feature_pattern_knots_trigger = yes } + weight = 1 + } + + decoration_pattern_bodies = { + group = decoration_pattern + trigger = { artifact_feature_pattern_bodies_trigger = yes } + weight = 1 + } + +# decoration_material_inlay + decoration_material_inlay_gold = { + group = decoration_material_inlay + trigger = { scope:wealth >= 60 } + weight = 20 + } + decoration_material_inlay_electrum = { + group = decoration_material_inlay + trigger = { scope:wealth < 80 scope:wealth >= 40 } + weight = 10 + } + decoration_material_inlay_niello = { + group = decoration_material_inlay + trigger = { scope:wealth < 80 scope:wealth >= 40 } + weight = 20 + } + decoration_material_inlay_silver = { + group = decoration_material_inlay + trigger = {scope:wealth < 60 scope:wealth >= 20 } + weight = 10 + } + decoration_material_inlay_copper = { + group = decoration_material_inlay + trigger = { scope:wealth < 40 } + weight = 10 + } + decoration_material_inlay_pewter = { + group = decoration_material_inlay + trigger = { scope:wealth < 40 } + weight = 20 + } + decoration_material_inlay_jade = { + group = decoration_material_inlay + trigger = { scope:wealth > 80 } + weight = 20 + } + decoration_material_inlay_amber = { + group = decoration_material_inlay + trigger = { scope:wealth > 80 } + weight = 20 + } + decoration_material_inlay_shakudo = { + group = decoration_material_inlay + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 100 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_asia_east } + } + weight = 10 + } + decoration_material_inlay_shibuichi = { + group = decoration_material_inlay + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 60 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_asia_east } + } + weight = 10 + } + + +# decoration_material_inlay_HSB + # Common. All regions should have access to *at least* one of these. + decoration_material_inlay_HSB_bone = { + group = decoration_material_inlay_HSB + trigger = { scope:wealth < 20 } + weight = 20 + } + decoration_material_inlay_HSB_camel_bone = { + group = decoration_material_inlay_HSB + trigger = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_camel_bone } #Half of the world + } + weight = 20 + } + decoration_material_inlay_HSB_deer_antler = { + group = decoration_material_inlay_HSB + trigger = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_deer_antler } #The other half + } + weight = 20 + } + decoration_material_inlay_HSB_boar_tusk = { + group = decoration_material_inlay_HSB + trigger = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_boar_tusk } + } + weight = 20 + } + decoration_material_inlay_HSB_seashell = { + group = decoration_material_inlay_HSB + trigger = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_seashell } + } + weight = 20 + } + + # Rare, Expensive, or Region-Specific. Not all regions will have access to these. + decoration_material_inlay_HSB_tortoiseshell = { + group = decoration_material_inlay_HSB + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_tortoiseshell } + } + weight = 80 + } + decoration_material_inlay_HSB_mother_of_pearl = { + group = decoration_material_inlay_HSB + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_mother_of_pearl } + } + weight = 80 + } + decoration_material_inlay_HSB_ivory = { + group = decoration_material_inlay_HSB + trigger = { + OR = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_native } + } + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 80 MAX = 999 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_imported } + } + } + } + weight = { + value = 40 + if = { + limit = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_native } + } + add = 40 + } + } + } + +# decoration_material_wire + decoration_material_wire_gold = { + group = decoration_material_wire + trigger = { scope:wealth >= 60 } + weight = 30 + } + decoration_material_wire_electrum = { + group = decoration_material_wire + trigger = { scope:wealth < 80 scope:wealth >= 40 } + weight = 20 + } + decoration_material_wire_silver = { + group = decoration_material_wire + trigger = { scope:wealth < 60 scope:wealth >= 20 } + weight = 20 + } + decoration_material_wire_brass = { + group = decoration_material_wire + trigger = { scope:wealth < 40 } + weight = 30 + } + decoration_material_wire_latten = { + group = decoration_material_wire + trigger = { + scope:wealth < 40 + + # Only commonly used by the Christian church + OR = { + religion ?= religion:eastern_orthodox_religion + religion ?= religion:catholic_religion + religion ?= religion:protestant_religion + } + } + weight = 30 + } + decoration_material_wire_bronze = { + group = decoration_material_wire + trigger = { + scope:wealth < 40 + } + weight = 30 + } + decoration_material_wire_copper = { + group = decoration_material_wire + trigger = { scope:wealth < 20 } + weight = 10 + } + decoration_material_wire_pewter = { + group = decoration_material_wire + trigger = { scope:wealth < 20 } + weight = 10 + } + +# decoration_material_gem + # Cheap/Common Gems, Everywhere + decoration_material_gem_rock_crystal = { + group = decoration_material_gem + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 20 } } + weight = 20 + } + decoration_material_gem_jet = { + group = decoration_material_gem + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 10 MAX = 30 } } + weight = 20 + } + decoration_material_gem_agate = { + group = decoration_material_gem + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 40 } } + weight = 20 + } + decoration_material_gem_onyx = { + group = decoration_material_gem + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 40 } } + weight = 20 + } + + # Semi-Precious Gems, Everywhere + decoration_material_gem_jasper = { + group = decoration_material_gem + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 30 MAX = 50 } } + weight = 20 + } + decoration_material_gem_zircon = { + group = decoration_material_gem + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 35 MAX = 60 } } + weight = 20 + } + decoration_material_gem_garnet = { + group = decoration_material_gem + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 70 } } + weight = 20 + } + + # Rare/Precious Gems, Everywhere + decoration_material_gem_sapphire = { + group = decoration_material_gem + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 } } + weight = 30 + } + decoration_material_gem_emerald = { + group = decoration_material_gem + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 999 } } + weight = 30 + } + decoration_material_gem_ruby = { + group = decoration_material_gem + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 70 MAX = 999 } } + weight = 30 + } + + # Semi-Precious Gems, Regional + decoration_material_gem_flourite = { + group = decoration_material_gem + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 60 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_europe_west_britannia } + } + weight = 30 + } + decoration_material_gem_adventurine = { + group = decoration_material_gem + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 60 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_europe_west_iberia } + } + weight = 30 + } + decoration_material_gem_amethyst = { + group = decoration_material_gem + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 60 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_europe_west_francia } + } + weight = 30 + } + decoration_material_gem_amber = { + group = decoration_material_gem + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 70 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = custom_eastern_baltic} + } + weight = 30 + } + decoration_material_gem_moonstone = { + group = decoration_material_gem + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 70 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_india } + } + weight = 30 + } + decoration_material_gem_turquoise = { + group = decoration_material_gem + trigger = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 70 } + OR = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_asia_minor } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_middle_east_persia } + } + } + } + weight = 30 + } + decoration_material_gem_carnelian = { + group = decoration_material_gem + trigger = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 70 } + OR = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_europe_west_germania } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_europe_north } + } + } + } + weight = 30 + } + + # Rare/Precious Gems, Regional + decoration_material_gem_peridot = { + group = decoration_material_gem + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 80 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_india_deccan } + } + weight = 40 + } + decoration_material_gem_lapis_lazuli = { + group = decoration_material_gem + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 90 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_middle_east_persia } + } + weight = 40 + } + decoration_material_gem_opal = { + group = decoration_material_gem + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 90 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_africa_east } + } + weight = 40 + } + decoration_material_gem_spinel = { + group = decoration_material_gem + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 90 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_india_deccan } + } + weight = 40 + } + decoration_material_gem_jade = { + group = decoration_material_gem + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 90 } + OR = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_india_bengal } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_asia_east } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_asia_southeast } + } + } + weight = 40 + } + +# decoration_material_slate + decoration_material_slate_bamboo = { + group = decoration_material_slate + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 10 } } + weight = 20 + } + + decoration_material_slate_soapstone = { + group = decoration_material_slate + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 20 } } + weight = 20 + } + + decoration_material_slate_bronze = { + group = decoration_material_slate + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 10 MAX = 30 } } + weight = 20 + } + + decoration_material_slate_quartz = { + group = decoration_material_slate + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 40 } } + weight = 20 + } + + decoration_material_slate_jade = { + group = decoration_material_slate + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 30 MAX = 60 } } + weight = 20 + } + + decoration_material_slate_ivory = { + group = decoration_material_slate + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 999 } } + weight = 20 + } + + decoration_material_slate_rhinocerous_horn = { + group = decoration_material_slate + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 999 } } + weight = 20 + } + + +# decoration_material_ink + decoration_material_ink_pine_soot = { + group = decoration_material_ink + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 20 } } + weight = 20 + } + + decoration_material_ink_oil_soot = { + group = decoration_material_ink + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 30 } + } + weight = 20 + } + decoration_material_ink_charcoal = { + group = decoration_material_ink + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 30 } + } + weight = 20 + } + decoration_material_ink_lacquer_soot = { + group = decoration_material_ink + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 60 } + } + weight = 20 + } + decoration_material_ink_cinnabar = { + group = decoration_material_ink + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 70 } + } + weight = 30 + } + decoration_material_ink_orpiment = { + group = decoration_material_ink + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 70 } + } + weight = 50 + } + decoration_material_ink_lac_dye = { + group = decoration_material_ink + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 70 } + } + weight = 50 + } + decoration_material_ink_silver = { + group = decoration_material_ink + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 999 } + } + weight = 50 + } + decoration_material_ink_shell_gold = { + group = decoration_material_ink + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 999 } + } + weight = 50 + } + +# decoration_material_embroidery + decoration_material_embroidery_wool = { + group = decoration_material_embroidery + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 40 } } + weight = 10 + } + + decoration_material_embroidery_linen = { + group = decoration_material_embroidery + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 60 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_linen } + } + weight = 10 + } + decoration_material_embroidery_cotton = { + group = decoration_material_embroidery + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 10 MAX = 60 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_cotton } + } + weight = 10 + } + decoration_material_embroidery_silk = { + group = decoration_material_embroidery + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 70 } + NOT = { artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_no_silk } } + } + weight = 40 + } + decoration_material_embroidery_silver_thread = { + group = decoration_material_embroidery + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 70 } + } + weight = 40 + } + decoration_material_embroidery_gold_thread = { + group = decoration_material_embroidery + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 999 } + } + weight = 50 + } + +# generic_material_cloth + # wools - found literally everywhere + generic_material_cloth_wool = { + # Simple wool fabric, can vary wildly in quality and appearance depending on the yarn used to wave it as well as the weaver's skill. + group = generic_material_cloth + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 60 } } + weight = 30 + } + generic_material_cloth_lambswool = { + group = generic_material_cloth + # Wool from the very first shearing of a sheep. Soft, elastic, and slippery, used in high-grade textiles. + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 999 } } + weight = 10 + } + # silks - found pretty much everywhere but subsaharan Africa + generic_material_cloth_silk = { + # Plain silk weave. Average quality, but carries some statue and value simply due to its material. + group = generic_material_cloth + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 70 } + NOT = { artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_no_silk } } + } + weight = 20 + } + generic_material_cloth_satin = { + # Satin weave silk, luxurious and soft. Becomes famous in 12th century Europe after the Crusades. + group = generic_material_cloth + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 80 } + NOT = { artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_no_silk } } + } + weight = 30 + } + generic_material_cloth_velvet = { + # Velvet is a piled silk weave popular in the Middle East. Must be woven on a special loom, and due to the difficulty of manufacture it is associated with nobility. + group = generic_material_cloth + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 90 } + NOT = { artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_no_silk } } + } + weight = 30 + } + generic_material_cloth_samite = { + # Twill silk weave that is popular in the Byzantine Empire, originally developed in Sassanid Persia. Commonly restricted to royalty or clergy. + group = generic_material_cloth + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 70 MAX = 999 } + NOT = { artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_no_silk } } + } + weight = 10 + } + # linens - modern Germany was a major producer of this linen, which was exported all throughout Europe (but not really beyond that) + generic_material_cloth_linen = { + # Plain weave flax fibers. Consistently average in quality and price, saw widespread use throughout the medieval era. + group = generic_material_cloth + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 60 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_linen } + } + weight = 40 + } + generic_material_cloth_fustian = { + # Twill cotton-linen blend. As it a mixed fabric, practicing Jews are forbidden to wear it. + group = generic_material_cloth + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 70 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_linen } + trigger_if = { + limit = { exists = scope:owner } + NOT = { scope:owner.religion = religion:judaism_religion } + } + } + weight = 30 + } + # cotton has been grown in Egypt and India since ancient times, spread to Ethiopia early and then to Europe in the medieval period + generic_material_cloth_cotton = { + # Plain weave cotton + group = generic_material_cloth + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 10 MAX = 70 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_cotton } + } + weight = 50 + } + # regional specialties + generic_material_cloth_worsted_wool = { + # Worsting was a special process for manufactuing high-quality wool that developed in England + group = generic_material_cloth + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 999 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_europe_west_britannia } + current_date >= 1200.1.1 + } + weight = 40 + } + +# generic_material_cordage + generic_material_cordage_wool = { + # Simple wool fabric, can vary wildly in quality and appearance depending on the yarn used to wave it as well as the weaver's skill. + group = generic_material_cordage + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 70 } } + weight = 30 + } + generic_material_cordage_silk = { + # Plain silk weave. Average quality, but carries some statue and value simply due to its material. + group = generic_material_cordage + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 999 } + #NOT = { artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_no_silk } } + #Silk can be aquired even outside of this region if skilled enough + } + weight = 20 + } + generic_material_cordage_linen = { + # Plain weave flax fibers. Consistently average in quality and price, saw widespread use throughout the medieval era. + group = generic_material_cordage + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 70 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_linen } + } + weight = 40 + } + generic_material_cordage_cotton = { + # Plain weave cotton + group = generic_material_cordage + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 10 MAX = 80 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_cotton } + } + weight = 50 + } + +# generic_material_wood + generic_material_wood_ash = { + group = generic_material_wood + trigger = { artifact_feature_wood_ash_trigger = yes } + weight = 1 + } + + generic_material_wood_oak = { + group = generic_material_wood + trigger = { artifact_feature_wood_oak_trigger = yes } + weight = 1 + } + + generic_material_wood_pine = { + group = generic_material_wood + trigger = { artifact_feature_wood_pine_trigger = yes } + weight = 1 + } + + generic_material_wood_fir = { + group = generic_material_wood + trigger = { artifact_feature_wood_fir_trigger = yes } + weight = 1 + } + + generic_material_wood_elm = { + group = generic_material_wood + trigger = { artifact_feature_wood_elm_trigger = yes } + weight = 1 + } + + generic_material_wood_walnut = { + group = generic_material_wood + trigger = { artifact_feature_wood_walnut_trigger = yes } + weight = 1 + } + + generic_material_wood_maple = { + group = generic_material_wood + trigger = { artifact_feature_wood_maple_trigger = yes } + weight = 1 + } + + generic_material_wood_fleroya = { + group = generic_material_wood + trigger = { artifact_feature_wood_fleroya_trigger = yes } + weight = 1 + } + + generic_material_wood_sycomore = { + group = generic_material_wood + trigger = { artifact_feature_wood_sycomore_trigger = yes } + weight = 1 + } + + generic_material_wood_padauk = { + group = generic_material_wood + trigger = { artifact_feature_wood_padauk_trigger = yes } + weight = 1 + } + + generic_material_wood_sal = { + group = generic_material_wood + trigger = { artifact_feature_wood_sal_trigger = yes } + weight = 1 + } + + generic_material_wood_rosewood = { + group = generic_material_wood + trigger = { artifact_feature_wood_rosewood_trigger = yes } + weight = 1 + } + + generic_material_wood_satinwood = { + group = generic_material_wood + trigger = { artifact_feature_wood_satinwood_trigger = yes } + weight = 1 + } + + generic_material_wood_teak = { + group = generic_material_wood + trigger = { artifact_feature_wood_teak_trigger = yes } + weight = 1 + } + + generic_material_wood_yew = { + group = generic_material_wood + trigger = { artifact_feature_wood_yew_trigger = yes } + weight = 1 + } + + generic_material_wood_olivewood = { + group = generic_material_wood + trigger = { artifact_feature_wood_olivewood_trigger = yes } + weight = 1 + } + + generic_material_wood_coromandel = { + group = generic_material_wood + trigger = { artifact_feature_wood_coromandel_trigger = yes } + weight = 1 + } + + generic_material_wood_ebony = { + group = generic_material_wood + trigger = { artifact_feature_wood_ebony_trigger = yes } + weight = 1 + } + + generic_material_wood_nanmu = { + group = generic_material_wood + trigger = { artifact_feature_wood_nanmu_trigger = yes } + weight = 1 + } + + generic_material_wood_boxwood = { + group = generic_material_wood + trigger = { artifact_feature_wood_boxwood_trigger = yes } + weight = 1 + } + + generic_material_wood_paulownia = { + group = generic_material_wood + trigger = { artifact_feature_wood_paulownia_trigger = yes } + weight = 1 + } + + generic_material_wood_camphorwood = { + group = generic_material_wood + trigger = { artifact_feature_wood_camphorwood_trigger = yes } + weight = 1 + } + + generic_material_wood_narra = { + group = generic_material_wood + trigger = { artifact_feature_wood_narra_trigger = yes } + weight = 1 + } + + generic_material_wood_toona_sureni = { + group = generic_material_wood + trigger = { artifact_feature_wood_toona_sureni_trigger = yes } + weight = 1 + } + + generic_material_wood_agarwood = { + group = generic_material_wood + trigger = { artifact_feature_wood_agarwood_trigger = yes } + weight = 1 + } + + generic_material_wood_sandalwood = { + group = generic_material_wood + trigger = { artifact_feature_wood_sandalwood_trigger = yes } + weight = 1 + } + + generic_material_wood_birch = { + group = generic_material_wood + trigger = { artifact_feature_wood_birch_trigger = yes } + weight = 1 + } + + generic_material_wood_linden = { + group = generic_material_wood + trigger = { artifact_feature_wood_linden_trigger = yes } + weight = 1 + } + +################################################################# +# Weapon Core Features - Blades, Hilts, Heads, (S)hafts) # +################################################################# + +# blade_metal - swords and daggers + blade_metal_wrought_iron = { + group = blade_metal + trigger = { artifact_feature_metal_wrought_iron_trigger = yes } + weight = 1 + } + + blade_metal_folded_iron = { + group = blade_metal + trigger = { artifact_feature_metal_folded_iron_trigger = yes } + weight = 10 + } + + blade_metal_wootz_steel = { + group = blade_metal + trigger = { artifact_feature_metal_wootz_steel_trigger = yes } + weight = 20 + } + + blade_metal_damascus_steel = { + group = blade_metal + trigger = {artifact_feature_metal_damascus_steel_trigger = yes } + weight = 20 + } + + blade_metal_bulat_steel = { + group = blade_metal + trigger = { artifact_feature_metal_bulat_steel_trigger = yes } + weight = 20 + } + +# head_metal - axes, hammers, maces, and spears + head_metal_wrought_iron = { + group = head_metal + trigger = { artifact_feature_metal_wrought_iron_trigger = yes } + weight = 1 + } + + head_metal_wootz_steel = { + group = head_metal + trigger = { artifact_feature_metal_wootz_steel_trigger = yes } + weight = 20 + } + + head_metal_damascus_steel = { + group = head_metal + trigger = {artifact_feature_metal_damascus_steel_trigger = yes } + weight = 20 + } + + head_metal_bulat_steel = { + group = head_metal + trigger = { artifact_feature_metal_bulat_steel_trigger = yes } + weight = 20 + } + +# handle_metal - maces + handle_metal_wrought_iron = { + group = handle_metal + trigger = { artifact_feature_metal_wrought_iron_trigger = yes } + weight = 1 + } + + handle_metal_wootz_steel = { + group = handle_metal + trigger = { artifact_feature_metal_wootz_steel_trigger = yes } + weight = 1 + } + + handle_metal_damascus_steel = { + group = handle_metal + trigger = {artifact_feature_metal_damascus_steel_trigger = yes } + weight = 1 + } + + handle_metal_bulat_steel = { + group = handle_metal + trigger = { artifact_feature_metal_bulat_steel_trigger = yes } + weight = 1 + } + +# shaft_wood - axes, hammers, spears + shaft_wood_ash = { + group = shaft_wood + trigger = { artifact_feature_wood_ash_trigger = yes } + weight = 1 + } + + shaft_wood_pine = { + group = shaft_wood + trigger = { artifact_feature_wood_pine_trigger = yes } + weight = 1 + } + + shaft_wood_fir = { + group = shaft_wood + trigger = { artifact_feature_wood_fir_trigger = yes } + weight = 1 + } + + shaft_wood_elm = { + group = shaft_wood + trigger = { artifact_feature_wood_elm_trigger = yes } + weight = 1 + } + + shaft_wood_walnut = { + group = shaft_wood + trigger = { artifact_feature_wood_walnut_trigger = yes } + weight = 1 + } + + shaft_wood_maple = { + group = shaft_wood + trigger = { artifact_feature_wood_maple_trigger = yes } + weight = 1 + } + + shaft_wood_fleroya = { + group = shaft_wood + trigger = { artifact_feature_wood_fleroya_trigger = yes } + weight = 1 + } + + shaft_wood_sycomore = { + group = shaft_wood + trigger = { artifact_feature_wood_sycomore_trigger = yes } + weight = 1 + } + + shaft_wood_padauk = { + group = shaft_wood + trigger = { artifact_feature_wood_padauk_trigger = yes } + weight = 1 + } + + shaft_wood_sal = { + group = shaft_wood + trigger = { artifact_feature_wood_sal_trigger = yes } + weight = 1 + } + + shaft_wood_rosewood = { + group = shaft_wood + trigger = { artifact_feature_wood_rosewood_trigger = yes } + weight = 1 + } + + shaft_wood_satinwood = { + group = shaft_wood + trigger = { artifact_feature_wood_satinwood_trigger = yes } + weight = 1 + } + + shaft_wood_teak = { + group = shaft_wood + trigger = { artifact_feature_wood_teak_trigger = yes } + weight = 1 + } + + shaft_wood_yew = { + group = shaft_wood + trigger = { artifact_feature_wood_yew_trigger = yes } + weight = 1 + } + + shaft_wood_olivewood = { + group = shaft_wood + trigger = { artifact_feature_wood_olivewood_trigger = yes } + weight = 1 + } + + shaft_wood_coromandel = { + group = shaft_wood + trigger = { artifact_feature_wood_coromandel_trigger = yes } + weight = 1 + } + + shaft_wood_ebony = { + group = shaft_wood + trigger = { artifact_feature_wood_ebony_trigger = yes } + weight = 1 + } + + shaft_wood_oak = { + group = shaft_wood + trigger = { artifact_feature_wood_oak_trigger = yes } + weight = 1 + } + + shaft_wood_nanmu = { + group = shaft_wood + trigger = { artifact_feature_wood_nanmu_trigger = yes } + weight = 1 + } + + shaft_wood_boxwood = { + group = shaft_wood + trigger = { artifact_feature_wood_boxwood_trigger = yes } + weight = 1 + } + + shaft_wood_paulownia = { + group = shaft_wood + trigger = { artifact_feature_wood_paulownia_trigger = yes } + weight = 1 + } + + shaft_wood_camphorwood = { + group = shaft_wood + trigger = { artifact_feature_wood_camphorwood_trigger = yes } + weight = 1 + } + + shaft_wood_narra = { + group = shaft_wood + trigger = { artifact_feature_wood_narra_trigger = yes } + weight = 1 + } + + shaft_wood_toona_sureni = { + group = shaft_wood + trigger = { artifact_feature_wood_toona_sureni_trigger = yes } + weight = 1 + } + + shaft_wood_agarwood = { + group = shaft_wood + trigger = { artifact_feature_wood_agarwood_trigger = yes } + weight = 1 + } + + shaft_wood_sandalwood = { + group = shaft_wood + trigger = { artifact_feature_wood_sandalwood_trigger = yes } + weight = 1 + } + + shaft_wood_birch = { + group = shaft_wood + trigger = { artifact_feature_wood_birch_trigger = yes } + weight = 1 + } + + shaft_wood_linden = { + group = shaft_wood + trigger = { artifact_feature_wood_linden_trigger = yes } + weight = 1 + } + +################################################################# +# Weapon Decorative Features - Blades, Hilts, Heads, (S)hafts) # +################################################################# + +# blade_decoration - swords and daggers + blade_decoration_etched_pattern = { + group = blade_decoration + trigger = { artifact_has_pattern_trigger = no } + weight = 1 + } + blade_decoration_etched_motto = { + group = blade_decoration + weight = 1 + } + blade_decoration_etched_owner = { + group = blade_decoration + weight = 1 + } + +# hilt_decoration - swords and daggers + hilt_decoration_carved_pattern = { + group = hilt_decoration + trigger = { artifact_has_pattern_trigger = no } + weight = 1 + } + hilt_decoration_inlay_pattern = { + group = hilt_decoration + trigger = { artifact_has_pattern_trigger = no } + weight = 1 + } + hilt_decoration_filigree = { + group = hilt_decoration + weight = 1 + } + hilt_decoration_rounded_pommels = { + group = hilt_decoration + weight = 1 + } + hilt_decoration_wires = { + group = hilt_decoration + weight = 1 + } + hilt_decoration_circles = { + group = hilt_decoration + weight = 1 + } + hilt_decoration_twisting = { + group = hilt_decoration + weight = 1 + } + +# head_decoration - spears, hammers, axes, and maces + head_decoration_etched_pattern = { + group = head_decoration + trigger = { artifact_has_pattern_trigger = no } + weight = 1 + } + head_decoration_religious_motifs = { + group = head_decoration + weight = 1 + } + +# shaft_decoration - spears, hammers, and axes + shaft_decoration_varnish = { + group = shaft_decoration + weight = 1 + } + shaft_decoration_grooves = { + group = shaft_decoration + weight = 1 + } + shaft_decoration_wavelets = { + group = shaft_decoration + weight = 1 + } + shaft_decoration_lines = { + group = shaft_decoration + weight = 1 + } + shaft_decoration_inlay = { + group = shaft_decoration + weight = 1 + } + shaft_decoration_painted_pattern = { + group = shaft_decoration + trigger = { artifact_has_pattern_trigger = no } + weight = 1 + } + +# metal_handle_decoration - maces + metal_handle_decoration_etched_pattern = { + group = metal_handle_decoration + trigger = { artifact_has_pattern_trigger = no } + weight = 1 + } + metal_handle_decoration_inlay = { + group = metal_handle_decoration + weight = 1 + } + + +################################################################# +# Armor Features - Material, Helmet, Decoration # +################################################################# + +# armor_material - plates, scales, etc. + armor_material_hardened_leather = { + group = armor_material + trigger = { + artifact_value_trigger = { VALUE = scope:quality MIN = 0 MAX = 999 } + exists = scope:armor_type + scope:armor_type = { + OR = { + this = flag:armor_type_scale + this = flag:armor_type_lamellar + this = flag:armor_type_laminar + this = flag:armor_type_brigandine + } + } + } + weight = 20 + } + + armor_material_iron = { + group = armor_material + trigger = { + artifact_value_trigger = { VALUE = scope:quality MIN = 0 MAX = 999 } + trigger_if = { + limit = { exists = scope:armor_type } + NOT = { scope:armor_type = flag:armor_type_brigandine } + } + } + weight = 40 + } + + armor_material_steel = { + group = armor_material + trigger = { + artifact_value_trigger = { VALUE = scope:quality MIN = 50 MAX = 999 } + trigger_if = { + limit = { exists = scope:armor_type } + NOT = { scope:armor_type = flag:armor_type_brigandine } + } + } + weight = 30 + } + + armor_material_gold = { + group = armor_material + trigger = { + artifact_value_trigger = { VALUE = scope:quality MIN = 50 MAX = 999 } + trigger_if = { + limit = { exists = scope:armor_type } + NOT = { scope:armor_type = flag:armor_type_brigandine } + } + } + weight = 5 + } + + armor_material_bronze = { + group = armor_material + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 50 } + trigger_if = { + limit = { exists = scope:armor_type } + NOT = { scope:armor_type = flag:armor_type_brigandine } + } + } + weight = 20 + } + + armor_material_horn = { + group = armor_material + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 999 } + exists = scope:armor_type + scope:armor_type = flag:armor_type_scale + } + weight = 5 + } + + armor_material_pangolin_scales = { + group = armor_material + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 999 } + exists = scope:armor_type + scope:armor_type = flag:armor_type_scale + } + weight = 5 + } + + armor_material_canvas = { + group = armor_material + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 999 } + trigger_if = { + limit = { exists = scope:armor_type } + scope:armor_type = flag:armor_type_brigandine + } + } + weight = 20 + } + +# armor_helmet - the accompanying helmet for a set of armor + armor_helmet_spangenhelm = { + group = armor_helmet + weight = { + value = 10 + if = { + limit = { #Mostly in Middle East and Europe + culture = { has_cultural_pillar = heritage_arabic } + culture_has_european_heritage_pillar_trigger = yes + } + add = 10 + } + } + } + armor_helmet_crested = { + group = armor_helmet + weight = { + value = 10 + if = { + limit = { #Mostly England and Scandinavia + culture_has_north_european_heritage_pillar_trigger = yes + culture_has_west_european_heritage_pillar_trigger = yes + } + add = 10 + } + if = { + limit = { + # Only common until 11th century + current_date > 1000.1.1 + } + multiply = 0 + } + } + } + armor_helmet_nasal = { + group = armor_helmet + weight = { + value = 10 + if = { + limit = { # Western European origin + culture_has_west_european_heritage_pillar_trigger = yes + } + add = 10 + } + if = { + limit = { + # Lost popularity at the end of 13th century + current_date > 1250.1.1 + } + multiply = 0 + } + } + } + armor_helmet_enclosed = { + group = armor_helmet + trigger = { + # More fancy than the nasal helmet, cheaper than the great helmet + trigger_if = { + limit = { exists = scope:wealth } + scope:wealth >= 40 + } + } + weight = { + value = 10 + if = { + limit = { # Mostly in Europe + culture_has_european_heritage_pillar_trigger = yes + } + add = 10 + } + if = { + limit = { # Likely to match the armor + exists = scope:armor_type + scope:armor_type = flag:armor_type_plate + } + add = 40 + } + if = { + limit = { + # Began to show up late 12th century + current_date < 1150.1.1 + } + multiply = 0 + } + } + } + armor_helmet_great_helmet = { + group = armor_helmet + trigger = { + # More fancy than the nasal helmet and the enclosed helmet + trigger_if = { + limit = { exists = scope:wealth } + scope:wealth >= 60 + } + # Began to show up late 12th century (Crusades) + current_date > 1150.1.1 + } + weight = { + value = 10 + if = { + limit = { # Mostly in Europe + culture_has_west_european_heritage_pillar_trigger = yes + } + add = 10 + } + if = { + limit = { # Likely to match the armor + exists = scope:armor_type + scope:armor_type = flag:armor_type_plate + } + add = 40 + } + if = { + limit = { + # Mostly used after 1220 + current_date > 1220.1.1 + } + add = 10 + } + } + } + armor_helmet_great_helmet_bascinet = { + group = armor_helmet + trigger = { + # More fancy than the nasal helmet and the enclosed helmet + trigger_if = { + limit = { exists = scope:wealth } + scope:wealth >= 60 + } + # Bascinet began to show up late 12th century (first recorded reference: 1281) + current_date > 1281.1.1 + } + weight = { + value = 10 + if = { + limit = { # Mostly in Europe + culture_has_west_european_heritage_pillar_trigger = yes + } + add = 10 + } + if = { + limit = { # Likely to match the armor + exists = scope:armor_type + scope:armor_type = flag:armor_type_plate + } + add = 40 + } + } + } + armor_helmet_great_helmet_cervelliere = { + group = armor_helmet + trigger = { + # More fancy than the nasal helmet and the enclosed helmet + trigger_if = { + limit = { exists = scope:wealth } + scope:wealth >= 60 + } + # Began to show up late 12th century (Crusades) + current_date > 1150.1.1 + } + weight = { + value = 10 + if = { + limit = { # Mostly in Europe + culture_has_west_european_heritage_pillar_trigger = yes + } + add = 10 + } + if = { + limit = { # Likely to match the armor + exists = scope:armor_type + scope:armor_type = flag:armor_type_plate + } + add = 40 + } + if = { + limit = { + # Mostly used after 1250 + current_date > 1250.1.1 + } + add = 10 + } + } + } + armor_helmet_turban_helmet = { + group = armor_helmet + trigger = { + #Began to show up late 13th century (Ottoman Empire) + current_date > 1250.1.1 + } + weight = { + value = 10 + if = { + limit = { # Mostly in North Africa/West Asia/Southeast Europe + OR = { + culture_has_north_african_heritage_pillar_trigger = yes + culture_has_west_asian_heritage_pillar_trigger = yes + culture = { has_cultural_pillar = heritage_turkic } + culture = { has_cultural_pillar = heritage_latin } + culture = { has_cultural_pillar = heritage_byzantine } + culture = { has_cultural_pillar = heritage_caucasian } + culture = { has_cultural_pillar = heritage_syriac } + } + } + add = 10 + } + } + } + armor_helmet_lamellar = { + group = armor_helmet + trigger = { + #Began to show up late 13th century (Ottoman Empire) + current_date > 1250.1.1 + } + weight = { + value = 10 + if = { + limit = { # Popularized in central Asia by the steppe nomads + culture_has_central_asian_heritage_pillar_trigger = yes + } + add = 10 + } + if = { + limit = { # Likely to match the armor + exists = scope:armor_type + scope:armor_type = flag:armor_type_lamellar + } + add = 40 + } + } + } + armor_helmet_cervelliere = { + group = armor_helmet + trigger = { + #First introduced during the late 12th century + current_date > 1150.1.1 + } + weight = { + value = 10 + if = { + limit = { # Mostly in Europe + culture_has_european_heritage_pillar_trigger = yes + } + add = 10 + } + if = { + limit = { # Not very fancy + scope:wealth < 40 + } + multiply = 0.1 + } + } + } + armor_helmet_kettle = { + group = armor_helmet + trigger = { + #First introduced during the late 12th century + current_date > 1150.1.1 + } + weight = { + value = 10 + if = { + limit = { # Mostly in Europe + culture_has_european_heritage_pillar_trigger = yes + } + add = 10 + } + if = { + limit = { # Not very fancy + scope:wealth < 40 + } + multiply = 0.1 + } + } + } + armor_helmet_kulah_khud = { + group = armor_helmet + weight = { + value = 10 + if = { + limit = { # Originated in Central Asia, but also used in all of west Asia + OR = { + culture_has_central_asian_heritage_pillar_trigger = yes + culture_has_west_asian_heritage_pillar_trigger = yes + } + } + add = 10 + } + if = { + limit = { # Mostly used in the later middle ages + current_date < 1400.1.1 + } + multiply = 0.25 + } + } + } + +# armor_decoraton - any additional embellishments added to a set of armor + armor_decoration_etched_pattern = { + group = armor_decoration + trigger = { + exists = scope:armor_type + NOR = { + scope:armor_type = flag:armor_type_brigandine + scope:armor_type = flag:armor_type_mail + has_artifact_feature = armor_material_hardened_leather + } + } + weight = 20 + } + armor_decoration_inlay_pattern = { + group = armor_decoration + trigger = { + exists = scope:armor_type + NOR = { + scope:armor_type = flag:armor_type_brigandine + scope:armor_type = flag:armor_type_mail + has_artifact_feature = armor_material_hardened_leather + } + } + weight = 20 + } + armor_decoration_painted_pattern = { + group = armor_decoration + trigger = { + exists = scope:armor_type + NOR = { + scope:armor_type = flag:armor_type_brigandine + scope:armor_type = flag:armor_type_mail + } + } + weight = 20 + } + armor_decoration_lines = { + group = armor_decoration + trigger = { + exists = scope:armor_type + NOR = { + scope:armor_type = flag:armor_type_brigandine + scope:armor_type = flag:armor_type_mail + } + } + weight = 20 + } + armor_decoration_gold_plating = { + group = armor_decoration + trigger = { + exists = scope:armor_type + NOR = { + scope:armor_type = flag:armor_type_brigandine + has_artifact_feature = armor_material_hardened_leather + has_artifact_feature = armor_material_gold + } + } + weight = 20 + } + armor_decoration_lining = { + group = armor_decoration + trigger = { + exists = scope:armor_type + scope:armor_type = flag:armor_type_mail + } + weight = 20 + } + armor_decoration_embossed = { + group = armor_decoration + trigger = { + exists = scope:armor_type + scope:armor_type = flag:armor_type_brigandine + } + weight = 20 + } + armor_decoration_grouped_rivets = { + group = armor_decoration + trigger = { + exists = scope:armor_type + scope:armor_type = flag:armor_type_brigandine + } + weight = 20 + } + +# armor properties + artifact_armor_descriptor_shiny = { + group = armor_property + trigger = { + OR = { + has_artifact_feature = armor_material_iron + has_artifact_feature = armor_material_steel + has_artifact_feature = armor_material_bronze + has_artifact_feature = armor_decoration_gold_plating + has_artifact_feature = armor_material_gold + } + } + weight = 7 + } + artifact_armor_descriptor_lustrous = { + group = armor_property + trigger = { + OR = { + has_artifact_feature = armor_material_iron + has_artifact_feature = armor_material_steel + has_artifact_feature = armor_material_bronze + has_artifact_feature = armor_decoration_gold_plating + has_artifact_feature = armor_material_gold + } + } + weight = 7 + } + artifact_armor_descriptor_burnished = { + group = armor_property + trigger = { + OR = { + has_artifact_feature = armor_material_iron + has_artifact_feature = armor_material_steel + has_artifact_feature = armor_material_bronze + has_artifact_feature = armor_decoration_gold_plating + has_artifact_feature = armor_material_gold + } + } + weight = 7 + } + artifact_armor_descriptor_flexible = { + group = armor_property + trigger = { + NOR = { + artifact_type = armor_laminar + artifact_type = armor_plate + } + } + weight = 20 + } + artifact_armor_descriptor_powerful = { + group = armor_property + trigger = { + OR = { + artifact_type = armor_laminar + artifact_type = armor_plate + } + } + weight = 20 + } + artifact_armor_descriptor_silver_inlaid = { + group = armor_property + trigger = { + has_artifact_feature = decoration_material_inlay_silver + } + weight = 20 + } + artifact_armor_descriptor_gold_inlaid = { + group = armor_property + trigger = { + has_artifact_feature = decoration_material_inlay_gold + } + weight = 20 + } + artifact_armor_descriptor_bronze_inlaid = { + group = armor_property + trigger = { + has_artifact_feature = armor_material_bronze + } + weight = 20 + } + artifact_armor_descriptor_armor_material_hardened_leather = { + group = armor_property + trigger = { + has_artifact_feature = armor_material_hardened_leather + } + weight = 20 + } + artifact_armor_descriptor_armor_material_steel = { + group = armor_property + trigger = { + has_artifact_feature = armor_material_steel + } + weight = 20 + } + artifact_armor_descriptor_armor_gold_decorated = { + group = armor_property + trigger = { + has_artifact_feature_group = decoration_material_inlay + has_artifact_feature = decoration_material_inlay_gold + } + weight = 20 + } + artifact_armor_descriptor_armor_silver_decorated = { + group = armor_property + trigger = { + has_artifact_feature_group = decoration_material_inlay + has_artifact_feature = decoration_material_inlay_silver + } + weight = 20 + } + artifact_armor_descriptor_armor_copper_decorated = { + group = armor_property + trigger = { + has_artifact_feature_group = decoration_material_inlay + has_artifact_feature = decoration_material_inlay_copper + } + weight = 20 + } + artifact_armor_descriptor_armor_shakudo_decorated = { + group = armor_property + trigger = { + has_artifact_feature_group = decoration_material_inlay + has_artifact_feature = decoration_material_inlay_shakudo + } + weight = 20 + } + artifact_armor_descriptor_armor_shibuichi_decorated = { + group = armor_property + trigger = { + has_artifact_feature_group = decoration_material_inlay + has_artifact_feature = decoration_material_inlay_shibuichi + } + weight = 20 + } + + +################################################################# +# Regalia Features - Scepter, Clothes, Accessory # +################################################################# + +# regalia_scepter + regalia_scepter_gemstone = { + group = regalia_scepter + trigger = { always = yes } + weight = 100 + } + +# regalia_clothes + regalia_clothes_cloak = { + group = regalia_clothes + trigger = { artifact_region_trigger = { CHARACTER = scope:owner REGION = world_europe } } + weight = 100 + } + regalia_clothes_robe = { + group = regalia_clothes + trigger = { NOT = { artifact_region_trigger = { CHARACTER = scope:owner REGION = world_europe } } } + weight = 100 + } + +# regalia_accessory + regalia_accessory_orb = { + group = regalia_accessory + trigger = { OR = { scope:owner = { religion = religion:eastern_orthodox_religion scope:owner = { religion = religion:catholic_religion scope:owner = { religion = religion:protestant_religion } } } + weight = 100 + } + regalia_accessory_necklace = { + group = regalia_accessory + trigger = { NOT = { OR = { scope:owner = { religion = religion:eastern_orthodox_religion scope:owner = { religion = religion:catholic_religion scope:owner = { religion = religion:protestant_religion } } } } + weight = 100 + } + +# regalia_seal + regalia_seal_slate = { + trigger = { artifact_region_trigger = { CHARACTER = scope:owner REGION = world_asia } } + weight = 100 + } + +# regalia_seal + regalia_seal_ink = { + trigger = { artifact_region_trigger = { CHARACTER = scope:owner REGION = world_asia } } + weight = 100 + } + +################################################################# +# Crown Features - Decorations # +################################################################# + +# crown_decoration + crown_decoration_gems = { + group = crown_decoration + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 60 } } + weight = 20 + } + crown_decoration_filigree = { + group = crown_decoration + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 80 } } + weight = 40 + } + crown_decoration_filigree_and_gem = { + group = crown_decoration + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 999 } } + weight = 60 + } + +################################################################# +# Brooch Features - Decorations, Centerpieces, Adornments # +################################################################# + +# brooch_decoration + brooch_decoration_adornment = { + group = brooch_decoration + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 50 } } + weight = 20 + } + brooch_decoration_centerpiece = { + group = brooch_decoration + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 25 MAX = 75 } } + weight = 40 + } + brooch_decoration_centerpiece_and_adornment = { + group = brooch_decoration + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 } } + weight = 60 + } + +# brooch_centerpiece + brooch_centerpiece_cross = { + group = brooch_centerpiece + trigger = { + OR = { religion ?= religion:eastern_orthodox_religion religion ?= religion:catholic_religion religion ?= religion:protestant_religion } + } + weight = 33 + } + brooch_centerpiece_sword = { + group = brooch_centerpiece + trigger = { + scope:owner.faith ?= { NOT = { has_doctrine_parameter = pacifist_opinion_active } } + } + weight = 33 + } + brooch_centerpiece_cabochon = { + group = brooch_centerpiece + weight = 33 + } + +# brooch_adornment + brooch_adornment_gems = { + group = brooch_adornment + weight = 33 + } + brooch_adornment_filigree = { + group = brooch_adornment + weight = 33 + } + brooch_adornment_runes = { + group = brooch_adornment + weight = 33 + } + +################################################################# +# Ring Features - Decorations, Centerpieces, Adornments # +################################################################# + +# ring_decoration + ring_decoration_adornment = { + group = ring_decoration + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 50 } } + weight = 20 + } + ring_decoration_centerpiece = { + group = ring_decoration + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 25 MAX = 75 } } + weight = 40 + } + ring_decoration_centerpiece_and_adornment = { + group = ring_decoration + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 } } + weight = 60 + } + +# ring_centerpiece + ring_centerpiece_cabochon = { + group = ring_centerpiece + weight = 33 + } + ring_centerpiece_signet = { + group = ring_centerpiece + trigger = { + exists = scope:owner.house + # Don't award own sigil in tournaments + NAND = { + scope:owner.involved_activity.activity_host ?= scope:owner + scope:owner.involved_activity ?= { has_activity_type = activity_tournament } + } + } + weight = 33 + } + ring_centerpiece_religious = { + group = ring_centerpiece + weight = 33 + } + +# ring_adornment + ring_adornment_filigree = { + group = ring_adornment + weight = 33 + } + ring_adornment_motto = { + group = ring_adornment + trigger = { + exists = scope:owner.house + } + weight = 33 + } + ring_adornment_religious = { + group = ring_adornment + weight = 33 + } + ring_adornment_gems = { + group = ring_adornment + weight = 33 + } + ring_adornment_runes = { + group = ring_adornment + weight = 33 + } + +################################################################# +# Furniture Features - Wood Type, Decorations, etc. # +################################################################# + +# wood_decoration + wood_decoration_none = { + group = wood_decoration + weight = 1 + } + wood_decoration_varnish = { + group = wood_decoration + weight = 1 + } + wood_decoration_hsb_inlay = { + group = wood_decoration + weight = 1 + } + wood_decoration_painted_pattern = { + group = wood_decoration + weight = 1 + } + + +################################################################# +# Sculpture Features - Material, etc. # +################################################################# +# sculpture_material + sculpture_material_stone = { + group = sculpture_material + trigger = { + exists = scope:owner.var:artifact_sculpture_material + scope:owner.var:artifact_sculpture_material = flag:sculpture_material_stone + } + weight = 1 + } + sculpture_material_wood = { + group = sculpture_material + trigger = { + NOT = { exists = scope:owner.var:artifact_sculpture_material } + } + weight = 1 + } + + + +################################################################# +# Wall Decoration Features - Tapestry Scene, Animal Trophy, etc.# +################################################################# + +# tapestry_scene + tapestry_scene_geometric_patterns = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:geometric_patterns + } + } + weight = 1 + } + + tapestry_scene_calligraphic = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:calligraphic + } + } + weight = 1 + } + + tapestry_scene_animals = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:animals + } + } + weight = 1 + } + + tapestry_scene_garden = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:garden + } + } + weight = 1 + } + + tapestry_scene_historical = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:historical + } + trigger_else = { + scope:owner = { + NOR = { + religion = religion:islam_religion + faith = { has_doctrine = tenet_aniconism } + } + } + } + } + weight = 1 + } + + tapestry_scene_religious = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:religious + } + trigger_else = { + scope:owner = { + NOR = { + religion = religion:islam_religion + faith = { has_doctrine = tenet_aniconism } + } + } + } + } + weight = 1 + } + + tapestry_scene_hunt = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:hunt + } + trigger_else = { + scope:owner = { + NOR = { + religion = religion:islam_religion + faith = { has_doctrine = tenet_aniconism } + } + } + } + } + weight = 1 + } + + tapestry_scene_myth = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:myth + } + trigger_else = { + scope:owner = { + NOR = { + religion = religion:islam_religion + faith = { has_doctrine = tenet_aniconism } + } + } + } + } + weight = 1 + } + + tapestry_scene_bucolic = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:bucolic + } + trigger_else = { + scope:owner = { + NOR = { + religion = religion:islam_religion + faith = { has_doctrine = tenet_aniconism } + } + } + } + } + weight = 1 + } + + tapestry_scene_coronation = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:coronation + } + trigger_else = { + scope:owner = { + NOR = { + religion = religion:islam_religion + faith = { has_doctrine = tenet_aniconism } + } + } + } + } + weight = 1 + } + + tapestry_scene_ships = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:ships + } + trigger_else = { + scope:owner = { + NOR = { + religion = religion:islam_religion + faith = { has_doctrine = tenet_aniconism } + } + } + } + } + weight = 1 + } + + tapestry_scene_banquet = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:banquet + } + trigger_else = { + scope:owner = { + NOR = { + religion = religion:islam_religion + faith = { has_doctrine = tenet_aniconism } + } + } + } + } + weight = 1 + } + + tapestry_scene_hearing = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:hearing + } + trigger_else = { + scope:owner = { + NOR = { + religion = religion:islam_religion + faith = { has_doctrine = tenet_aniconism } + } + } + } + } + weight = 1 + } + + tapestry_scene_battle = { + group = tapestry_scene + trigger = { + trigger_if = { # If the scene has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:artifact_tapestry_scene } + scope:owner.var:artifact_tapestry_scene = flag:battle + } + trigger_else = { + scope:owner = { + NOR = { + religion = religion:islam_religion + faith = { has_doctrine = tenet_aniconism } + } + } + } + } + weight = 1 + } + +# animal_skull_type + + # Deer + animal_skull_type_roe = { + group = animal_skull_type + trigger = { + OR = { + scope:owner.var:animal_type = flag:roe + AND = { + scope:owner.var:animal_type = flag:none + scope:location ?= { hunt_animal_roe_trigger = yes } + } + } + } + weight = 2 + } + animal_skull_type_gazelle = { + group = animal_skull_type + trigger = { + OR = { + scope:owner.var:animal_type = flag:gazelle + AND = { + scope:owner.var:animal_type = flag:none + scope:location ?= { hunt_animal_gazelle_trigger = yes } + } + } + } + weight = 2 + } + animal_skull_type_stag = { + group = animal_skull_type + trigger = { + OR = { + scope:owner.var:animal_type = flag:stag + scope:owner.var:animal_type = flag:reindeer + AND = { + scope:owner.var:animal_type = flag:none + scope:location ?= { hunt_animal_deer_trigger = yes } + } + } + } + weight = 2 + } + animal_skull_type_antelope = { + group = animal_skull_type + trigger = { + OR = { + scope:owner.var:animal_type = flag:antelope + scope:owner.var:animal_type = flag:saiga + AND = { + scope:owner.var:animal_type = flag:none + scope:location ?= { hunt_animal_antelope_trigger = yes } + } + } + } + weight = 2 + } + animal_skull_type_hart = { + group = animal_skull_type + trigger = { + OR = { + scope:owner.var:animal_type = flag:hart + AND = { + scope:owner.var:animal_type = flag:none + scope:location ?= { hunt_animal_deer_trigger = yes } + } + } + } + weight = 2 + } + animal_skull_type_elk = { + group = animal_skull_type + trigger = { + OR = { + scope:owner.var:animal_type = flag:elk + AND = { + scope:owner.var:animal_type = flag:none + scope:location ?= { hunt_animal_deer_trigger = yes } + } + } + } + weight = 2 + } + # Prestigious + animal_skull_type_aurochs = { + group = animal_skull_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + OR = { + scope:owner.var:animal_type = flag:aurochs + scope:owner.var:animal_type = flag:none + } + } + } + weight = 3 + } + animal_skull_type_bison = { + group = animal_skull_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + OR = { + scope:owner.var:animal_type = flag:bison + scope:owner.var:animal_type = flag:none + } + } + } + weight = 3 + } + animal_skull_type_boar = { + group = animal_skull_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + OR = { + scope:owner.var:animal_type = flag:boar + scope:owner.var:animal_type = flag:none + } + } + } + weight = 4 + } + # Dangerous + animal_skull_type_bear = { + group = animal_skull_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + OR = { + scope:owner.var:animal_type = flag:bear + scope:owner.var:animal_type = flag:none + } + } + } + weight = 4 + } + animal_skull_type_leopard = { + group = animal_skull_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + OR = { + scope:owner.var:animal_type = flag:leopard + scope:owner.var:animal_type = flag:none + } + } + } + weight = 4 + } + animal_skull_type_lion = { + group = animal_skull_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + OR = { + scope:owner.var:animal_type = flag:lion + scope:owner.var:animal_type = flag:none + } + } + } + weight = 4 + } + animal_skull_type_tiger = { + group = animal_skull_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + OR = { + scope:owner.var:animal_type = flag:tiger + scope:owner.var:animal_type = flag:none + } + } + } + weight = 4 + } + animal_skull_type_wolf = { + group = animal_skull_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + OR = { + scope:owner.var:animal_type = flag:wolf + scope:owner.var:animal_type = flag:none + } + } + } + weight = 4 + } + animal_skull_type_hyena = { + group = animal_skull_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + OR = { + scope:owner.var:animal_type = flag:hyena + scope:owner.var:animal_type = flag:none + } + } + } + weight = 4 + } + animal_skull_type_lynx = { + group = animal_skull_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + OR = { + scope:owner.var:animal_type = flag:lynx + scope:owner.var:animal_type = flag:none + } + } + } + weight = 4 + } + # Mystical + animal_skull_type_unicorn = { + group = animal_skull_type + trigger = { #Only if actively specified + scope:owner.var:animal_type ?= flag:unicorn + } + weight = 1 + } + # Other + animal_skull_type_horse = { + group = animal_skull_type + trigger = { #Only if actively specified + scope:owner.var:animal_type ?= flag:horse + } + weight = 2 + } + animal_skull_type_rabbit = { + group = animal_skull_type + trigger = { #Only if actively specified + always = no + #scope:owner.var:animal_type ?= flag:rabbit + } + weight = 2 + } + +# animal_hide_type + + # Deer + animal_hide_type_roe = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:roe + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_roe_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:small + } + } + weight = 2 + } + animal_hide_type_gazelle = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:gazelle + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_gazelle_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:small + } + } + weight = 2 + } + animal_hide_type_stag = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:stag + scope:owner.var:animal_type ?= flag:reindeer + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_deer_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + } + weight = 4 + } + animal_hide_type_antelope = { + group = animal_hide_type + trigger = { + OR = { + OR = { + scope:owner.var:animal_type ?= flag:antelope + scope:owner.var:animal_type ?= flag:saiga + } + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_antelope_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + } + weight = 4 + } + animal_hide_type_hart = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:hart + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_deer_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + } + weight = 2 + } + animal_hide_type_elk = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:elk + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_deer_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + } + weight = 2 + } + # Prestigious + animal_hide_type_aurochs = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:aurochs + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_aurochs_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + } + weight = 2 + } + animal_hide_type_bison = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:bison + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_bison_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + } + weight = 4 + } + animal_hide_type_boar = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:boar + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_boar_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:small + } + } + weight = 4 + } + # Small + animal_hide_type_fox = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:fox + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_fox_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:small + } + } + weight = 4 + } + animal_hide_type_hare = { + group = animal_hide_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + OR = { + scope:owner.var:animal_type = flag:hare + scope:owner.var:animal_type = flag:none + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:small + } + } + weight = 4 + } + # Dangerous + animal_hide_type_bear = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:bear + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_bear_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + } + weight = 4 + } + animal_hide_type_leopard = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:leopard + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_leopard_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + } + weight = 4 + } + animal_hide_type_lion = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:lion + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_lion_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + } + weight = 4 + } + animal_hide_type_tiger = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:tiger + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_tiger_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + } + weight = 4 + } + animal_hide_type_hyena = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:hyena + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_hyena_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:small + } + } + weight = 4 + } + animal_hide_type_lynx = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:lynx + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { hunt_animal_lynx_trigger = yes } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:small + } + } + weight = 4 + } + animal_hide_type_wolf = { + group = animal_hide_type + trigger = { + OR = { + scope:owner.var:animal_type ?= flag:wolf + AND = { + scope:owner.var:animal_type ?= flag:none + scope:location ?= { + NOT = { geographical_region = world_africa } + } + } + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + } + weight = 4 + } + # Mystical + animal_hide_type_dragon = { + group = animal_hide_type + trigger = { + scope:owner.var:animal_type ?= flag:dragon + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + scope:inspiration_owner ?= { has_trait = lunatic } + } + weight = 1 + } + animal_hide_type_unicorn = { + group = animal_hide_type + trigger = { + scope:owner.var:animal_type ?= flag:unicorn + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:big + } + scope:inspiration_owner ?= { has_trait = lunatic } + } + weight = 1 + } + # Other + animal_hide_type_cat = { + group = animal_hide_type + trigger = { # Will only trigger if it's set through events + scope:owner.var:animal_type ?= flag:cat + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:small + } + } + weight = 1 + } + animal_hide_type_dog = { + group = animal_hide_type + trigger = { # Will only trigger if it's set through events + scope:owner.var:animal_type ?= flag:dog + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:small + } + } + weight = 1 + } + animal_hide_type_rabbit = { + group = animal_hide_type + trigger = { + trigger_if = { + limit = { exists = scope:owner.var:animal_type } + always = no + # disabled for now since it's not set anywhere + #scope:owner.var:animal_type = flag:rabbit + } + trigger_if = { + limit = { exists = scope:animal_hide_size } + scope:animal_hide_size = flag:small + } + } + weight = 4 + } + +################################################################# +# Box Features - Material, Decorations, etc. # +################################################################# + +# box_material + box_material_brass = { + group = box_material + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 80 } } + weight = 3 + } + + box_material_silver = { + group = box_material + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 100 } } + weight = 4 + } + + box_material_gold = { + group = box_material + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 70 MAX = 999 } } + weight = 5 + } + + box_material_bone = { + group = box_material + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 30 MAX = 80 } } + weight = 1 + } + + box_material_hsb_ivory = { + group = box_material + trigger = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 } + OR = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_native } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_imported } + } + } + } + weight = { + value = 4 + if = { + limit = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_native } + } + add = 2 + } + if = { + limit = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 80 MAX = 999 } + } + add = 1 + } + } + } + + box_material_oak = { + group = box_material + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 999 } } + weight = 1 + } + + box_material_pine = { + group = box_material + trigger = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 50 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_woods_pine_and_fir } + } + } + weight = 2 + } + + box_material_walnut = { + group = box_material + trigger = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 999 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_wood_walnut } + } + } + weight = 3 + } + + box_material_sycomore = { + group = box_material + trigger = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 30 MAX = 80 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_woods_subsaharan } + } + } + weight = 4 + } + + box_material_teak = { + group = box_material + trigger = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 70 MAX = 999 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_woods_india } + } + } + weight = 3 + } + + box_material_ebony = { + group = box_material + trigger = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 70 MAX = 999 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_woods_sri_lanka } + } + } + weight = 10 + } + + +# box_decoration + box_decoration_painted = { + group = box_decoration + weight = 1 + } + + box_decoration_inlay = { + group = box_decoration + weight = 1 + } + + box_decoration_carved = { + group = box_decoration + weight = 1 + } + + +################################################################# +# Goblet Features - Material, etc. # +################################################################# + +# goblet_material + goblet_material_brass = { + group = goblet_material + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 80 } } + weight = 1 + } + + goblet_material_silver = { + group = goblet_material + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 100 } } + weight = 2 + } + + goblet_material_gold = { + group = goblet_material + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 70 MAX = 999 } } + weight = 3 + } + + goblet_material_bone = { + group = goblet_material + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 30 MAX = 80 } } + weight = 1 + } + + goblet_material_ivory = { + group = goblet_material + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 } + OR = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_native } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_imported } + } + } + weight = { + value = 4 + if = { + limit = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_native } + } + add = 2 + } + } + } + + goblet_material_glass = { + group = goblet_material + trigger = { artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 } } + weight = 4 + } + + +################################################################# +# Book Features - Subject, Topic, Decorations, etc. # +################################################################# + +# book_subject + book_subject_martial = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:martial + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { has_education_martial_trigger = yes } + add = 60 + } + if = { + limit = { + book_subject_martial_trigger = yes + } + add = 40 + } + add = { #If they're good you get +, if they're shit you get - + value = average_skill_rating + subtract = martial + multiply = -5 + min = 0 + } + } + } + else = { + scope:owner = { + if = { + limit = { has_education_martial_trigger = yes } + add = 60 + } + if = { + limit = { + book_subject_martial_trigger = yes + } + add = 40 + } + add = { #If they're good you get +, if they're shit you get - + value = average_skill_rating + subtract = martial + multiply = -5 + min = 0 + } + } + } + } + } + + book_subject_diplomacy = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:diplomacy + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { has_education_diplomacy_trigger = yes } + add = 60 + } + add = { #If they're good you get +, if they're shit you get - + value = average_skill_rating + subtract = diplomacy + multiply = -5 + min = 0 + } + } + } + else = { + scope:owner = { + if = { + limit = { has_education_diplomacy_trigger = yes } + add = 60 + } + add = { #If they're good you get +, if they're shit you get - + value = average_skill_rating + subtract = diplomacy + multiply = -5 + min = 0 + } + } + } + } + } + + book_subject_stewardship = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:stewardship + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { has_education_stewardship_trigger = yes } + add = 60 + } + add = { #If they're good you get +, if they're shit you get - + value = average_skill_rating + subtract = stewardship + multiply = -5 + min = 0 + } + } + } + else = { + scope:owner = { + if = { + limit = { has_education_stewardship_trigger = yes } + add = 60 + } + add = { #If they're good you get +, if they're shit you get - + value = average_skill_rating + subtract = stewardship + multiply = -5 + min = 0 + } + } + } + } + } + + book_subject_intrigue = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:intrigue + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { has_education_intrigue_trigger = yes } + add = 60 + } + add = { #If they're good you get +, if they're shit you get - + value = average_skill_rating + subtract = intrigue + multiply = -5 + min = 0 + } + } + } + else = { + scope:owner = { + if = { + limit = { has_education_intrigue_trigger = yes } + add = 60 + } + add = { #If they're good you get +, if they're shit you get - + value = average_skill_rating + subtract = intrigue + multiply = -5 + min = 0 + } + } + } + } + } + + book_subject_learning = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:learning + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { has_education_learning_trigger = yes } + add = 60 + } + add = { #If they're good you get +, if they're shit you get - + value = average_skill_rating + subtract = learning + multiply = -5 + min = 0 + } + } + } + else = { + scope:owner = { + if = { + limit = { has_education_learning_trigger = yes } + add = 60 + } + add = { #If they're good you get +, if they're shit you get - + value = average_skill_rating + subtract = learning + multiply = -5 + min = 0 + } + } + } + } + } + + book_subject_medicine = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:medicine + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { has_education_learning_trigger = yes } + add = 60 + } + if = { + limit = { + book_subject_medicine_trigger = yes + } + add = 50 + } + if = { + limit = { + is_witch_trigger = yes + } + add = 20 + } + add = { + value = learning + multiply = 2 + min = 0 + } + add = { + value = ai_rationality + multiply = 0.25 + min = 0 + } + } + } + else = { + scope:owner = { + if = { + limit = { has_education_learning_trigger = yes } + add = 60 + } + if = { + limit = { + book_subject_medicine_trigger = yes + } + add = 50 + } + if = { + limit = { + is_witch_trigger = yes + } + add = 20 + } + add = { + value = learning + multiply = 2 + min = 0 + } + add = { + value = ai_rationality + multiply = 0.25 + min = 0 + } + } + } + } + } + + book_subject_witch = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:witch + } + trigger_else = { + OR = { + AND = { + exists = scope:owner.var:book_artifact_author + scope:owner.var:book_artifact_author = { is_witch_trigger = yes } + } + scope:owner = { is_witch_trigger = yes } + } + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { has_education_learning_trigger = yes } + add = 60 + } + if = { + limit = { + book_subject_witch_trigger = yes + } + add = 50 + } + add = { + value = learning + multiply = 2 + min = 0 + } + add = { + value = ai_boldness + multiply = 0.75 + min = 0 + } + } + } + else = { + scope:owner = { + if = { + limit = { has_education_learning_trigger = yes } + add = 60 + } + if = { + limit = { + book_subject_witch_trigger = yes + } + add = 50 + } + add = { + value = learning + multiply = 2 + min = 0 + } + add = { + value = ai_boldness + multiply = 0.75 + min = 0 + } + } + } + } + } + + book_subject_reveler = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:reveler + } + trigger_else_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + OR = { + has_trait = lifestyle_reveler + has_trait = gregarious + has_trait = gluttonous + has_trait = drunkard + has_trait = adventurer + has_trait = diplomatic_court + } + } + } + trigger_else = { + scope:owner = { + OR = { + has_trait = lifestyle_reveler + has_trait = gregarious + has_trait = gluttonous + has_trait = drunkard + has_trait = adventurer + has_trait = diplomatic_court + } + } + } + } + weight = { + value = 40 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + add = { + value = ai_compassion + multiply = 0.25 + min = 0 + } + } + } + else = { + scope:owner = { + add = { + value = ai_compassion + multiply = 0.25 + min = 0 + } + } + } + } + } + + book_subject_blademaster = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:blademaster + } + trigger_else_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + OR = { + has_trait = lifestyle_blademaster + has_trait = brave + has_trait = strong + has_trait = berserker + has_trait = aggressive_attacker + has_trait = education_martial_prowess + has_trait = adventurer + has_trait = warlike_court + } + } + } + trigger_else = { + scope:owner = { + OR = { + has_trait = lifestyle_blademaster + has_trait = education_martial + has_trait = strong + has_trait = berserker + has_trait = aggressive_attacker + has_trait = education_martial_prowess + has_trait = adventurer + has_trait = warlike_court + } + } + } + } + weight = { + value = 40 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + add = { + value = martial + multiply = 2 + min = 0 + } + } + } + else = { + scope:owner = { + add = { + value = martial + multiply = 2 + min = 0 + } + } + } + } + } + + book_subject_hunter = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:hunter + } + trigger_else_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + OR = { #Hunter lifestyle, any terrain related commander trait, adventurers and warlike courts + has_trait = lifestyle_hunter + has_trait = forest_fighter + has_trait = winter_soldier + has_trait = rough_terrain_expert + has_trait = open_terrain_expert + has_trait = jungle_stalker + has_trait = desert_warrior + has_trait = adventurer + has_trait = warlike_court + } + } + } + trigger_else = { + scope:owner = { + OR = { #Hunter lifestyle, any terrain related commander trait, adventurers and warlike courts + has_trait = lifestyle_hunter + has_trait = forest_fighter + has_trait = winter_soldier + has_trait = rough_terrain_expert + has_trait = open_terrain_expert + has_trait = jungle_stalker + has_trait = desert_warrior + has_trait = adventurer + has_trait = warlike_court + } + } + } + } + weight = { + value = 40 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + add = { + value = prowess + multiply = 2 + min = 0 + } + } + } + else = { + scope:owner = { + add = { + value = prowess + multiply = 2 + min = 0 + } + } + } + } + } + + book_subject_mystic = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:mystic + } + trigger_else_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + OR = { #Mystic lifestyle, adventurers, scholarly educated or scholarly court - not formal theologian + has_trait = lifestyle_mystic + has_trait = scholarly_court + has_trait = scholar + has_trait = education_learning + has_trait = adventurer + } + NOT = { has_trait = theologian } + } + } + trigger_else = { + scope:owner = { + OR = { #Mystic lifestyle, adventurers, scholarly educated or scholarly court - not formal theologian + has_trait = lifestyle_mystic + has_trait = scholarly_court + has_trait = scholar + has_trait = education_learning + has_trait = adventurer + } + NOT = { has_trait = theologian } + } + } + } + weight = { + value = 40 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + add = { + value = learning + multiply = 2 + min = 0 + } + } + } + else = { + scope:owner = { + add = { + value = learning + multiply = 2 + min = 0 + } + } + } + } + } + + book_subject_herbalist = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:herbalist + } + trigger_else_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + OR = { #Herbalist lifestyle, adventurers, gardener, scholarly educated or scholarly court + has_trait = lifestyle_herbalist + has_trait = scholarly_court + has_trait = scholar + has_trait = education_learning + has_trait = adventurer + has_trait = lifestyle_gardener + } + } + } + trigger_else = { + scope:owner = { + OR = { #Herbalist lifestyle, adventurers, gardener, scholarly educated or scholarly court + has_trait = lifestyle_herbalist + has_trait = scholarly_court + has_trait = scholar + has_trait = education_learning + has_trait = adventurer + has_trait = lifestyle_gardener + } + } + } + } + weight = { + value = 40 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + add = { + value = learning + multiply = 2 + min = 0 + } + } + } + else = { + scope:owner = { + add = { + value = learning + multiply = 2 + min = 0 + } + } + } + } + } + + book_subject_cannibal = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:cannibal + } + trigger_else_if = { #This trigger will remain restrictive + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { is_cannibal_trigger = yes } + } + trigger_else = { + scope:owner = { is_cannibal_trigger = yes } + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { + book_subject_cannibal_trigger = yes + } + add = 30 + } + add = { + value = ai_boldness + multiply = 0.75 + min = 0 + } + } + } + else = { + scope:owner = { + if = { + limit = { + book_subject_cannibal_trigger = yes + } + add = 30 + } + add = { + value = ai_boldness + multiply = 0.75 + min = 0 + } + } + } + } + } + + book_subject_deviant = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:deviant + } + trigger_else_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + OR = { + is_deviant_trigger = yes + has_trait = rakish + has_trait = lustful + } + } + } + trigger_else = { + scope:owner = { + OR = { + is_deviant_trigger = yes + has_trait = rakish + has_trait = lustful + } + } + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { + book_subject_deviant_trigger = yes + } + add = 30 + } + add = { + value = ai_boldness + multiply = 0.75 + min = 0 + } + } + } + else = { + scope:owner = { + if = { + limit = { + book_subject_deviant_trigger = yes + } + add = 30 + } + add = { + value = ai_boldness + multiply = 0.75 + min = 0 + } + } + } + } + } + + book_subject_torturer = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:torturer + } + trigger_else_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + OR = { #Torturer or sadistic + has_trait = torturer + has_trait = sadistic + } + } + } + trigger_else = { + scope:owner = { + OR = { #Torturer or sadistic + has_trait = torturer + has_trait = sadistic + } + } + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { + book_subject_torturer_trigger = yes + } + add = 30 + } + add = { + value = ai_boldness + multiply = 0.5 + min = 0 + } + add = { + value = intrigue + multiply = 2 + min = 0 + } + } + } + else = { + scope:owner = { + if = { + limit = { + book_subject_torturer_trigger = yes + } + add = 30 + } + add = { + value = ai_boldness + multiply = 0.5 + min = 0 + } + add = { + value = intrigue + multiply = 2 + min = 0 + } + } + } + } + } + + book_subject_lunatic = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:lunatic + } + trigger_else_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { has_trait = lunatic } + } + trigger_else = { + scope:owner = { has_trait = lunatic } + } + } + weight = { + value = 50 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + add = { + value = ai_boldness + multiply = 0.75 + min = 0 + } + } + } + else = { + scope:owner = { + add = { + value = ai_boldness + multiply = 0.75 + min = 0 + } + } + } + } + } + + book_subject_childhood = { # Why are you sponsoring a kid to write?? + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:childhood + } + trigger_else_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { is_adult = no } + } + trigger_else = { + scope:owner = { is_adult = no } + } + } + weight = { + value = 500 + } + } + + book_subject_animals = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:animals + } + trigger_else_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { book_subject_animals_trigger = yes } + } + trigger_else = { + scope:owner = { book_subject_animals_trigger = yes } + } + } + weight = { + value = 50 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { is_adult = no } + add = 500 + } + if = { + limit = { has_trait = lunatic } + add = 75 + } + if = { + limit = { has_trait = intellect_bad } + add = 50 + } + } + } + else = { + scope:owner = { + if = { + limit = { is_adult = no } + add = 500 + } + if = { + limit = { has_trait = lunatic } + add = 75 + } + if = { + limit = { has_trait = intellect_bad } + add = 50 + } + } + } + } + } + + book_subject_mystical_animal = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:mystical_animal + } + exists = scope:owner.var:hunted_mystical_animal + } + weight = 1 + } + + book_subject_relationship = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:relationship + } + } + weight = 1 + } + + book_subject_dynasty = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:dynasty + } + } + weight = 1 + } + + book_subject_empire = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:empire + } + } + weight = 1 + } + + book_subject_kingdom = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:kingdom + } + } + weight = 1 + } + + book_subject_language_manual = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:language_manual + } + } + weight = 1 + } + + book_subject_alchemy = { + group = book_subject + trigger = { + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_subject } + scope:owner.var:book_artifact_subject = flag:alchemy + } + } + weight = 1 + } + + book_subject_family_epic = { + group = book_subject + trigger = { + exists = scope:owner.var:book_artifact_subject + scope:owner.var:book_artifact_subject = flag:family_epic + } + weight = 1 + } + + book_subject_family_epic_great = { + group = book_subject + trigger = { + exists = scope:owner.var:book_artifact_subject + scope:owner.var:book_artifact_subject = flag:family_epic_great + } + weight = 1 + } + + +# book_topic + + # misc topics + book_topic_mystical_animal = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_mystical_animal + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:mystical_animal + } + } + weight = 1 + } + + book_topic_language_manual = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_language_manual + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:language_manual + } + } + weight = 1 + } + + book_topic_soulmate = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_relationship + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:soulmate + } + } + weight = 1 + } + + book_topic_nemesis = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_relationship + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:nemesis + } + } + weight = 1 + } + + book_topic_unification = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_empire + has_artifact_feature = book_subject_kingdom + } + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:unification + } + } + weight = 1 + } + + book_topic_creation = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_empire + has_artifact_feature = book_subject_kingdom + } + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:creation + } + } + weight = 1 + } + + book_topic_restoration = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_empire + has_artifact_feature = book_subject_kingdom + } + trigger_if = { # If the subject has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:restoration + } + } + weight = 1 + } + + # martial topics + book_topic_martial_troop_compositions = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_martial + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:martial_strategy + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:martial_troop_compositions + } + } + weight = 1 + } + + book_topic_martial_military_strategies = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_martial + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:martial_strategy + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:martial_military_strategies + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { + book_topic_martial_military_strategies_trigger = yes + } + add = 20 + } + } + } + else = { + scope:owner = { + if = { + limit = { + book_topic_martial_military_strategies_trigger = yes + } + add = 10 + } + } + } + } + } + + book_topic_martial_ancient_military_campaigns = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_martial + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:martial_strategy + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:martial_ancient_military_campaigns + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { + book_topic_martial_ancient_military_campaigns_trigger = yes + } + add = 20 + } + } + } + else = { + scope:owner = { + if = { + limit = { + book_topic_martial_ancient_military_campaigns_trigger = yes + } + add = 10 + } + } + } + } + } + + book_topic_martial_military = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_martial + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:martial_strategy + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:military + } + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:owner } } + } + } + weight = { + value = 1 + if = { + limit = { + scope:owner = { book_topic_martial_military_trigger = yes } + } + add = 10 + } + } + } + + book_topic_martial_duels = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_martial + has_artifact_feature = book_subject_blademaster + } + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:martial_chivalry_prowess + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:duels + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { + book_topic_martial_duels_trigger = yes + has_trait = lifestyle_blademaster + can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:owner } + } + add = 20 + } + } + } + else = { + scope:owner = { + if = { + limit = { + book_topic_martial_duels_trigger = yes + } + add = 10 + } + } + } + } + } + + book_topic_martial_chivalry = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_martial + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:martial_chivalry_prowess + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:chivalry + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { + book_topic_martial_chivalry_trigger = yes + } + add = 20 + } + if = { + limit = { + culture = { has_cultural_tradition = tradition_chivalry } + } + add = 20 + } + } + } + else = { + scope:owner = { + if = { + limit = { + book_topic_martial_chivalry_trigger = yes + } + add = 10 + } + if = { + limit = { + culture = { has_cultural_tradition = tradition_chivalry } + } + add = 20 + } + } + } + } + } + + # diplomacy topics + book_topic_diplomacy_court_politics = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_diplomacy + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:diplomacy_court + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:diplomacy_court_politics + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { + book_topic_diplomacy_court_politics_trigger = yes + } + add = 20 + } + } + } + else = { + scope:owner = { + if = { + limit = { + book_topic_diplomacy_court_politics_trigger = yes + } + add = 10 + } + } + } + } + } + + book_topic_diplomacy_court_alliances = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_diplomacy + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:diplomacy_court + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:diplomacy_court_alliances + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { + book_topic_diplomacy_court_alliances_trigger = yes + } + add = 20 + } + } + } + else = { + scope:owner = { + if = { + limit = { + book_topic_diplomacy_court_alliances_trigger = yes + } + add = 10 + } + } + } + } + } + + book_topic_diplomacy_dynasty = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_diplomacy + has_artifact_feature = book_subject_dynasty + } + exists = scope:owner.dynasty + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:diplomacy_court + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:dynasty + } + } + weight = 1 + } + + book_topic_diplomacy_dynasty_big = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_diplomacy + exists = scope:owner.dynasty + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:diplomacy_court + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:dynasty + } + } + weight = 1 + } + + book_topic_diplomacy_cicero = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_diplomacy + scope:owner.culture = { has_cultural_pillar = heritage_latin } + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author.culture = { has_cultural_pillar = heritage_latin } + } + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:diplomacy_court + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:cicero + } + } + weight = 1 + } + + book_topic_diplomacy_art_of_feasting = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_diplomacy + has_artifact_feature = book_subject_reveler + } + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:diplomacy_entertainment + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:diplomacy_art_of_feasting + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { + has_trait = lifestyle_reveler + } + add = 20 + } + } + } + else = { + scope:owner = { + if = { + limit = { + has_trait = lifestyle_reveler + } + add = 10 + } + } + } + } + } + + book_topic_diplomacy_hitopadesa = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_diplomacy + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:diplomacy_entertainment + } + OR = { + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:hitopadesa + } + AND = { + scope:owner.faith.religion = religion:hinduism_religion + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author.faith.religion = religion:hinduism_religion + } + } + AND = { + exists = scope:owner.capital_province + scope:owner.capital_province = { + OR = { + geographical_region = world_india + geographical_region = ghw_region_afghanistan + } + } + } + } + } + weight = 1 + } + + book_topic_diplomacy_kalila = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_diplomacy + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:diplomacy_entertainment + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:kalila + } + scope:owner.faith.religion = religion:islam_religion + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author.faith.religion = religion:islam_religion + } + } + weight = 1 + } + + book_topic_diplomacy_edda = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_diplomacy + has_artifact_feature = book_subject_learning + } + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + OR = { + scope:owner.var:book_topic_category = flag:diplomacy_entertainment + scope:owner.var:book_topic_category = flag:learning_learning + } + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:edda + } + scope:owner.faith.religion = religion:germanic_religion + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + faith.religion = religion:germanic_religion + has_trait = lifestyle_poet + } + } + } + weight = 1 + } + + book_topic_diplomacy_orkneyinga = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_diplomacy + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:diplomacy_entertainment + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:orkneyinga + } + scope:owner.faith.religion = religion:germanic_religion + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author.faith.religion = religion:germanic_religion + } + } + weight = 1 + } + + book_topic_diplomacy_poetry = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_diplomacy + has_artifact_feature = book_subject_learning + } + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + OR = { + scope:owner.var:book_topic_category = flag:diplomacy_entertainment + scope:owner.var:book_topic_category = flag:learning_learning + } + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:poetry + } + exists = scope:owner.var:book_artifact_author + scope:owner.var:book_artifact_author = { has_trait = lifestyle_poet } + } + weight = 1 + } + + book_topic_diplomacy_jokes = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_diplomacy + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:diplomacy_entertainment + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:jokes + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_diplomacy_jokes_trigger = yes } + add = 5 + } + if = { + limit = { has_trait = lifestyle_reveler } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_diplomacy_jokes_trigger = yes } + add = 5 + } + if = { + limit = { has_trait = lifestyle_reveler } + add = 10 + } + } + } + } + } + + # learning topics + book_topic_learning_theological_treaties = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_faith + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:learning_theological_treaties + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_learning_theological_treaties = yes } + add = 5 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_learning_theological_treaties = yes } + add = 5 + } + } + } + } + } + + book_topic_learning_metaphysical_conundrums = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_learning + AND = { + has_artifact_feature = book_subject_alchemy + NOT = { exists = scope:owner.var:book_topic_category } + } + } + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_learning + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:learning_metaphysical_conundrums + } + } + weight = 1 + } + + book_topic_learning_aristotle = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_learning + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:aristotle + } + } + weight = 1 + } + + book_topic_learning_anatomy = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_learning + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_anatomy + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { has_trait = lifestyle_physician } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { has_trait = lifestyle_physician } + add = 10 + } + } + } + } + } + + book_topic_learning_tome_collections = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_learning + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:learning_tome_collections + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_learning_tome_collections_trigger = yes } + add = 5 + } + if = { + limit = { + OR = { + has_trait = intellect_bad + has_trait = dull + } + } + add = 20 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_learning_tome_collections_trigger = yes } + add = 5 + } + if = { + limit = { + OR = { + has_trait = intellect_bad + has_trait = dull + } + } + add = 20 + } + } + } + } + } + + book_topic_learning_religious = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_faith + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:religious + } + } + weight = 1 + } + + book_topic_learning_religious_big = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_faith + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:religious + } + } + weight = 1 + } + + book_topic_learning_prayers = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_faith + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:prayers + } + } + weight = 1 + } + + book_topic_learning_hours = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_faith + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:hours + } + OR = { scope:owner.faith.religion = religion:eastern_orthodox_religion scope:owner.faith.religion = religion:catholic_religion scope:owner.faith.religion = religion:protestant_religion } + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + OR = { scope:owner.var:book_artifact_author.faith.religion = religion:eastern_orthodox_religion scope:owner.var:book_artifact_author.faith.religion = religion:catholic_religion scope:owner.var:book_artifact_author.faith.religion = religion:protestant_religion } + } + } + weight = 1 + } + + book_topic_learning_golden_legend = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_faith + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:golden_legend + } + OR = { scope:owner.faith.religion = religion:eastern_orthodox_religion scope:owner.faith.religion = religion:catholic_religion scope:owner.faith.religion = religion:protestant_religion } + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + OR = { scope:owner.var:book_artifact_author.faith.religion = religion:eastern_orthodox_religion scope:owner.var:book_artifact_author.faith.religion = religion:catholic_religion scope:owner.var:book_artifact_author.faith.religion = religion:protestant_religion } + } + } + weight = 1 + } + + book_topic_learning_iliad = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_learning + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:iliad + } + scope:owner.culture = { has_cultural_pillar = heritage_byzantine } + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author.culture = { has_cultural_pillar = heritage_byzantine } + } + } + weight = 1 + } + + book_topic_learning_mahabharata = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_learning + } + OR = { + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:mahabharata + } + AND = { + scope:owner.faith.religion = religion:hinduism_religion + exists = scope:owner.var:book_artifact_author + scope:owner.var:book_artifact_author.faith.religion = religion:hinduism_religion + } + AND = { + exists = scope:owner.capital_province + scope:owner.capital_province = { + OR = { + geographical_region = world_india + geographical_region = ghw_region_afghanistan + } + } + } + } + } + weight = 1 + } + + book_topic_learning_mufaddaliyat = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_learning + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:learning_learning + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:mufaddaliyat + } + scope:owner.faith.religion = religion:islam_religion + exists = scope:owner.var:book_artifact_author + scope:owner.var:book_artifact_author.faith.religion = religion:islam_religion + scope:owner.var:book_artifact_author = { has_trait = scholar } + } + weight = 1 + } + + # stewardship topics + book_topic_stewardship_trade_routes = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_stewardship + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:stewardship_development + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:stewardship_trade_routes + } + } + weight = 1 + } + + book_topic_stewardship_lawmaking = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_stewardship + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:stewardship_rule + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:stewardship_lawmaking + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_stewardship_lawmaking_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_stewardship_lawmaking_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_stewardship_best_practices_tax_collectors = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_stewardship + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:stewardship_development + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:stewardship_best_practices_tax_collectors + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_stewardship_best_practices_tax_collectors_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_stewardship_best_practices_tax_collectors_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_stewardship_architect = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_stewardship + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:stewardship_development + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:architect + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { has_focus_or_focus_trait_trigger = { FOCUS = stewardship_domain_focus } } + add = 10 + } + if = { + limit = { has_trait = architect } + add = 20 + } + } + } + else = { + scope:owner = { + if = { + limit = { has_focus_or_focus_trait_trigger = { FOCUS = stewardship_domain_focus } } + add = 10 + } + if = { + limit = { has_trait = architect } + add = 20 + } + } + } + } + } + + book_topic_stewardship_digest = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_stewardship + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:stewardship_rule + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:digest + } + OR = { + AND = { + scope:owner.culture = { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author.culture = { has_cultural_pillar = heritage_byzantine } + } + } + AND = { + scope:owner.culture = { has_cultural_pillar = heritage_latin } + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author.culture = { has_cultural_pillar = heritage_latin } + } + } + } + } + weight = 1 + } + + book_topic_stewardship_speculum = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_stewardship + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:stewardship_rule + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:speculum + } + scope:owner.culture = { has_cultural_pillar = heritage_latin } + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author.culture = { has_cultural_pillar = heritage_latin } + } + } + weight = 1 + } + + book_topic_stewardship_admin = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_stewardship + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:stewardship_rule + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:admin + } + } + weight = 1 + } + + book_topic_stewardship_old_ledger = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_stewardship + exists = scope:owner.var:book_artifact_topic + scope:owner.var:book_artifact_topic = flag:stewardship_old_ledger #If specified we always pick this, otherwise we never do. + } + weight = 100 + } + + # intrigue topics + book_topic_intrigue_poisons = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_intrigue + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:intrigue_scheme + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:intrigue_poisons + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_intrigue_poisons_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_intrigue_poisons_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_intrigue_punishment = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_intrigue + has_artifact_feature = book_subject_torturer + } + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:intrigue_scheme + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:punishment + } + exists = scope:owner.var:book_artifact_author + scope:owner.var:book_artifact_author = { has_trait = torturer } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_intrigue_punishment_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_intrigue_punishment_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_intrigue_punishment_not_torturer = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_intrigue + has_artifact_feature = book_subject_torturer + } + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:intrigue_scheme + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:punishment + } + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + NOT = { scope:owner.var:book_artifact_author = { has_trait = torturer } } + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_intrigue_punishment_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_intrigue_punishment_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_intrigue_seduction = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_intrigue + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:intrigue_seduction + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:seduction + } + scope:owner = { + is_adult = yes #Just to make sure + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + is_adult = yes #Just to make sure + NOT = { has_trait = chaste } + } + } + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_intrigue_seduction_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_intrigue_seduction_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_intrigue_the_art_of_love = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_intrigue + has_artifact_feature = book_subject_deviant + } + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:intrigue_seduction + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:intrigue_the_art_of_love + } + scope:owner = { + is_adult = yes #Just to make sure + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + is_adult = yes #Just to make sure + NOT = { has_trait = chaste } + } + } + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_intrigue_seduction_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_intrigue_seduction_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_intrigue_fertility = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_intrigue + has_artifact_feature = book_subject_deviant + } + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:intrigue_seduction + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:fertility + } + scope:owner = { + is_adult = yes #Just to make sure + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + is_adult = yes #Just to make sure + NOT = { has_trait = chaste } + } + } + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_intrigue_seduction_trigger = yes } + add = 10 + } + if = { + limit = { + any_child = { count >= 8 } + } + add = 20 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_intrigue_seduction_trigger = yes } + add = 10 + } + if = { + limit = { + any_child = { count >= 8 } + } + add = 20 + } + } + } + } + } + + # medicine topic + book_topic_medicine_medicine = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_medicine + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_medicine + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_subject_medicine_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_subject_medicine_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_medicine_herbs = { + group = book_topic + trigger = { + OR = { + has_artifact_feature = book_subject_medicine + has_artifact_feature = book_subject_herbalist + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_herbs + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_medicine_herbs_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_medicine_herbs_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_medicine_science = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_medicine + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_science + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_subject_medicine_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_subject_medicine_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_medicine_science_big = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_medicine + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_science + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_subject_medicine_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_subject_medicine_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_medicine_galen = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_medicine + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:galen + } + scope:owner.capital_province = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + } + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_subject_medicine_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_subject_medicine_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_medicine_witch = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_medicine + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_witch + } + trigger_else = { + exists = scope:owner.var:book_artifact_author + scope:owner.var:book_artifact_author = { is_witch_trigger = yes } + } + } + weight = { + value = 10 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_subject_medicine_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_subject_medicine_trigger = yes } + add = 10 + } + } + } + } + } + + # witch topic + book_topic_witch_artifact_book_topic_witch_bible = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_witch + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_witch_bible + } + } + weight = 4 + } + + book_topic_witch_worship_horned_god = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_witch + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:worship_horned_god + } + } + weight = 1 + } + + book_topic_witch_love_sorcery = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_witch + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:love_sorcery + } + scope:owner = { + is_adult = yes + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + is_adult = yes #Just to make sure + } + } + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_witch_love_sorcery_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_witch_love_sorcery_trigger = yes } + add = 10 + } + } + } + } + } + + book_topic_witch_curse_sorcery = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_witch + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:curse_sorcery + } + scope:owner = { + is_adult = yes + trigger_if = { + limit = { exists = scope:owner.var:book_artifact_author } + scope:owner.var:book_artifact_author = { + is_adult = yes #Just to make sure + } + } + } + } + weight = { + value = 1 + if = { + limit = { + exists = scope:owner.var:book_artifact_author + } + scope:owner.var:book_artifact_author = { + if = { + limit = { book_topic_witch_curse_sorcery_trigger = yes } + add = 10 + } + } + } + else = { + scope:owner = { + if = { + limit = { book_topic_witch_curse_sorcery_trigger = yes } + add = 10 + } + } + } + } + } + + # cannibal topic + book_topic_cannibal_recipes = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_cannibal + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:cannibal_recipes + } + } + weight = { + value = 5 + } + } + + book_topic_artifact_book_topic_cannibal = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_cannibal + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_cannibal + } + } + weight = 1 + } + + # lunatic topic + book_topic_lunatic_lunatic = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_lunatic + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_lunatic + } + } + weight = 1 + } + + book_topic_lunatic_voynich = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_lunatic + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_voynich + } + } + weight = 1 + } + + # mystic topics + book_topic_mystic_mystic = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_mystic + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_mystic + } + } + weight = 1 + } + + # hunter topics + book_topic_hunter_hunter = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_hunter + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_hunter + } + } + weight = 1 + } + + book_topic_hunter_nature = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_hunter + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_nature + } + } + weight = 1 + } + + book_topic_hunter_falconry = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_hunter + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_falconry + } + } + weight = 1 + } + + book_topic_hunter_dogs = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_hunter + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_dogs + } + } + weight = 1 + } + + # animals topic + book_topic_animals_your_cat = { # You have a cat whose name we can print + group = book_topic + trigger = { + has_artifact_feature = book_subject_animals + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:animals_your_cat + } + scope:owner = { + has_named_cat_trigger = yes + NOT = { var:story_cycle_cat_name = flag:custom } + } + } + weight = 1 + } + + book_topic_animals_your_cat_no_name = { # You have a cat whose name we CAN'T print + group = book_topic + trigger = { + has_artifact_feature = book_subject_animals + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:animals_your_cat + } + scope:owner = { + has_named_cat_trigger = yes + var:story_cycle_cat_name = flag:custom + } + } + weight = 1 + } + + book_topic_animals_your_dog = { # You have a dog whose name we can print + group = book_topic + trigger = { + has_artifact_feature = book_subject_animals + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:animals_your_dog + } + scope:owner = { + has_named_dog_trigger = yes + NOT = { var:story_cycle_dog_name = flag:custom } + } + } + weight = 1 + } + + book_topic_animals_your_dog_no_name = { # You have a dog whose name we CAN'T can print + group = book_topic + trigger = { + has_artifact_feature = book_subject_animals + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:animals_your_dog + } + scope:owner = { + has_named_dog_trigger = yes + var:story_cycle_dog_name = flag:custom + } + } + weight = 1 + } + + book_topic_animals_animals = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_animals + scope:owner = { + has_named_cat_trigger = no + has_named_dog_trigger = no + } + } + weight = 1 + } + + # childhood topics + book_topic_childhood_one = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_childhood + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:childhood + } + exists = scope:owner.var:book_artifact_author + } + weight = 1 + } + + book_topic_childhood_two = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_childhood + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:artifact_book_topic_childhood + } + NOT = { exists = scope:owner.var:book_artifact_author } + } + weight = 1 + } + + # alchemy topics + book_topic_alchemy_the_great_book_of_mercy = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_alchemy + NOT = { exists = scope:owner.var:book_topic_category } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:the_great_book_of_mercy + } + } + weight = { + value = 1 + if = { #An alchemist from the Islamic Golden Age, so more likely to show up if you have a stronger connection to, and easier access to, the materials + limit = { + OR = { + scope:owner.faith.religion = religion:islam_religion + AND = { + exists = scope:owner.var:book_artifact_author + scope:owner.var:book_artifact_author.faith.religion = religion:islam_religion + } + } + } + add = 10 + } + } + } + + book_topic_alchemy_the_book_of_seventy = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_alchemy + NOT = { exists = scope:owner.var:book_topic_category } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:the_book_of_seventy + } + } + weight = { + value = 1 + if = { #An alchemist from the Islamic Golden Age, so more likely to show up if you have a stronger connection to, and easier access to, the materials + limit = { + OR = { + scope:owner.faith.religion = religion:islam_religion + AND = { + exists = scope:owner.var:book_artifact_author + scope:owner.var:book_artifact_author.faith.religion = religion:islam_religion + } + } + } + add = 10 + } + } + } + + book_topic_alchemy_mercury = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_alchemy + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:mercury + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:mercury + } + } + weight = 1 + } + + book_topic_alchemy_arsenic = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_alchemy + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:arsenic + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:arsenic + } + } + weight = 1 + } + + book_topic_alchemy_gold = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_alchemy + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:gold + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:gold + } + } + weight = 1 + } + + book_topic_alchemy_silver = { + group = book_topic + trigger = { + has_artifact_feature = book_subject_alchemy + trigger_if = { + limit = { exists = scope:owner.var:book_topic_category } + scope:owner.var:book_topic_category = flag:silver + } + trigger_if = { # If the topic has been pre-saved from events etc. we make sure it's picked + limit = { exists = scope:owner.var:book_artifact_topic } + scope:owner.var:book_artifact_topic = flag:silver + } + } + weight = 1 + } + + book_topic_family_epic = { + group = book_topic + trigger = { + exists = scope:owner.var:book_artifact_topic + scope:owner.var:book_artifact_topic = flag:family_epic + } + weight = 1 + } + + book_topic_family_epic_great = { + group = book_topic + trigger = { + exists = scope:owner.var:book_artifact_topic + scope:owner.var:book_artifact_topic = flag:family_epic_great + } + weight = 1 + } + +# book_title + # misc titles + book_title_unification = { + group = book_title + trigger = { has_artifact_feature = book_topic_unification } + weight = 1 + } + + book_title_creation = { + group = book_title + trigger = { has_artifact_feature = book_topic_creation } + weight = 1 + } + + book_title_restoration = { + group = book_title + trigger = { has_artifact_feature = book_topic_restoration } + weight = 1 + } + + book_title_mystical_animal = { + group = book_title + trigger = { has_artifact_feature = book_topic_mystical_animal } + weight = 1 + } + + book_title_language_manual = { + group = book_title + trigger = { has_artifact_feature = book_subject_language_manual } + weight = 1 + } + + # martial + book_title_martial = { #Fallback option that we don't cropping up too often if it's not needed + group = book_title + trigger = { has_artifact_feature = book_subject_martial } + weight = 1 + } + + book_title_martial_military = { + group = book_title + trigger = { has_artifact_feature = book_topic_martial_military } + weight = 1 + } + + book_title_martial_duels = { + group = book_title + trigger = { has_artifact_feature = book_topic_martial_duels } + weight = 1 + } + + book_title_martial_chivalry = { + group = book_title + trigger = { has_artifact_feature = book_topic_martial_chivalry } + weight = 1 + } + + book_title_martial_strategy = { + group = book_title + trigger = { + OR = { + has_artifact_feature = book_topic_martial_military_strategies + has_artifact_feature = book_topic_martial_ancient_military_campaigns + } + } + weight = 1 + } + + # diplomacy + book_title_diplomacy = { #Fallback option that we don't cropping up too often if it's not needed + group = book_title + trigger = { has_artifact_feature = book_subject_diplomacy } + weight = 0.1 + } + + book_title_diplomacy_cicero = { + group = book_title + trigger = { has_artifact_feature = book_topic_diplomacy_cicero } + weight = 1 + } + + book_title_diplomacy_hitopadesa = { + group = book_title + trigger = { has_artifact_feature = book_topic_diplomacy_hitopadesa } + weight = 1 + } + + book_title_diplomacy_kalila = { + group = book_title + trigger = { has_artifact_feature = book_topic_diplomacy_kalila } + weight = 1 + } + + book_title_diplomacy_edda = { + group = book_title + trigger = { has_artifact_feature = book_topic_diplomacy_edda } + weight = 1 + } + + book_title_diplomacy_orkneyinga = { + group = book_title + trigger = { has_artifact_feature = book_topic_diplomacy_orkneyinga } + weight = 1 + } + + book_title_diplomacy_poetry = { + group = book_title + trigger = { has_artifact_feature = book_topic_diplomacy_poetry } + weight = 1 + } + + book_title_diplomacy_jokes = { + group = book_title + trigger = { has_artifact_feature = book_topic_diplomacy_jokes } + weight = 1 + } + + book_title_diplomacy_feasting = { + group = book_title + trigger = { has_artifact_feature = book_topic_diplomacy_art_of_feasting } + weight = 1 + } + + book_title_diplomacy_court_alliances = { + group = book_title + trigger = { + OR = { + has_artifact_feature = book_topic_diplomacy_court_alliances + has_artifact_feature = book_topic_diplomacy_court_politics + } + } + weight = 1 + } + + book_title_diplomacy_dynasty = { + group = book_title + trigger = { + OR = { + has_artifact_feature = book_topic_diplomacy_dynasty + has_artifact_feature = book_topic_diplomacy_dynasty_big + } + } + weight = 1 + } + + # stewardship + book_title_stewardship = { #Fallback option that we don't cropping up too often if it's not needed + group = book_title + trigger = { has_artifact_feature = book_subject_stewardship } + weight = 0.1 + } + + book_title_stewardship_digest = { + group = book_title + trigger = { has_artifact_feature = book_topic_stewardship_digest } + weight = 1 + } + + book_title_stewardship_architect = { + group = book_title + trigger = { has_artifact_feature = book_topic_stewardship_architect } + weight = 1 + } + + book_title_stewardship_speculum = { + group = book_title + trigger = { has_artifact_feature = book_topic_stewardship_speculum } + weight = 1 + } + + book_title_stewardship_admin = { + group = book_title + trigger = { has_artifact_feature = book_topic_stewardship_admin } + weight = 1 + } + + book_title_stewardship_trade_routes = { + group = book_title + trigger = { has_artifact_feature = book_topic_stewardship_trade_routes } + weight = 1 + } + + book_title_stewardship_best_practices_tax_collectors = { + group = book_title + trigger = { has_artifact_feature = book_topic_stewardship_best_practices_tax_collectors } + weight = 1 + } + + book_title_stewardship_lawmaking = { + group = book_title + trigger = { has_artifact_feature = book_topic_stewardship_lawmaking } + weight = 1 + } + + book_title_stewardship_old_ledger = { + group = book_title + trigger = { has_artifact_feature = book_topic_stewardship_old_ledger } + weight = 1 + } + + # learning + book_title_learning = { #Fallback option that we don't cropping up too often if it's not needed + group = book_title + trigger = { has_artifact_feature = book_subject_learning } + weight = 0.1 + } + + book_title_learning_religious = { + group = book_title + trigger = { + OR = { + has_artifact_feature = book_topic_learning_religious + has_artifact_feature = book_topic_learning_religious_big + } + } + weight = 1 + } + + book_title_learning_prayers = { + group = book_title + trigger = { has_artifact_feature = book_topic_learning_prayers } + weight = 1 + } + + book_title_learning_hours = { + group = book_title + trigger = { has_artifact_feature = book_topic_learning_hours } + weight = 1 + } + + book_title_learning_golden_legend = { + group = book_title + trigger = { has_artifact_feature = book_topic_learning_golden_legend } + weight = 1 + } + + book_title_learning_aristotle = { + group = book_title + trigger = { has_artifact_feature = book_topic_learning_aristotle } + weight = 1 + } + + book_title_learning_anatomy = { + group = book_title + trigger = { has_artifact_feature = book_topic_learning_anatomy } + weight = 1 + } + + book_title_learning_iliad = { + group = book_title + trigger = { has_artifact_feature = book_topic_learning_iliad } + weight = 1 + } + + book_title_learning_mahabharata = { + group = book_title + trigger = { has_artifact_feature = book_topic_learning_mahabharata } + weight = 1 + } + + book_title_learning_mufaddaliyat = { + group = book_title + trigger = { has_artifact_feature = book_topic_learning_mufaddaliyat } + weight = 1 + } + + book_title_learning_theological_treaties = { + group = book_title + trigger = { has_artifact_feature = book_topic_learning_theological_treaties } + weight = 1 + } + + book_title_learning_metaphysical_conundrums = { + group = book_title + trigger = { has_artifact_feature = book_topic_learning_metaphysical_conundrums } + weight = 1 + } + + book_title_learning_tome_collections = { + group = book_title + trigger = { has_artifact_feature = book_topic_learning_tome_collections } + weight = 1 + } + + # intrigue + book_title_intrigue = { #Fallback option that we don't cropping up too often if it's not needed + group = book_title + trigger = { has_artifact_feature = book_subject_intrigue } + weight = 0.1 + } + + book_title_intrigue_poisons = { + group = book_title + trigger = { has_artifact_feature = book_topic_intrigue_poisons } + weight = 1 + } + + book_title_intrigue_seduction = { + group = book_title + trigger = { has_artifact_feature = book_topic_intrigue_seduction } + weight = 1 + } + + book_title_intrigue_fertility = { + group = book_title + trigger = { has_artifact_feature = book_topic_intrigue_fertility } + weight = 1 + } + + book_title_intrigue_the_art_of_love_one = { + group = book_title + trigger = { has_artifact_feature = book_topic_intrigue_the_art_of_love } + weight = 1 + } + + book_title_intrigue_the_art_of_love_two = { + group = book_title + trigger = { has_artifact_feature = book_topic_intrigue_the_art_of_love } + weight = 1 + } + + book_title_intrigue_punishment = { + group = book_title + trigger = { + OR = { + has_artifact_feature = book_subject_torturer + has_artifact_feature = book_topic_intrigue_punishment + has_artifact_feature = book_topic_intrigue_punishment_not_torturer + } + } + weight = 1 + } + + # witch + book_title_witch_love_sorcery = { + group = book_title + trigger = { has_artifact_feature = book_topic_witch_love_sorcery } + weight = 1 + } + + book_title_witch_curse_sorcery = { + group = book_title + trigger = { has_artifact_feature = book_topic_witch_curse_sorcery } + weight = 1 + } + + book_title_witch_witch = { + group = book_title + trigger = { has_artifact_feature = book_subject_witch } + weight = 1 + } + + # medicine + book_title_medicine_science = { + group = book_title + trigger = { + OR = { + has_artifact_feature = book_topic_medicine_science + has_artifact_feature = book_topic_medicine_science_big + } + } + weight = 1 + } + + book_title_medicine_galen = { + group = book_title + trigger = { has_artifact_feature = book_topic_medicine_galen } + weight = 1 + } + + book_title_medicine_herbs_one = { + group = book_title + trigger = { has_artifact_feature = book_topic_medicine_herbs } + weight = 1 + } + + book_title_medicine_herbs_two = { + group = book_title + trigger = { has_artifact_feature = book_topic_medicine_herbs } + weight = 1 + } + + book_title_medicine_witch = { + group = book_title + trigger = { has_artifact_feature = book_topic_medicine_witch } + weight = 1 + } + + book_title_medicine_medicine = { + group = book_title + trigger = { has_artifact_feature = book_topic_medicine_medicine } + weight = 1 + } + + # alchemy + book_title_alchemy_the_great_book_of_mercy = { + group = book_title + trigger = { has_artifact_feature = book_topic_alchemy_the_great_book_of_mercy } + weight = 1 + } + + book_title_alchemy_the_book_of_seventy = { + group = book_title + trigger = { has_artifact_feature = book_topic_alchemy_the_book_of_seventy } + weight = 1 + } + + book_title_alchemy_mercury = { + group = book_title + trigger = { has_artifact_feature = book_topic_alchemy_mercury } + weight = 1 + } + + book_title_alchemy_arsenic = { + group = book_title + trigger = { has_artifact_feature = book_topic_alchemy_arsenic } + weight = 1 + } + + book_title_alchemy_gold = { + group = book_title + trigger = { has_artifact_feature = book_topic_alchemy_gold } + weight = 1 + } + + book_title_alchemy_silver = { + group = book_title + trigger = { has_artifact_feature = book_topic_alchemy_silver } + weight = 1 + } + + # lifestyles + book_title_reveler_one = { + group = book_title + trigger = { has_artifact_feature = book_subject_reveler } + weight = 1 + } + + book_title_reveler_two = { + group = book_title + trigger = { has_artifact_feature = book_subject_reveler } + weight = 1 + } + + book_title_blademaster = { + group = book_title + trigger = { has_artifact_feature = book_subject_blademaster } + weight = 1 + } + + book_title_hunter_one = { + group = book_title + trigger = { has_artifact_feature = book_topic_hunter_hunter } + weight = 1 + } + + book_title_hunter_two = { + group = book_title + trigger = { has_artifact_feature = book_topic_hunter_nature } + weight = 1 + } + + book_title_hunter_three = { + group = book_title + trigger = { has_artifact_feature = book_topic_hunter_hunter } + weight = 1 + } + + book_title_hunter_four = { + group = book_title + trigger = { has_artifact_feature = book_topic_hunter_hunter } + weight = 1 + } + + book_title_hunter_five = { + group = book_title + trigger = { has_artifact_feature = book_topic_hunter_hunter } + weight = 1 + } + + book_title_hunter_six = { + group = book_title + trigger = { + OR = { + has_artifact_feature = book_topic_hunter_hunter + has_artifact_feature = book_topic_hunter_nature + } + } + weight = 1 + } + + book_title_hunter_seven = { + group = book_title + trigger = { has_artifact_feature = book_topic_hunter_hunter } + weight = 1 + } + + book_title_hunter_eight = { + group = book_title + trigger = { has_artifact_feature = book_topic_hunter_falconry } + weight = 1 + } + + book_title_hunter_nine = { + group = book_title + trigger = { has_artifact_feature = book_topic_hunter_falconry } + weight = 1 + } + + book_title_hunter_ten = { + group = book_title + trigger = { has_artifact_feature = book_topic_hunter_dogs } + weight = 1 + } + + book_title_mystic = { + group = book_title + trigger = { has_artifact_feature = book_subject_mystic } + weight = 1 + } + + book_title_herbalist = { + group = book_title + trigger = { has_artifact_feature = book_subject_herbalist } + weight = 1 + } + + # _lifestyles_ + book_title_cannibal = { + group = book_title + trigger = { has_artifact_feature = book_subject_cannibal } + weight = 1 + } + + book_title_cannibal_recipes = { + group = book_title + trigger = { has_artifact_feature = book_topic_cannibal_recipes } + weight = 1 + } + + book_title_deviant_one = { + group = book_title + trigger = { has_artifact_feature = book_subject_deviant } + weight = 50 + } + + book_title_deviant_two = { + group = book_title + trigger = { has_artifact_feature = book_subject_deviant } + weight = 50 + } + + book_title_deviant_three = { + group = book_title + trigger = { has_artifact_feature = book_subject_deviant } + weight = 1 + } + + # lunatic + book_title_voynich = { + group = book_title + trigger = { has_artifact_feature = book_topic_lunatic_voynich } + weight = 1 + } + + book_title_lunatic_one = { + group = book_title + trigger = { has_artifact_feature = book_subject_lunatic } + weight = 1 + } + + book_title_lunatic_two = { + group = book_title + trigger = { has_artifact_feature = book_subject_lunatic } + weight = 1 + } + + book_title_lunatic_three = { + group = book_title + trigger = { has_artifact_feature = book_subject_lunatic } + weight = 1 + } + + # relationship + book_title_soulmate = { + group = book_title + trigger = { + has_artifact_feature = book_subject_relationship + has_artifact_feature = book_topic_soulmate + } + weight = 1 + } + + book_title_nemesis = { + group = book_title + trigger = { + has_artifact_feature = book_subject_relationship + has_artifact_feature = book_topic_nemesis + } + weight = 1 + } + + # childhood + book_title_childhood_one = { + group = book_title + trigger = { has_artifact_feature = book_subject_childhood } + weight = 1 + } + + book_title_childhood_two = { + group = book_title + trigger = { has_artifact_feature = book_subject_childhood } + weight = 1 + } + + # animals + book_title_animals_your_cat = { + group = book_title + trigger = { + has_artifact_feature = book_topic_animals_your_cat + NOT = { scope:owner.var:story_cycle_cat_name = flag:custom } + } + weight = 1 + } + + book_title_animals_your_dog = { + group = book_title + trigger = { + has_artifact_feature = book_topic_animals_your_dog + NOT = { scope:owner.var:story_cycle_dog_name = flag:custom } + } + weight = 1 + } + + book_title_animals_no_name = { + group = book_title + trigger = { + OR = { + has_artifact_feature = book_topic_animals_your_cat + has_artifact_feature = book_topic_animals_your_dog + } + } + weight = 1 + } + + book_title_animals = { + group = book_title + trigger = { has_artifact_feature = book_topic_animals_animals } + weight = 1 + } + + # family epic + book_title_family_epic_song = { + group = book_title + trigger = { + has_artifact_feature = book_topic_family_epic + scope:owner.var:composition_type = flag:song + } + weight = 1 + } + + book_title_family_epic_chronicle = { + group = book_title + trigger = { + has_artifact_feature = book_topic_family_epic + scope:owner.var:composition_type = flag:chronicle + } + weight = 1 + } + + book_title_family_epic_poem = { + group = book_title + trigger = { + has_artifact_feature = book_topic_family_epic + scope:owner.var:composition_type = flag:poem + } + weight = 1 + } + + # family epic great + book_title_family_epic_great_song = { + group = book_title + trigger = { + has_artifact_feature = book_topic_family_epic_great + scope:owner.var:composition_type = flag:song + } + weight = 1 + } + + book_title_family_epic_great_chronicle = { + group = book_title + trigger = { + has_artifact_feature = book_topic_family_epic_great + scope:owner.var:composition_type = flag:chronicle + } + weight = 1 + } + + book_title_tome = { + group = book_title + trigger = { + NOT = { has_artifact_feature_group = book_topic } + } + weight = 1 + } + + book_title_family_epic_great_poem = { + group = book_title + trigger = { + has_artifact_feature = book_topic_family_epic_great + scope:owner.var:composition_type = flag:poem + } + weight = 1 + } + + +# book_cover_material + book_cover_material_HSB_ivory = { + group = book_cover_material + trigger = { + OR = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_native } + } + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 80 MAX = 999 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_imported } + } + } + } + weight = { + value = 40 + if = { + limit = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_native } + } + add = 60 + } + } + } + + book_cover_material_wood = { + group = book_cover_material + weight = 100 + } + + book_cover_material_leather = { + group = book_cover_material + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 50 } + } + weight = 100 + } + + book_cover_material_velvet = { + group = book_cover_material + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 60 MAX = 90 } + NOT = { artifact_region_trigger = { CHARACTER = scope:owner REGION = material_cloth_no_silk } } + } + weight = 50 + } + + book_cover_material_gold = { + group = book_cover_material + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 75 MAX = 999 } + } + weight = 50 + } + + book_cover_material_silver = { + group = book_cover_material + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 70 MAX = 100 } + } + weight = 50 + } + +# book_decoration + book_decoration_gems = { + group = book_decoration + trigger = { + OR = { + has_artifact_feature = book_cover_material_silver + has_artifact_feature = book_cover_material_gold + has_artifact_feature = book_cover_material_leather + } + } + weight = 100 + } + + book_decoration_gems_and_clasp = { + group = book_decoration + trigger = { + OR = { + has_artifact_feature = book_cover_material_silver + has_artifact_feature = book_cover_material_gold + has_artifact_feature = book_cover_material_leather + } + } + weight = 100 + } + + book_decoration_pattern_embroidered = { + group = book_decoration + trigger = { + has_artifact_feature = book_cover_material_velvet + } + weight = 100 + } + + book_decoration_pattern_carved = { + group = book_decoration + trigger = { + has_artifact_feature = book_cover_material_HSB_ivory + } + weight = 100 + } + + book_decoration_pattern_painted = { + group = book_decoration + weight = 10 + } + +################################################################# +# Icon Features - Decoration # +################################################################# + +# saint - which saint or holy figure is depicted + icon_decoration_pattern_saint = { + group = icon_decoration + trigger = { always = yes } + weight = 1 + } + + +################################################################# +# Alchemy Features - Elixirs, Metals, Decoration # +################################################################# + +# elixir_type - what type of elixir it is + elixir_youth = { + group = elixir_type + trigger = { + artifact_wealth_quality_average_value < 60 + } + weight = 1 + } + elixir_immortality = { + group = elixir_type + trigger = { + artifact_wealth_quality_average_value > 50 + } + weight = 1 + } + +# glass_decoration + glass_decoration_etched_pattern = { + group = glass_decoration + trigger = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 70 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_middle_east_persia } + } + } + weight = 1 + } + glass_decoration_inlay_pattern = { + group = glass_decoration + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 100 } + } + weight = 1 + } + glass_decoration_painted_pattern = { + group = glass_decoration + trigger = { + always = yes + } + weight = 1 + } + glass_decoration_mold_blowing_pattern = { + group = glass_decoration + trigger = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 20 MAX = 100 } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_europe } + } + } + weight = 1 + } + glass_decoration_enamel_pattern = { + group = glass_decoration + trigger = { + AND = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 100 } + OR = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_middle_east_persia } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_africa_north } + } + } + } + weight = 1 + } + +################################################################# +# Tournament Features # +################################################################# + +# generic_material_metal + generic_material_metal_gold = { + group = generic_material_metal + trigger = { artifact_feature_metal_gold_trigger = yes } + weight = 5 + } + + generic_material_metal_silver = { + group = generic_material_metal + trigger = { artifact_feature_metal_silver_trigger = yes } + weight = 5 + } + + generic_material_metal_electrum = { + group = generic_material_metal + trigger = { artifact_feature_metal_electrum_trigger = yes } + weight = 5 + } + + generic_material_metal_iron = { + group = generic_material_metal + trigger = { artifact_feature_metal_wrought_iron_trigger = yes } + weight = 1 + } + + generic_material_metal_pewter = { + group = generic_material_metal + trigger = { artifact_feature_metal_pewter_trigger = yes } + weight = 5 + } + + generic_material_metal_brass = { + group = generic_material_metal + trigger = { artifact_feature_metal_brass_trigger = yes } + weight = 5 + } + + generic_material_metal_steel = { + group = generic_material_metal + trigger = { artifact_feature_metal_folded_iron_trigger = yes } + weight = 5 + } + + generic_material_metal_bronze = { + group = generic_material_metal + trigger = { artifact_feature_metal_bronze_trigger = yes } + weight = 5 + } + + generic_material_metal_copper = { + group = generic_material_metal + trigger = { artifact_feature_metal_copper_trigger = yes } + weight = 5 + } + +#generic_material_earthware + generic_material_earthware_clay = { + group = generic_material_earthware + trigger = { artifact_feature_earthware_clay_trigger = yes } + weight = 5 + } + + generic_material_earthware_stone = { + group = generic_material_earthware + trigger = { artifact_feature_earthware_stone_trigger = yes } + weight = 5 + } + + generic_material_earthware_terracotta = { + group = generic_material_earthware + trigger = { artifact_feature_earthware_terracotta_trigger = yes } + weight = 5 + } + + generic_material_earthware_porcelain = { + group = generic_material_earthware + trigger = { artifact_feature_earthware_porcelain_trigger = yes } + weight = 10 + } + +######### Bows + + # Longbow + longbow_wood_elm = { + group = longbow_wood + trigger = { artifact_feature_wood_elm_trigger = yes } + weight = 5 + } + + longbow_wood_yew = { + group = longbow_wood + trigger = { + OR = { + artifact_feature_wood_yew_trigger = yes + AND = { + artifact_feature_wood_elm_trigger = no + artifact_feature_wood_yew_trigger = no + } + } + } + weight = 20 + } + + # Composite + composite_wood_bamboo = { + group = composite_wood + trigger = { artifact_feature_wood_bamboo_trigger = yes } + weight = 5 + } + + composite_wood_maple = { + group = composite_wood + trigger = { always = yes } + weight = 20 + } + + composite_wood_mulberry = { + group = composite_wood + trigger = { artifact_feature_wood_mulberry_trigger = yes } + weight = 10 + } + + composite_horn_antelope = { + group = composite_horn + trigger = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = hunt_animal_antelope_region } + } + weight = 10 + } + + composite_horn_gazelle = { + group = composite_horn + trigger = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = hunt_animal_gazelle_region } + } + weight = 5 + } + + composite_horn_bison = { + group = composite_horn + trigger = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = hunt_animal_bison_region } + } + weight = 5 + } + + composite_horn_deer = { + group = composite_horn + trigger = { + NOT = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = hunt_animal_antelope_region } + } + } + weight = 10 + } + + composite_horn_aurochs = { + group = composite_horn + trigger = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = hunt_animal_aurochs_region } + } + weight = 5 + } + + # Bow + bow_wood_ash = { + group = bow_wood + trigger = { artifact_feature_wood_ash_trigger = yes } + weight = 10 + } + + bow_wood_bamboo = { + group = bow_wood + trigger = { artifact_feature_wood_bamboo_trigger = yes } + weight = 50 + } + + bow_wood_cherry = { + group = bow_wood + trigger = { artifact_feature_wood_cherry_trigger = yes } + weight = 10 + } + + bow_wood_hazel = { + group = bow_wood + trigger = { artifact_feature_wood_hazel_trigger = yes } + weight = 10 + } + + bow_wood_hickory = { + group = bow_wood + trigger = { artifact_feature_wood_hickory_trigger = yes } + weight = 10 + } + + bow_wood_maple = { + group = bow_wood + trigger = { artifact_feature_wood_maple_trigger = yes } + weight = 20 + } + + bow_wood_mulberry = { + group = bow_wood + trigger = { artifact_feature_wood_mulberry_trigger = yes } + weight = 10 + } + + bow_wood_palm = { + group = bow_wood + trigger = { artifact_feature_wood_palm_trigger = yes } + weight = 20 + } + + bow_wood_oak = { + group = bow_wood + trigger = { artifact_feature_wood_oak_trigger = yes } + weight = 1 + } + + bow_wood_walnut = { + group = bow_wood + trigger = { artifact_feature_wood_walnut_trigger = yes } + weight = 10 + } + + bow_wood_yew = { + group = bow_wood + trigger = { artifact_feature_wood_yew_trigger = yes } + weight = 20 + } + + # Shared + bow_string_hemp = { + group = bow_string + weight = { + value = 10 + if = { + limit = { + OR = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_india } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_burma } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_middle_east } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_africa_north } + } + } + add = 40 + } + } + } + + bow_string_horse_hair = { + group = bow_string + weight = { + value = 5 + if = { + limit = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_steppe } + } + add = 45 + } + } + } + + bow_string_linen = { + group = bow_string + weight = 50 + } + + bow_string_rawhide = { + group = bow_string + weight = { + value = 5 + if = { + limit = { + OR = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_steppe } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_middle_east_arabia } + } + } + add = 45 + } + } + } + + bow_string_silk = { + group = bow_string + trigger = { + artifact_value_trigger = { VALUE = scope:wealth MIN = 40 MAX = 999 } + } + weight = { + value = 5 + if = { + limit = { + OR = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_india } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_burma } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_tibet } + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_steppe_east } + } + } + add = 45 + } + } + } + + bow_string_sinew = { + group = bow_string + weight = { + value = 5 + if = { + limit = { + artifact_region_trigger = { CHARACTER = scope:owner REGION = world_steppe } + } + add = 45 + } + if = { + limit = { scope:bow_type = flag:artifact_bow_type_composite } + add = -50 + } + } + } + +# animal_trinket_type + animal_trinket_type_antler = { + group = animal_trinket_type + trigger = { # Will only trigger if it's set through events + hunt_activity_deer_game_trigger = { VAR = scope:owner.var:animal_type } + } + weight = 1 + } + animal_trinket_type_horn = { + group = animal_trinket_type + trigger = { # Will only trigger if it's set through events + OR = { + hunt_activity_antelope_game_trigger = { VAR = scope:owner.var:animal_type } + scope:owner.var:animal_type ?= flag:bison + scope:owner.var:animal_type ?= flag:aurochs + } + } + weight = 1 + } + animal_trinket_type_tusk = { + group = animal_trinket_type + trigger = { # Will only trigger if it's set through events + scope:owner.var:animal_type ?= flag:boar + } + weight = 1 + } + animal_trinket_type_claws = { + group = animal_trinket_type + trigger = { # Will only trigger if it's set through events + OR = { + hunt_activity_big_cat_game_trigger = { VAR = scope:owner.var:animal_type } + scope:owner.var:animal_type ?= flag:bear + } + } + weight = 1 + } + animal_trinket_type_fangs = { + group = animal_trinket_type + trigger = { # Will only trigger if it's set through events + OR = { + scope:owner.var:animal_type ?= flag:wolf + scope:owner.var:animal_type ?= flag:lynx + scope:owner.var:animal_type ?= flag:hyena + } + } + weight = 1 + } + animal_trinket_type_tail = { + group = animal_trinket_type + trigger = { # Will only trigger if it's set through events + scope:owner.var:animal_type ?= flag:fox + } + weight = 1 + } + animal_trinket_type_foot = { + group = animal_trinket_type + trigger = { # Will only trigger if it's set through events + scope:owner.var:animal_type ?= flag:hare + } + weight = 1 + } + +# bird_feather_type + bird_feather_type_feather = { + group = bird_feather_type + trigger = { # Will only trigger if it's set through events + exists = scope:owner.var:animal_type + } + weight = 1 + } diff --git a/N3OW/common/artifacts/visuals/00_court_artifacts.txt b/N3OW/common/artifacts/visuals/00_court_artifacts.txt new file mode 100644 index 00000000..49bad56d --- /dev/null +++ b/N3OW/common/artifacts/visuals/00_court_artifacts.txt @@ -0,0 +1,3749 @@ +chest = { + icon = "artifact_chest.dds" + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_chest_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_chest_fancy_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_chest_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_chest_fancy_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_chest_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_chest_fancy_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_chest_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_chest_fancy_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = ep1_indian_chest_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = ep1_indian_chest_fancy_01_b_entity + } +} + +diwan = { + icon = "artifact_indian_divan.dds" + asset = ep1_indian_diwan_entity + asset = ep1_indian_diwan_b_entity +} + +table = { + icon = "artifact_mena_table.dds" + asset = ep1_mena_table_entity + asset = ep1_mena_table_b_entity +} + +cabinet = { + icon = "artifact_cabinet.dds" + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_cabinet_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_cabinet_fancy_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_cabinet_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_cabinet_fancy_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = ep1_mediterranean_cabinet_fancy_01_a_entity + } +} + +throne = { + icon = "artifact_throneroom.dds" + # Indian + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_indian_throne_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_indian_throne_fancy_01_a_entity + } + + # Mediterranean + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mediterranean_throne_basic_01_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_high_rarity_trigger = yes + } + reference = ep1_mediterranean_throne_fancy_01_a_entity + } + + # MENA + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mena_throne_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mena_throne_fancy_01_a_entity + } + + # Western + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_western_throne_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_western_throne_basic_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_western_throne_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_western_throne_fancy_01_b_entity + } + + # FP2: Iberian throne + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + artifact_high_rarity_trigger = yes + } + reference = fp2_iberian_fancy_throne_01_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + scope:owner = { + highest_held_title_tier = tier_hegemony + } + } + reference = ep4_chinese_throne_02_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + scope:owner = { + highest_held_title_tier <= tier_empire + } + } + reference = ep1_indian_throne_fancy_01_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + reference = ep1_indian_throne_fancy_01_a_entity + } +} + +tapestry = { + icon = "artifact_tapestry.dds" + default_type = wall_big + # Western + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_tapestry_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_tapestry_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_tapestry_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_tapestry_02_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_tapestry_02_c_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_tapestry_03_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_tapestry_03_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_tapestry_04_a_entity + } + # MEDI + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_byzantine_tapestry_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_byzantine_tapestry_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_byzantine_tapestry_01_c_entity + } + #INDIAN + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_tapestry_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_tapestry_02_a_entity + } + # MENA + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_tapestry_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_tapestry_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_tapestry_02_a_entity + } + #INDIAN + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + } + } + reference = ep1_indian_tapestry_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + } + } + reference = ep1_indian_tapestry_02_a_entity + } +} + +small_animal_hide = { + default_type = wall_small + icon = "artifact_animal_hide.dds" + asset = { #tan + trigger = { + scope:artifact = { + OR = { + has_artifact_feature = animal_hide_type_cat + has_artifact_feature = animal_hide_type_dog + has_artifact_feature = animal_hide_type_rabbit + } + } + } + reference = ep1_generic_animal_hide_small_01_a_entity + } + asset = { #white + trigger = { scope:legendary = yes } + reference = ep1_generic_animal_hide_small_01_b_entity + } + asset = { #brown + trigger = { + scope:artifact = { + OR = { + has_artifact_feature = animal_hide_type_cat + has_artifact_feature = animal_hide_type_hare + has_artifact_feature = animal_hide_type_roe + has_artifact_feature = animal_hide_type_gazelle + } + } + } + reference = ep1_generic_animal_hide_small_01_c_entity + } + asset = { #grey + trigger = { + scope:artifact = { + OR = { + has_artifact_feature = animal_hide_type_fox + has_artifact_feature = animal_hide_type_hyena + } + } + } + reference = ep1_generic_animal_hide_medium_01_a_entity + } + asset = { #orange + trigger = { + scope:artifact = { + has_artifact_feature = animal_hide_type_fox + } + } + reference = ep1_generic_animal_hide_medium_02_a_entity + } + asset = { #white + trigger = { scope:legendary = yes } + reference = ep1_generic_animal_hide_medium_01_b_entity + } + asset = { #brown + trigger = { + scope:artifact = { + has_artifact_feature = animal_hide_type_boar + } + } + reference = ep1_generic_animal_hide_medium_01_d_entity + } + asset = { #black + trigger = { + scope:artifact = { + has_artifact_feature = animal_hide_type_boar + } + } + reference = ep1_generic_animal_hide_medium_01_c_entity + } + asset = { #spotted + trigger = { + scope:artifact = { + has_artifact_feature = animal_hide_type_lynx + } + } + reference = ep1_generic_animal_hide_medium_02_b_entity + } +} + +large_animal_hide = { + default_type = wall_big + icon = "artifact_animal_hide.dds" + + # TIGER + asset = { #striped + trigger = { + scope:legendary ?= no + scope:artifact = { has_artifact_feature = animal_hide_type_tiger } + } + reference = ep1_generic_animal_hide_big_01_a_entity + } + asset = { #white striped + trigger = { + scope:legendary ?= yes + scope:artifact = { has_artifact_feature = animal_hide_type_tiger } + } + reference = ep2_generic_animal_hide_big_01_white_tiger_entity + } + # LION + asset = { #tan + trigger = { + scope:legendary ?= no + scope:artifact = { + OR = { + has_artifact_feature = animal_hide_type_lion + has_artifact_feature = animal_hide_type_aurochs + has_artifact_feature = animal_hide_type_leopard # we have no leopard texture + } + } + } + reference = ep2_generic_animal_hide_medium_01_white_stag_entity + } + # WOLF + asset = { #grey + trigger = { + scope:legendary ?= no + scope:artifact = { + OR = { + has_artifact_feature = animal_hide_type_hyena + has_artifact_feature = animal_hide_type_wolf + } + } + } + reference = ep1_generic_animal_hide_big_01_b_entity + } + asset = { #white + trigger = { + scope:legendary ?= yes + scope:artifact = { + OR = { + has_artifact_feature = animal_hide_type_hyena + has_artifact_feature = animal_hide_type_wolf + } + } + } + reference = ep2_generic_animal_hide_big_01_white_wolf_entity + } + # BEAR + asset = { #brown + trigger = { + OR = { + AND = { + scope:legendary ?= no + scope:artifact = { + OR = { + has_artifact_feature = animal_hide_type_bear + has_artifact_feature = animal_hide_type_bison + } + } + } + AND = { + scope:legendary ?= no + scope:artifact = { has_artifact_feature = animal_hide_type_leopard } # we have no black texture + } + } + } + reference = ep1_generic_animal_hide_big_02_a_entity + } + asset = { #white + trigger = { + scope:legendary ?= yes + scope:artifact = { + OR = { + has_artifact_feature = animal_hide_type_bear + has_artifact_feature = animal_hide_type_bison + } + } + } + reference = ep2_generic_animal_hide_big_01_white_bear_entity + } + # OTHER + asset = { #brown spotted + trigger = { + scope:legendary ?= no + scope:artifact = { + OR = { + has_artifact_feature = animal_hide_type_antelope + has_artifact_feature = animal_hide_type_roe + has_artifact_feature = animal_hide_type_stag + has_artifact_feature = animal_hide_type_hart + has_artifact_feature = animal_hide_type_elk + } + } + } + reference = ep1_generic_animal_hide_big_03_a_entity + } + asset = { #white + trigger = { + scope:legendary ?= yes + scope:artifact = { + NOR = { + has_artifact_feature = animal_hide_type_tiger + has_artifact_feature = animal_hide_type_hyena + has_artifact_feature = animal_hide_type_wolf + has_artifact_feature = animal_hide_type_bear + has_artifact_feature = animal_hide_type_bison + } + } + scope:artifact = { + NOT = { has_artifact_feature = animal_hide_type_leopard } + } + } + reference = ep1_generic_animal_hide_big_03_b_entity + } +} + +small_box = { + default_type = pedestal + icon = "artifact_small_box.dds" + pedestal = "tall" + + # Indian + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_indian_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_indian_box_small_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_indian_box_small_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_indian_box_small_fancy_02_a_entity + } + + # Mediterranean + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mediterranean_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mediterranean_box_small_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mediterranean_box_small_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mediterranean_box_small_fancy_02_a_entity + } + + # MENA + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mena_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mena_box_small_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mena_box_small_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mena_box_small_fancy_02_a_entity + } + + # Western + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_western_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_western_box_small_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_western_box_small_basic_02_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_western_box_small_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_western_box_small_fancy_02_a_entity + } + + # FP3: Iranian + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + # Since there is only one variety, enable it regardless of rarity + } + reference = fp3_artifact_Il_Khanid_casket_01_a_entity + } + + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = tgp_box_small_01_a_entity + } +} + +medium_box = { + icon = "artifact_medium_box.dds" + pedestal = "short" + default_type = pedestal + + # Indian + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_indian_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_indian_box_medium_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_indian_box_medium_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_indian_box_medium_fancy_02_a_entity + } + + # Mediterranean + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mediterranean_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mediterranean_box_medium_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mediterranean_box_medium_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mediterranean_box_medium_fancy_02_a_entity + } + + # MENA + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mena_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mena_box_medium_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mena_box_medium_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mena_box_medium_fancy_02_a_entity + } + + # Western + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_western_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_western_box_medium_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_western_box_medium_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_western_box_medium_fancy_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = tgp_box_medium_01_a_entity + } +} + +goblet = { + icon = "artifact_goblet.dds" + pedestal = "tall" + default_type = pedestal + + # Indian + asset = { + trigger = { + exists = scope:contest_type # Prize + scope:artifact = { + OR = { + has_artifact_feature = goblet_material_brass + has_artifact_feature = goblet_material_gold + } + } + } + reference = ep2_western_goblet_01_a_entity + } + asset = { + trigger = { + exists = scope:contest_type # Prize + scope:artifact = { + NOR = { + has_artifact_feature = goblet_material_brass + has_artifact_feature = goblet_material_gold + } + } + } + reference = ep2_western_goblet_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + scope:artifact = { + OR = { + has_artifact_feature = goblet_material_brass + has_artifact_feature = goblet_material_gold + } + } + NOT = { exists = scope:contest_type } # Not a Prize + } + reference = ep1_indian_goblet_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + scope:artifact = { + NOR = { + has_artifact_feature = goblet_material_brass + has_artifact_feature = goblet_material_gold + } + } + NOT = { exists = scope:contest_type } # Not a Prize + } + reference = ep1_indian_goblet_basic_01_b_entity + } + + # Mediterranean + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + scope:artifact = { + OR = { + has_artifact_feature = goblet_material_brass + has_artifact_feature = goblet_material_gold + } + } + NOT = { exists = scope:contest_type } # Not a Prize + } + reference = ep1_mediterranean_goblet_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + scope:artifact = { + NOR = { + has_artifact_feature = goblet_material_brass + has_artifact_feature = goblet_material_gold + } + } + NOT = { exists = scope:contest_type } # Not a Prize + } + reference = ep1_mediterranean_goblet_basic_01_b_entity + } + + # MENA + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + NOT = { exists = scope:contest_type } # Not a Prize + } + reference = ep1_mena_goblet_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + NOT = { exists = scope:contest_type } # Not a Prize + } + reference = ep1_mena_goblet_basic_01_b_entity + } + + # Western + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + NOT = { exists = scope:contest_type } # Not a Prize + } + reference = ep1_western_goblet_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + NOT = { exists = scope:contest_type } # Not a Prize + } + reference = ep1_western_goblet_basic_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = tgp_chinese_goblet_01_a_entity + } +} + +banner = { + default_type = wall_big + icon = "artifact_banner.dds" + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_western_banner_01_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_western_banner_02_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_western_banner_03_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_western_banner_04_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_western_banner_05_entity + } + asset = { + trigger = { + NOR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mena_banner_01_entity + } + asset = { + trigger = { + NOR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mena_banner_02_entity + } + asset = { + trigger = { + NOR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mena_banner_03_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + } + } + reference = ep1_mena_banner_01_entity + } +} + +wall_shield = { + icon = "artifact_wall_shield.dds" + default_type = wall_small + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_western_shield_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_shield_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = indian_building } } + reference = ep1_indian_shield_01_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + } + reference = tgp_chinese_shield_01_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + reference = tgp_japanese_shield_01_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + reference = tgp_sea_shield_01_a_entity + } +} + +wall_shield_medi = { + icon = "artifact_wall_shield.dds" + default_type = wall_big + asset = ep1_mediterranean_shield_01_a_entity +} + +animal_trophy = { + icon = "artifact_animal_trophy.dds" + default_type = wall_small + asset = { + trigger = { scope:artifact = { has_artifact_feature = animal_skull_type_rabbit } } + reference = ep1_generic_trophy_rabbit_01_a_entity + } + asset = { + trigger = { scope:artifact = { has_artifact_feature = animal_skull_type_hyena } } + reference = ep2_trophy_hyena_01_a_entity + } + asset = { + trigger = { + scope:artifact = { + OR = { + has_artifact_feature = animal_skull_type_wolf + has_artifact_feature = animal_skull_type_lynx + } + } + } + reference = ep1_generic_trophy_wolf_01_a_entity + } + asset = { + trigger = { scope:artifact = { has_artifact_feature = animal_skull_type_boar } } + reference = ep1_generic_trophy_boar_01_a_entity + } + asset = { + trigger = { scope:artifact = { has_artifact_feature = animal_skull_type_bear } } + reference = ep1_generic_trophy_bear_01_a_entity + } + asset = { + trigger = { + scope:artifact = { + OR = { + has_artifact_feature = animal_skull_type_leopard + has_artifact_feature = animal_skull_type_lion + } + } + } + reference = ep1_generic_trophy_lion_01_a_entity + } + asset = { + trigger = { scope:artifact = { has_artifact_feature = animal_skull_type_tiger } } + reference = ep1_generic_trophy_tiger_01_a_entity + } + asset = { + trigger = { + scope:artifact = { + OR = { + has_artifact_feature = animal_skull_type_gazelle + has_artifact_feature = animal_skull_type_antelope + } + } + } + reference = ep2_trophy_gazelle_01_a_entity + } + + asset = { + trigger = { + scope:artifact = { + OR = { + has_artifact_feature = animal_skull_type_roe + has_artifact_feature = animal_skull_type_stag + } + } + } + reference = ep2_fallow_deer_skull_01_a_entity + } + asset = { + trigger = { + scope:artifact = { + has_artifact_feature = animal_skull_type_hart + } + } + reference = ep1_generic_trophy_stag_01_a_entity + } + asset = { + trigger = { scope:artifact = { has_artifact_feature = animal_skull_type_unicorn } } + reference = ep1_generic_trophy_narwhal_01_a_entity + } + asset = { + trigger = { + scope:artifact = { + OR = { + has_artifact_feature = animal_skull_type_aurochs + has_artifact_feature = animal_skull_type_bison + } + } + } + reference = ep1_generic_trophy_aurochs_01_a_entity + } + asset = { + trigger = { scope:artifact = { has_artifact_feature = animal_skull_type_horse } } + reference = ep1_generic_trophy_horse_01_a_entity + } +} + +statue = { + icon = "artifact_statue.dds" + default_type = sculpture + + #Save the scope value owner_fm to determine if female or male + #When owner_fm is not saved the statue will pick randomly between female or male + + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + OR = { + AND = { + exists = scope:owner_fm + scope:owner_fm = flag:male + } + NOT = { exists = scope:owner_fm } + } + } + reference = ep1_western_statue_01_male_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + OR = { + AND = { + exists = scope:owner_fm + scope:owner_fm = flag:female + } + NOT = { exists = scope:owner_fm } + } + } + reference = ep1_western_statue_01_female_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + OR = { + AND = { + exists = scope:owner_fm + scope:owner_fm = flag:male + } + NOT = { exists = scope:owner_fm } + } + } + reference = ep1_medi_statue_01_male_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + OR = { + AND = { + exists = scope:owner_fm + scope:owner_fm = flag:female + } + NOT = { exists = scope:owner_fm } + } + } + reference = ep1_medi_statue_01_female_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + OR = { + AND = { + exists = scope:owner_fm + scope:owner_fm = flag:male + } + NOT = { exists = scope:owner_fm } + } + } + reference = ep1_indian_statue_ruler_male_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + OR = { + AND = { + exists = scope:owner_fm + scope:owner_fm = flag:female + } + NOT = { exists = scope:owner_fm } + } + } + reference = ep1_indian_statue_ruler_female_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + OR = { + AND = { + exists = scope:owner_fm + scope:owner_fm = flag:male + } + NOT = { exists = scope:owner_fm } + } + } + reference = ep1_medi_statue_01_male_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + OR = { + AND = { + exists = scope:owner_fm + scope:owner_fm = flag:male + } + NOT = { exists = scope:owner_fm } + } + } + reference = ep1_indian_statue_ruler_male_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + OR = { + AND = { + exists = scope:owner_fm + scope:owner_fm = flag:female + } + NOT = { exists = scope:owner_fm } + } + } + reference = ep1_indian_statue_ruler_female_a_entity + } + #Fallback + asset = { + trigger = { + NOR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + } + NOT = { exists = scope:owner_fm } + } + reference = ep1_western_statue_01_female_entity + } +} + +statue_mena = { + icon = "artifact_statue.dds" + default_type = pedestal + support_type = "tall" + asset = { + trigger = { + OR = { + AND = { + exists = scope:owner_fm + scope:owner_fm = flag:male + } + NOT = { exists = scope:owner_fm } + } + } + reference = ep1_mena_statue_01_male_entity + } + asset = { + trigger = { + OR = { + AND = { + exists = scope:owner_fm + scope:owner_fm = flag:female + } + NOT = { exists = scope:owner_fm } + } + } + reference = ep1_mena_statue_01_female_entity + } +} + +scroll = { + default_type = pedestal + icon = "artifact_scroll.dds" + pedestal = "tall_pillow" + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_scroll_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_scroll_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_scroll_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_scroll_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = tgp_scrolls_bundle_01_entity + } +} + +pouch = { + default_type = pedestal + icon = "artifact_pouch.dds" + pedestal = "tall_pillow" + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_pouch_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_pouch_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_pouch_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_pouch_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = ep1_indian_pouch_basic_01_a_entity + } +} + +urn = { + default_type = pedestal + icon = "artifact_urn.dds" + pedestal = "short" + asset = { + trigger = { exists = scope:contest_type } + reference = ep2_ornate_prize_pot_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + NOT = { exists = scope:contest_type } + } + reference = ep1_indian_urn_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + NOT = { exists = scope:contest_type } + } + reference = ep1_mediterranean_urn_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + NOT = { exists = scope:contest_type } + } + reference = ep1_mena_urn_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + NOT = { exists = scope:contest_type } + } + reference = ep1_western_urn_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + NOT = { exists = scope:contest_type } + } + reference = ep1_indian_urn_fancy_01_a_entity + } +} + +indian_book = { + icon = "artifact_leaf_book.dds" + support_type = "lectern" + asset = { + reference = ep1_indian_book_big_01_a_entity + } + asset = { + trigger = { + artifact_high_rarity_trigger = yes + } + reference = ep1_indian_book_verybig_01_a_entity + } + asset = { + reference = ep1_indian_book_big_01_b_entity + } + asset = { + trigger = { + artifact_high_rarity_trigger = yes + } + reference = ep1_indian_book_verybig_01_b_entity + } +} + +book = { + icon = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = "tgp_scroll_01.dds" #Scroll on Lectern + } + icon = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + artifact_high_rarity_trigger = yes + } + reference = "tgp_chinese_book_01.dds" + } + icon = "artifact_book.dds" + support_type = "lectern" + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_book_big_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_book_big_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mediterranean_book_verybig_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mediterranean_book_verybig_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_book_big_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_book_big_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mena_book_verybig_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mena_book_verybig_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_book_big_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_book_big_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_western_book_verybig_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_western_book_verybig_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = tgp_scroll_01_a_entity #Scroll on Lectern + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + artifact_high_rarity_trigger = yes + } + reference = tgp_chinese_book_01_a_entity + } +} + +reliquary = { + default_type = pedestal + icon = "artifact_reliquary.dds" + pedestal = "short" + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_box_reliquary_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_urn_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_box_reliquary_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_box_reliquary_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_box_reliquary_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_box_reliquary_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_box_reliquary_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_box_reliquary_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_box_reliquary_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = ep1_indian_box_reliquary_01_a_entity + } +} + +cross = { + default_type = pedestal + icon = "artifact_reliquary.dds" + pedestal = "tall" + asset = ep1_generic_cross_01_a_entity +} + +rock = { + default_type = pedestal + icon = "artifact_rock.dds" + pedestal = "tall_pillow" + asset = ep1_generic_rock_01_a_entity +} + +human_skull = { + default_type = pedestal + icon = "artifact_bone.dds" + pedestal = "tall_pillow" + asset = ep1_trophy_human_01_entity + asset = ep1_trophy_human_02_entity +} + +diamond = { + default_type = pedestal + icon = "artifact_gemstone.dds" + pedestal = "tall_pillow" + asset = ep1_generic_diamond_massive_01_a_entity +} + +riches = { + default_type = pedestal + icon = "artifact_small_box.dds" + pedestal = "short_pillow" + asset = ep1_generic_jewelry_01_a_entity +} + +flask = { + icon = "artifact_flask.dds" + pedestal = "tall_pillow" + + # Indian + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_indian_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_indian_box_small_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_indian_box_small_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_indian_box_small_fancy_02_a_entity + } + + # Mediterranean + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mediterranean_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mediterranean_box_small_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mediterranean_box_small_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mediterranean_box_small_fancy_02_a_entity + } + + # MENA + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mena_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_mena_box_small_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mena_box_small_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_mena_box_small_fancy_02_a_entity + } + + # Western + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_western_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_western_box_small_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_low_rarity_trigger = yes + } + reference = ep1_western_box_small_basic_02_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_western_box_small_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + artifact_high_rarity_trigger = yes + } + reference = ep1_western_box_small_fancy_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = tgp_box_small_01_a_entity + } +} + +# Weapons into Court Artifacts +axe_court = { + default_type = pedestal + icon = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = african_unit } + } + reference = artifact_african_axe.dds + } + icon = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } } + reference = artifact_steppe_axe.dds + } + icon = { + trigger = { + NOR = { + artifact_should_use_gfx_type_trigger = { TYPE = african_unit } + artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } + } + } + reference = artifact_axe.dds + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } + } + reference = ep1_mediterranean_axe_01_a_entity + } + asset = { + trigger = { + NOT = { artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } } + artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } + } + reference = ep1_western_axe_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } } + reference = ep1_african_axe_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_unit } + } + } + reference = ep1_indian_axe_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } } + reference = ep1_mena_axe_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } } + reference = ep1_northern_axe_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } } + reference = ep1_steppe_axe_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_axe_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit } } + reference = ep1_mena_axe_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_unit } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + } + } + reference = tgp_chinese_axe_01_a_entity + } +} + +hammer_court = { + default_type = pedestal + icon = "artifact_hammer.dds" + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } } + reference = ep1_mena_hammer_01_a_entity # In cases where we do not have a unqiue model, use closest visual neighbor + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_unit } + } + } + reference = ep1_mena_hammer_01_a_entity # In cases where we do not have a unqiue model, use closest visual neighbor + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } } + reference = ep1_mena_hammer_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } } + reference = ep1_western_hammer_01_a_entity # In cases where we do not have a unqiue model, use closest visual neighbor + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } } + reference = ep1_mena_hammer_01_a_entity # In cases where we do not have a unqiue model, use closest visual neighbor + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_hammer_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } } + reference = ep1_western_hammer_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit } } + reference = ep1_mena_hammer_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_unit } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + } + } + reference = ep1_mena_hammer_01_a_entity + } +} + +spear_court = { + default_type = pedestal + icon = "artifact_spear.dds" + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } } + reference = ep1_african_spear_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_unit } + } + } + reference = ep1_indian_spear_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } } + reference = ep1_mena_spear_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } } + reference = ep1_western_spear_01_a_entity # In cases where we do not have a unqiue model, use closest visual neighbor + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } } + reference = ep1_indian_spear_01_a_entity # In cases where we do not have a unqiue model, use closest visual neighbor + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_spear_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } } + reference = ep1_western_spear_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit } } + reference = ep1_mena_spear_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_unit } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + } + } + reference = tgp_chinese_polearm_01_entity + } +} + +mace_court = { + default_type = pedestal + icon = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + } + reference = artifact_byzantine_mace.dds + } + icon = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } } + reference = artifact_steppe_mace.dds + } + icon = { + trigger = { + NOR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } + } + } + reference = artifact_mace.dds + } + + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } + } + reference = ep1_byzantine_mace_01_a_entity + } + asset = { + trigger = { + NOT = { artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } } + artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } + } + reference = ep1_western_mace_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } } + reference = ep1_african_mace_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_unit } + } + } + reference = ep1_indian_mace_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } } + reference = ep1_mena_mace_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } } + reference = ep1_western_mace_01_a_entity # In cases where we do not have a unqiue model, use closest visual neighbor + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } } + reference = ep1_steppe_mace_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_mace_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit } } + reference = ep1_mena_mace_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_unit } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + } + } + reference = ep1_indian_mace_01_a_entity + } +} + +dagger_court = { + default_type = pedestal + icon = "artifact_dagger.dds" + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } } + reference = ep1_indian_dagger_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_unit } + } + } + reference = ep1_indian_dagger_01_a_entity # In cases where we do not have a unqiue model, use closest visual neighbor + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } } + reference = ep1_indian_dagger_01_a_entity # In cases where we do not have a unqiue model, use closest visual neighbor + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } } + reference = ep1_western_dagger_01_a_entity # In cases where we do not have a unqiue model, use closest visual neighbor + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } } + reference = ep1_indian_dagger_01_a_entity # In cases where we do not have a unqiue model, use closest visual neighbor + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_dagger_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } } + reference = ep1_western_dagger_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit } } + reference = ep1_indian_dagger_01_a_entity + } + asset = { # Do not believe the lies that this uses an inverse load order, lower overwrites higher! + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iberian_muslim_unit } } + reference = fp2_artifact_iberian_muslim_dagger_01_a_entity + } + asset = { # Do not believe the lies that this uses an inverse load order, lower overwrites higher! + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = berber_building } } + reference = afr_artifact_berber_dagger_01_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_unit } + } + reference = tgp_chinese_dagger_01_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + } + reference = tgp_japanese_dagger_01_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = korean_clothing } + } + reference = tgp_gyerim_ro_dagger_01_a_entity + } +} + +sword_court = { + default_type = pedestal + icon = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = african_unit } + } + reference = artifact_african_sword.dds + } + icon = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } } + reference = artifact_northern_sword.dds + } + icon = { + trigger = { + NOR = { + artifact_should_use_gfx_type_trigger = { TYPE = african_unit } + artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } + } + } + reference = artifact_sword.dds + } + icon = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_unit } + } + reference = tgp_word_of_goujian_01_a.dds + } + icon = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + } + reference = tgp_japanese_sword_01_a.dds + } + + icon = "artifact_sword.dds" + # African + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } } + reference = ep1_african_sword_01_a_entity + } + # Indian + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_unit } + } + } + reference = ep1_indian_sword_01_a_entity + } + # MENA + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } } + reference = ep1_mena_sword_01_a_entity + } + # Northern + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } } + reference = ep1_northern_sword_01_a_entity + } + # Mongol + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } } + reference = ep1_steppe_sword_01_a_entity + } + # Western variants + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_sword_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_sword_01_b_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_sword_02_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_sword_02_b_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_sword_03_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_sword_03_b_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_sword_04_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } } + reference = ep1_western_sword_04_b_entity + } + # Byzantine + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + } + reference = ep1_byzantine_sword_01_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } + NOT = { artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } } + } + reference = ep1_byzantine_sword_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit } } + reference = ep1_mena_sword_01_a_entity + } + # FP2 - LATER ITEMS OVERWRITE EARLIER ONES. NOT THE OTHER WAY AROUND. - h + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iberian_muslim_unit } } + reference = fp2_artifact_iberian_muslim_sword_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iberian_christian_unit } } + reference = fp2_artifact_iberian_christian_sword_01_a_entity + } + # AFR - LATER ITEMS OVERWRITE EARLIER ONES. NOT THE OTHER WAY AROUND. - h + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = berber_building } } + reference = afr_artifact_berber_sword_01_a_entity + } + # POL - also includes east slavic cultures but since they fallback on western sword it works + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + } + reference = pol_artifact_west_slavic_sword_01_a_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_unit } + } + reference = tgp_chinese_sword_01_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + artifact_high_rarity_trigger = yes + } + reference = tgp_japanese_sword_03_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + artifact_medium_rarity_trigger = yes + } + reference = tgp_japanese_sword_02_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + artifact_medium_rarity_trigger = yes + } + reference = tgp_japanese_sword_01_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + artifact_low_rarity_trigger = yes + } + reference = tgp_japanese_sword_01_a_entity + } +} + +regalia_court = { + default_type = pedestal + icon = "artifact_regalia.dds" + asset = ep1_generic_jewelry_01_a_entity + pedestal = "short_pillow" +} + +crown_court = { + icon = "artifact_crown.dds" + default_type = pedestal + pedestal = "tall_pillow" + + #### FP2 assets + # Muslim + asset = { + trigger = { + has_dlc_feature = the_fate_of_iberia + artifact_use_iberian_muslim_unit_visuals_trigger = yes + } + reference = male_headgear_secular_fp2_iberian_muslim_royalty_01_artifact_entity + } + asset = { + trigger = { + has_dlc_feature = the_fate_of_iberia + artifact_use_iberian_muslim_unit_visuals_trigger = yes + } + reference = female_headgear_secular_fp2_iberian_muslim_royalty_01_artifact_entity + } + # Christian + asset = { + trigger = { + has_dlc_feature = the_fate_of_iberia + artifact_use_iberian_christian_unit_visuals_trigger = yes + } + reference = male_headgear_secular_fp2_iberian_christian_royalty_01_artifact_entity + } + asset = { + trigger = { + has_dlc_feature = the_fate_of_iberia + artifact_use_iberian_christian_unit_visuals_trigger = yes + } + reference = female_headgear_secular_fp2_iberian_christian_royalty_01_artifact_entity + } + + #ERE + asset = { + trigger = { + scope:owner = { + culture = { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_byzantine_imperial_01_artifact_entity + } + asset = { + trigger = { + scope:owner = { + culture = { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_byzantine_royalty_01_artifact_entity + } + #Abbasid + asset = { + trigger = { + has_dlc = "Fashion of the Abbasid Court" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_arabic } + culture = { has_cultural_pillar = heritage_iranian } + culture = { has_cultural_pillar = heritage_turkic } + culture = { has_cultural_pillar = heritage_berber } + } + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_dde_abbasid_imperial_01_artifact_entity + } + asset = { + trigger = { + has_dlc = "Fashion of the Abbasid Court" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_arabic } + culture = { has_cultural_pillar = heritage_iranian } + culture = { has_cultural_pillar = heritage_turkic } + culture = { has_cultural_pillar = heritage_berber } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_dde_abbasid_royalty_01_artifact_entity + } + #HRE + asset = { + trigger = { + has_dlc = "Garments of the Holy Roman Empire" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_frankish } + culture = { has_cultural_pillar = heritage_latin } + culture = { has_cultural_pillar = heritage_central_germanic } + culture = { has_cultural_pillar = heritage_west_germanic } + culture = { has_cultural_pillar = heritage_west_slavic } + } + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_dde_hre_imperial_01_artifact_entity + } + asset = { + trigger = { + has_dlc = "Garments of the Holy Roman Empire" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_frankish } + culture = { has_cultural_pillar = heritage_latin } + culture = { has_cultural_pillar = heritage_central_germanic } + culture = { has_cultural_pillar = heritage_west_germanic } + culture = { has_cultural_pillar = heritage_west_slavic } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_dde_hre_royalty_01_artifact_entity + } + asset = { + trigger = { + has_dlc = "Garments of the Holy Roman Empire" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_frankish } + culture = { has_cultural_pillar = heritage_latin } + culture = { has_cultural_pillar = heritage_central_germanic } + culture = { has_cultural_pillar = heritage_west_germanic } + culture = { has_cultural_pillar = heritage_west_slavic } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = female_headgear_secular_dde_hre_royalty_01_artifact_entity + } + asset = { + trigger = { + has_dlc = "Garments of the Holy Roman Empire" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_frankish } + culture = { has_cultural_pillar = heritage_latin } + culture = { has_cultural_pillar = heritage_central_germanic } + culture = { has_cultural_pillar = heritage_west_germanic } + culture = { has_cultural_pillar = heritage_west_slavic } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_dde_hre_royalty_02_artifact_entity + } + # Indian + asset = { + trigger = { + scope:owner = { highest_held_title_tier = tier_empire } + artifact_high_rarity_trigger = yes + artifact_use_indian_building_visuals_trigger = yes #this trigger cuts out the maker + } + reference = male_headgear_secular_ep1_diamond_crown_artifact_entity + } + asset = { + trigger = { + artifact_use_indian_building_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_ep1_indian_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_indian_building_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = female_headgear_secular_indian_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_indian_building_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_indian_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_indian_building_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_indian_imperial_01_artifact_entity + } + #MENA + asset = { + trigger = { + artifact_use_mena_building_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_ep1_mena_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_mena_building_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_mena_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_mena_building_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_mena_imperial_01_artifact_entity + } + #Sassanid + asset = { + trigger = { + artifact_use_iranian_building_visuals_trigger = yes #this trigger cuts out the maker + } + reference = male_headgear_secular_ep1_sassanid_crown_artifact_entity + } + #Western and Medi not Byz + asset = { + trigger = { + OR = { + artifact_use_western_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_mediterranean_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + culture = { + NOR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_ep1_western_royalty_01_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_western_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_mediterranean_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + culture = { + NOR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_western_royalty_01_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_western_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_mediterranean_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + culture = { + NOR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = female_headgear_secular_western_royalty_01_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_western_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_mediterranean_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + culture = { + NOR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_western_royalty_02_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_western_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_mediterranean_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + culture = { + NOR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier >= tier_empire + } + } + reference = male_headgear_secular_western_imperial_01_artifact_entity + } + #Northern Lords + asset = { + trigger = { + has_dlc_feature = the_northern_lords + artifact_use_northern_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_fp1_royalty_01_artifact_entity + } + asset = { + trigger = { + has_dlc_feature = the_northern_lords + artifact_use_northern_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = female_headgear_secular_fp1_royalty_01_artifact_entity + } + asset = { + trigger = { + has_dlc_feature = the_northern_lords + artifact_use_northern_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier >= tier_empire + } + } + reference = male_headgear_secular_fp1_imperial_01_artifact_entity + } + asset = { + trigger = { + has_dlc_feature = the_northern_lords + artifact_use_northern_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier >= tier_empire + } + } + reference = female_headgear_secular_fp1_imperial_01_artifact_entity + } + #Steppe + asset = { + trigger = { + artifact_use_mongol_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier <= tier_kingdom } + } + reference = male_headgear_secular_steppe_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_mongol_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier >= tier_empire } + } + reference = male_headgear_secular_steppe_imperial_01_artifact_entity + } + #Sub_saharan + asset = { + trigger = { + artifact_use_african_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier <= tier_kingdom } + } + reference = male_headgear_secular_sub_saharan_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_african_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier >= tier_empire } + } + reference = male_headgear_secular_sub_saharan_imperial_artifact_01_entity + } + asset = { + trigger = { + artifact_use_african_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier >= tier_empire } + } + reference = male_headgear_secular_ep1_sub_saharan_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_chinese_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier >= tier_empire } + } + reference = tgp_chinese_tongtianguan_crown_entity + } + asset = { + trigger = { + artifact_use_japanese_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier >= tier_empire } + } + reference = tgp_japanese_vassal_raikan_crown_entity + } + asset = { + trigger = { + artifact_use_southeast_asian_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier >= tier_kingdom } + } + reference = tgp_southeast_apsara_crown_entity + } + asset = { + trigger = { + artifact_use_southeast_asian_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier >= tier_kingdom } + } + reference = tgp_southeast_khmer_noble_crown_entity + } +} + +imperial_seal = { + icon = { + reference = tgp_seal_01_a.dds + } + icon = { + reference = tgp_seal_02_a.dds + } + pedestal = "tall" + default_type = pedestal + + asset = { + reference = tgp_seal_01_a_entity + } + asset = { + reference = tgp_seal_02_a_entity + } +} + +special_seal = { + icon = { + reference = tgp_seal_02_a.dds + } + pedestal = "tall" + default_type = pedestal + + asset = { + reference = tgp_seal_02_a_entity + } +} + +armor_court = { + default_type = pedestal + icon = "artifact_armor.dds" + pedestal = "armorstand" + # Western and Medi + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = western_unit } + scope:owner = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + reference = m_clothes_sec_crusades_western_war_nob_01_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = western_unit } + scope:owner = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + reference = m_clothes_sec_crusades_western_war_nob_02_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = western_unit } + scope:owner = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + reference = m_clothes_sec_crusades_western_war_nob_03_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = western_unit } + scope:owner = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + reference = m_clothes_sec_crusades_western_war_nob_04_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = western_unit } + } + reference = m_clothes_sec_western_war_nob_01_artifact_entity + } + #HRE + asset = { + trigger = { + has_dlc = "Garments of the Holy Roman Empire" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_frankish } + culture = { has_cultural_pillar = heritage_latin } + culture = { has_cultural_pillar = heritage_central_germanic } + culture = { has_cultural_pillar = heritage_west_germanic } + culture = { has_cultural_pillar = heritage_west_slavic } + } + } + } + reference = m_clothes_sec_dde_hre_war_nob_01_artifact_entity + } + #Abbasid + asset = { + trigger = { + has_dlc = "Fashion of the Abbasid Court" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_arabic } + culture = { has_cultural_pillar = heritage_iranian } + culture = { has_cultural_pillar = heritage_turkic } + culture = { has_cultural_pillar = heritage_berber } + } + } + } + reference = m_clothes_sec_dde_abbasid_war_nob_01_artifact_entity + } + #Northern Lords + asset = { + trigger = { + has_dlc_feature = the_northern_lords + artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } + } + reference = m_clothes_sec_fp1_war_nob_01_artifact_entity + } + #Northern + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } + } + reference = m_clothes_sec_northern_war_nob_01_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } + } + reference = f_clothes_sec_northern_war_nob_01_artifact_entity + } + #MENA + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit } + artifact_should_use_gfx_type_trigger = { TYPE = african_unit } + } + } + reference = m_clothes_sec_mena_war_nob_01_artifact_entity + } + #ERE + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } + scope:owner = { + is_male = yes + } + } + reference = m_clothes_sec_byzantine_war_nob_01_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } + scope:owner = { + is_female = yes + } + } + reference = f_clothes_sec_byzantine_war_nob_01_artifact_entity + } + #Indian + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_unit } + } + scope:owner = { + is_male = yes + } + } + reference = m_clothes_sec_indian_war_nob_01_artifact_entity + } + asset = { + trigger = { + scope:owner = { + is_female = yes + } + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_unit } + } + } + reference = f_clothes_sec_indian_war_nob_01_artifact_entity + } + #Steppe + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } + } + reference = m_clothes_sec_steppe_war_nob_01_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_unit } + } + reference = m_clothes_sec_tgp_chinese_war_nob_01_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_unit } + } + reference = m_clothes_sec_tgp_chinese_war_nob_02_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + } + reference = tgp_japanese_oyoroi_armor_entity + } +} + +tiny_throne_trinket = { + icon = "artifact_throneroom.dds" + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_chest_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_chest_fancy_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_chest_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_chest_fancy_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_chest_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_chest_fancy_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_chest_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_chest_fancy_01_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = ep1_indian_chest_fancy_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = ep1_indian_chest_fancy_01_b_entity + } +} + +brooch_court = { + icon = "artifact_brooch.dds" + asset = ep1_generic_jewelry_01_a_entity + pedestal = "short_pillow" +} + +ring_court = { + icon = "artifact_ring.dds" + asset = ep1_generic_jewelry_01_a_entity + pedestal = "short_pillow" +} + +necklace_court = { + icon = "artifact_necklace.dds" + asset = ep1_generic_jewelry_01_a_entity + pedestal = "short_pillow" +} + +skull_goblet = { + icon = "artifact_goblet.dds" + asset = ep1_trophy_skull_goblet_entity + pedestal = "tall" +} + +oxus_bracelet = { + icon = "artifact_oxus_bracelet.dds" + asset = fp3_artifact_oxus_bracelet_01_a_entity + pedestal = "tall" +} + +persian_drinking_vessel = { + icon = "artifact_drinking_vessel.dds" + pedestal = "tall" + default_type = pedestal + + # FP3: Iranian + asset = { + trigger = { + #artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_low_rarity_trigger = yes + } + reference = fp3_artifact_persian_drinking_vessel_01_a_entity + } + asset = { + trigger = { + #artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_low_rarity_trigger = yes + } + reference = fp3_artifact_persian_drinking_vessel_01_b_entity + } + asset = { + trigger = { + #artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_high_rarity_trigger = yes + } + reference = fp3_artifact_persian_drinking_vessel_01_c_entity + } +} + +sassanian_sword_pedestal = { + icon = "artifact_sassanian_sword.dds" + asset = fp3_artifact_legendary_sword_01_a_entity + default_type = pedestal +} + +sassanian_sword = { + icon = "artifact_sassanian_sword.dds" + asset = fp3_sassanian_sword_01_a_portrait_entity + default_type = sword +} + +fp3_incense_burner_sculpture = { + icon = "artifact_incense_burner_sculpture.dds" + asset = fp3_artifact_incense_burner_sculpture_01_a_entity +} + +tgp_sword_of_goujian = { + default_type = pedestal + icon = { + reference = tgp_word_of_goujian_01_a.dds + } + asset = { + reference = tgp_sword_of_goujian_01_a_entity + } +} + +go_board_game_artifact = { + icon = "tgp_game_go_01_a.dds" + asset = tgp_game_go_01_a_entity + pedestal = "tall_pillow" +} +scroll_bundle_artifact = { + icon = "tgp_scrolls_bundle_01.dds" + asset = tgp_scrolls_bundle_01_entity + pedestal = "tall_pillow" +} +incense_burner_artifact = { + icon = "tgp_korean_incense_burner_01_a.dds" + asset = tgp_korean_incense_burner_01_a_entity + pedestal = "tall_pillow" +} +japan_bow = { + icon = "artifact_bow_japanese.dds" + asset = tgp_japanese_bow_01_a_entity +} +seven_branched_sword_artifact = { + icon = "tgp_japanese_ceremonial_sword_01_a.dds" + asset = tgp_japanese_ceremonial_sword_01_a_entity +} +gyerimro_dagger_artifact = { + icon = "tgp_gyerim_ro_dagger_01_a.dds" + pedestal = "tall_pillow" + asset = tgp_gyerim_ro_dagger_01_a_entity +} + +bunga_mas = { + icon = "tgp_artifact_golden_flower.dds" + asset = tgp_bunga_mas_01_a_entity + pedestal = "short_pillow" +} diff --git a/N3OW/common/artifacts/visuals/00_personal_misc.txt b/N3OW/common/artifacts/visuals/00_personal_misc.txt new file mode 100644 index 00000000..b989453d --- /dev/null +++ b/N3OW/common/artifacts/visuals/00_personal_misc.txt @@ -0,0 +1,1079 @@ +regalia = { + icon = "artifact_regalia.dds" + asset = ep1_generic_jewelry_01_a_entity +} + +crown = { + icon = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = "artifact_crown_lotus.dds" + } + icon = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = "artifact_crown_leaf.dds" + } + icon = { + trigger = { + NOR = { + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = "artifact_crown.dds" + } + #ERE + asset = { + trigger = { + scope:owner = { + culture = { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_byzantine_imperial_01_artifact_entity + } + asset = { + trigger = { + scope:owner = { + culture = { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_byzantine_royalty_01_artifact_entity + } + #Abbasid + asset = { + trigger = { + has_dlc = "Fashion of the Abbasid Court" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_arabic } + culture = { has_cultural_pillar = heritage_iranian } + culture = { has_cultural_pillar = heritage_turkic } + culture = { has_cultural_pillar = heritage_berber } + } + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_dde_abbasid_imperial_01_artifact_entity + } + asset = { + trigger = { + has_dlc = "Fashion of the Abbasid Court" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_arabic } + culture = { has_cultural_pillar = heritage_iranian } + culture = { has_cultural_pillar = heritage_turkic } + culture = { has_cultural_pillar = heritage_berber } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_dde_abbasid_royalty_01_artifact_entity + } + #HRE + asset = { + trigger = { + has_dlc = "Garments of the Holy Roman Empire" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_frankish } + culture = { has_cultural_pillar = heritage_latin } + culture = { has_cultural_pillar = heritage_central_germanic } + culture = { has_cultural_pillar = heritage_west_germanic } + culture = { has_cultural_pillar = heritage_west_slavic } + } + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_dde_hre_imperial_01_artifact_entity + } + asset = { + trigger = { + has_dlc = "Garments of the Holy Roman Empire" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_frankish } + culture = { has_cultural_pillar = heritage_latin } + culture = { has_cultural_pillar = heritage_central_germanic } + culture = { has_cultural_pillar = heritage_west_germanic } + culture = { has_cultural_pillar = heritage_west_slavic } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_dde_hre_royalty_01_artifact_entity + } + asset = { + trigger = { + has_dlc = "Garments of the Holy Roman Empire" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_frankish } + culture = { has_cultural_pillar = heritage_latin } + culture = { has_cultural_pillar = heritage_central_germanic } + culture = { has_cultural_pillar = heritage_west_germanic } + culture = { has_cultural_pillar = heritage_west_slavic } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = female_headgear_secular_dde_hre_royalty_01_artifact_entity + } + asset = { + trigger = { + has_dlc = "Garments of the Holy Roman Empire" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_frankish } + culture = { has_cultural_pillar = heritage_latin } + culture = { has_cultural_pillar = heritage_central_germanic } + culture = { has_cultural_pillar = heritage_west_germanic } + culture = { has_cultural_pillar = heritage_west_slavic } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_dde_hre_royalty_02_artifact_entity + } + # Indian + asset = { + trigger = { + scope:owner = { highest_held_title_tier = tier_empire } + artifact_high_rarity_trigger = yes + OR = { + artifact_use_indian_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_southeast_asian_building_visuals_trigger = yes #this trigger cuts out the maker + } + } + reference = male_headgear_secular_ep1_diamond_crown_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_indian_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_southeast_asian_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_ep1_indian_royalty_01_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_indian_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_southeast_asian_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = female_headgear_secular_indian_royalty_01_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_indian_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_southeast_asian_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_indian_royalty_01_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_indian_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_southeast_asian_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_indian_imperial_01_artifact_entity + } + #Iberia + asset = { + trigger = { + artifact_use_iberian_muslim_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_fp2_iberian_muslim_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_iberian_christian_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_fp2_iberian_christian_royalty_01_artifact_entity + } + #MENA + asset = { + trigger = { + artifact_use_mena_building_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_ep1_mena_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_mena_building_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_mena_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_mena_building_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_mena_imperial_01_artifact_entity + } + #Sassanid + asset = { + trigger = { + artifact_use_mena_building_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + culture = { has_cultural_pillar = heritage_iranian } + } + } + reference = male_headgear_secular_ep1_sassanid_crown_artifact_entity + } + #Western and Medi not Byz/Iberian + asset = { + trigger = { + OR = { + artifact_use_western_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_mediterranean_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + culture = { + NOR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_ep1_western_royalty_01_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_western_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_mediterranean_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + culture = { + NOR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_western_royalty_01_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_western_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_mediterranean_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + culture = { + NOR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = female_headgear_secular_western_royalty_01_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_western_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_mediterranean_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + culture = { + NOR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_western_royalty_02_artifact_entity + } + asset = { + trigger = { + OR = { + artifact_use_western_building_visuals_trigger = yes #this trigger cuts out the maker + artifact_use_mediterranean_building_visuals_trigger = yes #this trigger cuts out the maker + } + scope:owner = { + culture = { + NOR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_western_imperial_01_artifact_entity + } + #Northern Lords + asset = { + trigger = { + has_dlc_feature = the_northern_lords + artifact_use_northern_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = male_headgear_secular_fp1_royalty_01_artifact_entity + } + asset = { + trigger = { + has_dlc_feature = the_northern_lords + artifact_use_northern_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier <= tier_kingdom + } + } + reference = female_headgear_secular_fp1_royalty_01_artifact_entity + } + asset = { + trigger = { + has_dlc_feature = the_northern_lords + artifact_use_northern_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier = tier_empire + } + } + reference = male_headgear_secular_fp1_imperial_01_artifact_entity + } + asset = { + trigger = { + has_dlc_feature = the_northern_lords + artifact_use_northern_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { + highest_held_title_tier = tier_empire + } + } + reference = female_headgear_secular_fp1_imperial_01_artifact_entity + } + #Steppe + asset = { + trigger = { + artifact_use_mongol_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier <= tier_kingdom } + } + reference = male_headgear_secular_steppe_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_mongol_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier = tier_empire } + } + reference = male_headgear_secular_steppe_imperial_01_artifact_entity + } + #Sub_saharan + asset = { + trigger = { + artifact_use_african_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier <= tier_kingdom } + } + reference = male_headgear_secular_sub_saharan_royalty_01_artifact_entity + } + asset = { + trigger = { + artifact_use_african_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier = tier_empire } + } + reference = male_headgear_secular_sub_saharan_imperial_artifact_01_entity + } + asset = { + trigger = { + artifact_use_african_unit_visuals_trigger = yes #this trigger cuts out the maker + scope:owner = { highest_held_title_tier = tier_empire } + } + reference = male_headgear_secular_ep1_sub_saharan_royalty_01_artifact_entity + } + # China + asset = { + trigger = { + OR = { + artifact_use_chinese_unit_visuals_trigger = yes + artifact_use_japanese_unit_visuals_trigger = yes + } + } + reference = tgp_chinese_tongtianguan_crown_entity + } +} + +armor = { + icon = "artifact_armor.dds" + # Western and Medi + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = western_unit } + scope:owner = { + + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + reference = m_clothes_sec_crusades_western_war_nob_01_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = western_unit } + scope:owner = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + reference = m_clothes_sec_crusades_western_war_nob_02_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = western_unit } + scope:owner = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + reference = m_clothes_sec_crusades_western_war_nob_03_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = western_unit } + scope:owner = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + reference = m_clothes_sec_crusades_western_war_nob_04_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = western_unit } + } + reference = m_clothes_sec_western_war_nob_01_artifact_entity + } + #HRE + asset = { + trigger = { + has_dlc = "Garments of the Holy Roman Empire" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_frankish } + culture = { has_cultural_pillar = heritage_latin } + culture = { has_cultural_pillar = heritage_central_germanic } + culture = { has_cultural_pillar = heritage_west_germanic } + culture = { has_cultural_pillar = heritage_west_slavic } + } + } + } + reference = m_clothes_sec_dde_hre_war_nob_01_artifact_entity + } + #Abbasid + asset = { + trigger = { + has_dlc = "Fashion of the Abbasid Court" + scope:owner = { + OR = { + culture = { has_cultural_pillar = heritage_arabic } + culture = { has_cultural_pillar = heritage_iranian } + culture = { has_cultural_pillar = heritage_turkic } + culture = { has_cultural_pillar = heritage_berber } + } + } + } + reference = m_clothes_sec_dde_abbasid_war_nob_01_artifact_entity + } + #Northern Lords + asset = { + trigger = { + has_dlc_feature = the_northern_lords + artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } + } + reference = m_clothes_sec_fp1_war_nob_01_artifact_entity + } + #Northern + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } + } + reference = m_clothes_sec_northern_war_nob_01_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } + } + reference = f_clothes_sec_northern_war_nob_01_artifact_entity + } + #MENA + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } + artifact_should_use_gfx_type_trigger = { TYPE = african_unit } + } + } + reference = m_clothes_sec_mena_war_nob_01_artifact_entity + } + #Iranian + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit } + } + reference = m_clothes_sec_fp3_iranian_war_nob_01_entity + } + #ERE + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } + scope:owner = { + is_male = yes + } + } + reference = m_clothes_sec_byzantine_war_nob_01_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } + scope:owner = { + is_female = yes + } + } + reference = f_clothes_sec_byzantine_war_nob_01_artifact_entity + } + #Indian + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_unit } + } + scope:owner = { + is_male = yes + } + } + reference = m_clothes_sec_indian_war_nob_01_artifact_entity + } + asset = { + trigger = { + scope:owner = { + is_female = yes + } + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_unit } + } + } + reference = f_clothes_sec_indian_war_nob_01_artifact_entity + } + #Steppe + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } + } + reference = m_clothes_sec_steppe_war_nob_01_artifact_entity + } + # Japan + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = japanese_unit } + } + reference = tgp_japanese_oyoroi_armor_entity + } + # China + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_unit } + } + reference = m_clothes_sec_tgp_chinese_war_nob_01_artifact_entity + } + asset = { + trigger = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_unit } + } + reference = m_clothes_sec_tgp_chinese_war_nob_02_artifact_entity + } +} + +brooch = { + icon = "artifact_brooch.dds" + asset = ep1_generic_jewelry_01_a_entity +} + +necklace = { + icon = "artifact_necklace.dds" + asset = ep1_generic_jewelry_01_a_entity +} + +ring = { + icon = "artifact_ring.dds" + asset = ep1_generic_jewelry_01_a_entity +} + +flowers = { + icon = "artifact_pressed_flowers.dds" + # Indian + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_box_small_basic_02_a_entity + } +# Mediterranean + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_box_small_basic_02_a_entity + } +# MENA + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_box_small_basic_02_a_entity + } +# Western + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_box_small_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_box_small_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_box_small_basic_02_b_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = tgp_box_small_01_a_entity + } +} + +pelt = { + icon = "artifact_pelt.dds" + # Indian + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_box_medium_basic_02_a_entity + } +# Mediterranean + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + } + } + reference = ep1_mediterranean_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + } + } + reference = ep1_mediterranean_box_medium_basic_02_a_entity + } +# MENA + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_box_medium_basic_02_a_entity + } +# Western + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_box_medium_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = tgp_box_medium_01_a_entity + } +} + +bone = { + icon = "artifact_bone.dds" + pedestal = "tall_pillow" + asset = ep1_trophy_human_01_entity + asset = ep1_trophy_human_02_entity +} + +medallion = { + icon = "artifact_medallion.dds" + pedestal = "tall_pillow" + asset = ep1_generic_jewelry_01_a_entity +} + +cabinet_trinket = { + icon = "artifact_cabinet.dds" + asset = ep1_western_cabinet_fancy_01_a_entity +} + +fabric_roll = { + icon = "artifact_fabric_roll.dds" + pedestal = "tall_pillow" + # Indian + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_box_medium_basic_02_a_entity + } +# Mediterranean + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_box_medium_basic_02_a_entity + } +# MENA + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_box_medium_basic_02_a_entity + } +# Western + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_box_medium_basic_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_box_medium_basic_02_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = tgp_box_medium_01_a_entity + } +} + +pocket_figurine = { + icon = "artifact_statue.dds" + asset = ep1_western_statue_01_male_entity +} + +pocket_toy = { + icon = "artifact_toy.dds" + asset = ep1_western_pouch_basic_01_a_entity +} + +pocket_pouch = { + icon = "artifact_pouch.dds" + asset = ep1_western_pouch_basic_01_a_entity +} + +pocket_goblet = { + icon = "artifact_goblet.dds" + asset = ep1_western_goblet_basic_01_a_entity +} + +pocket_basic_case = { + icon = "artifact_small_box.dds" + asset = ep1_western_box_small_basic_01_a_entity +} + +pocket_fancy_case = { + icon = "artifact_medium_box.dds" + asset = ep1_western_box_medium_basic_01_a_entity +} + +cheese = { + icon = "artefact_icons_unique_artifact_cheese.dds" + asset = ep1_western_pouch_basic_01_a_entity +} + +pocket_book = { + icon = "artifact_book.dds" + asset = ep1_western_book_big_01_a_entity +} + +pocket_tusk = { + icon = "artifact_tusk.dds" + asset = ep1_generic_animal_hide_small_01_a_entity +} + +pocket_map = { + icon = "artifact_leaf_book.dds" + asset = ep1_indian_book_big_01_a_entity +} + +artifact_scroll = { + icon = "artifact_scroll.dds" + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = indian_building } + artifact_should_use_gfx_type_trigger = { TYPE = southeast_asian_building } + } + } + reference = ep1_indian_scroll_01_a_entity + } + asset = { + trigger = { artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } } + reference = ep1_indian_scroll_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = western_building } + artifact_should_use_gfx_type_trigger = { TYPE = norse_building } + } + } + reference = ep1_western_scroll_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mena_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = steppe_building } + } + } + reference = ep1_mena_scroll_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } + artifact_should_use_gfx_type_trigger = { TYPE = iranian_building } + artifact_should_use_gfx_type_trigger = { TYPE = iberian_building } + } + } + reference = ep1_mediterranean_scroll_01_a_entity + } + asset = { + trigger = { + OR = { + artifact_should_use_gfx_type_trigger = { TYPE = chinese_building } + artifact_should_use_gfx_type_trigger = { TYPE = japanese_building } + } + } + reference = tgp_scroll_01_entity + } +} + +ryukyuan_regalia = { + icon = "artifact_regalia.dds" + asset = ep2_western_gold_scepter_01_a_entity +} + +ryukyuan_crown = { + icon = "artifact_crown_lotus.dds" + asset = male_headgear_secular_steppe_imperial_01_artifact_entity +} diff --git a/N3OW/common/buildings/00_special_buildings.txt b/N3OW/common/buildings/00_special_buildings.txt new file mode 100644 index 00000000..88858d7d --- /dev/null +++ b/N3OW/common/buildings/00_special_buildings.txt @@ -0,0 +1,11177 @@ +########### +## Generic Holy Site Buildings +########### + +holy_site_cathedral_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "building_special_cathedral_generic_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cologne_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + holy_order_hire_cost_mult = -0.15 + clergy_opinion = 5 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_mosque_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_muslim.dds" + + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + domain_tax_different_faith_mult = 0.15 + levy_reinforcement_rate_same_faith = 0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_fire_temple_01 = { + + asset = { + type = entity + name = "building_special_cathedral_zoroastrian_01_a_entity" + } + + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_fire_temple.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + domain_tax_different_faith_mult = 0.15 + levy_reinforcement_rate_same_faith = 0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_pagan_grand_temple_01 = { + + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "building_special_cathedral_pagan_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_pagan.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + knight_effectiveness_mult = 0.15 + levy_reinforcement_rate = 0.1 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.1 + levy_size = 0.1 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + levy = 500 + province_modifier = { + monthly_income = 1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_indian_grand_temple_01 = { + + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "building_special_brihadeeswarar_temple_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_indian.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + different_faith_opinion = 5 + different_faith_county_opinion_mult = -0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_buddhist_grand_temple_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "tgp_building_special_chinese_pagoda_03_mesh" + graphical_cultures = { chinese_building_gfx } + } + asset = { + type = pdxmesh + name = "tgp_building_special_japanese_pagoda_03_mesh" + graphical_cultures = { japanese_building_gfx } + } + asset = { + type = pdxmesh + name = "building_special_brihadeeswarar_temple_mesh" + graphical_cultures = { indian_building_gfx } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_buddhist.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + different_faith_opinion = 5 + different_faith_county_opinion_mult = -0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_japanese_temple_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "tgp_building_special_japanese_temple_03_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_torii_gate.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + different_faith_opinion = 5 + different_faith_county_opinion_mult = -0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_chinese_temple_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "tgp_building_special_chinese_temple_03_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_fogong_temple_pagoda.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + different_faith_opinion = 5 + different_faith_county_opinion_mult = -0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_se_asia_pagan_temple_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "tgp_building_special_se_asia_pagan_temple_03_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_po_klong_garai.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + different_faith_opinion = 5 + different_faith_county_opinion_mult = -0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_other_grand_temple_01 = { + asset = { + type = pdxmesh + name = "building_special_cathedral_generic_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_zoroastric.dds" + + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + men_at_arms_maintenance = -0.025 + short_reign_duration_mult = -0.1 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + + +# NOTE: the custom loc key GetSpecialBuildingNameFromProvince in 00_building_custom_localization.txt pulls from this database. If a new special building is added here, please update the custom loc key! + +########## +# Mahabodhi Temple +########## + +holy_site_mahabodhi_temple_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mahabodhi_temple.dds" + + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + learning_per_piety_level = 1 + different_faith_opinion = 5 + religious_vassal_opinion = 10 + different_faith_county_opinion_mult = -0.2 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Imam Ali Mosque +########## + +holy_site_imam_ali_mosque_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_imam_ali_mosque.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + scope:holder.faith = { religion_tag = islam_religion } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + men_at_arms_maintenance = -0.1 + monthly_county_control_growth_factor = 0.1 + same_faith_opinion = 5 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Great Mosque of Mecca +########## + +holy_site_great_mosque_of_mecca_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "building_special_great_mosque_of_mecca_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_mosque_of_mecca.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + men_at_arms_maintenance = -0.1 + monthly_county_control_growth_factor = 0.1 + same_faith_opinion = 5 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.35 + development_growth = 0.5 + } + + province_modifier = { + monthly_income = 3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Great Mosque of Cordoba +########## + +holy_site_great_mosque_of_cordoba_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "monument_mezquita_de_cordoba_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_mosque_of_cordoba.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + different_culture_opinion = 5 + character_capital_county_monthly_development_growth_add = 0.2 + monthly_piety = 0.5 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.15 + levy_size = 0.15 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Great Mosque of Djenne +########## + +holy_site_great_mosque_of_djenne_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "building_special_great_mosque_of_djenne_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_mosque_of_cordoba.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + build_gold_cost = -0.15 + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.15 + levy_size = 0.15 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Great Mosque of Samarra +########## + +holy_site_great_mosque_of_samarra_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "fp3_building_special_great_mosque_of_samarra_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_mosque_of_samarra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + build_gold_cost = -0.1 + build_speed = -0.1 + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Cologne Cathedral +########## + +holy_site_cologne_cathedral_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cologne_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_mult = 0.15 + monthly_dynasty_prestige_mult = 0.05 + monthly_piety_gain_per_knight_add = 0.1 + knight_effectiveness_mult = 0.2 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Canterbury Cathedral +########## + +holy_site_canterbury_cathedral_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "ep2_building_special_canterbury_01_mesh" + } + + type_icon = "icon_structure_canterbury_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.05 + monthly_piety_gain_per_happy_powerful_vassal_add = 0.1 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.1 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + next_building = holy_site_canterbury_cathedral_02 + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_canterbury_cathedral_02 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "ep2_building_special_canterbury_02_mesh" + } + + type_icon = "icon_structure_canterbury_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.5 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + monthly_piety_gain_per_happy_powerful_vassal_add = 0.2 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 5 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + next_building = holy_site_canterbury_cathedral_03 + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_canterbury_cathedral_03 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "ep2_building_special_canterbury_03_mesh" + } + + type_icon = "icon_structure_canterbury_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.25 + monthly_piety_gain_per_happy_powerful_vassal_add = 0.3 + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.30 + development_growth = 0.3 + county_opinion_add = 5 + } + + province_modifier = { + monthly_income = 6 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + + +########## +# Prophetic Mosque +########## + +holy_site_prophetic_mosque_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_muslim.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.5 + county_opinion_add = 5 + holy_order_hire_cost_mult = -0.15 + knight_effectiveness_mult = 0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.75 + development_growth = 0.3 + supply_limit_mult = 1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Doge's Palace +########## + +doges_palace_01 = { # Should technically be burnt down/rebuilt, but this is mostly here to make Venice awesome, so... + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_doges_palace.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder = { + custom_tooltip = { + text = government_is_not_republic_or_admin_desc + OR = { + government_has_flag = government_is_republic + government_has_flag = government_is_administrative + } + } + } + } + + cost_gold = 1000 + + county_modifier = { + development_growth_factor = 0.3 + development_growth = 0.5 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 1 + fort_level = 3 + levy_size = 1 + monthly_income = 5 + defender_holding_advantage = 10 + travel_danger = -20 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Walls of Genoa +########## + +walls_of_genoa_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_walls_of_genoa.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + county_modifier = { + defender_holding_advantage = 5 + development_growth_factor = 0.1 + development_growth = 0.3 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 0.25 + fort_level = 2 + monthly_income = 3 + travel_danger = -20 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Visby Ringmur +########## + +visby_ringmur_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_visby_ringmur.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + + cost_gold = 500 + + county_modifier = { + defender_holding_advantage = 5 + development_growth_factor = 0.15 + development_growth = 0.3 + tax_mult = 0.15 + county_opinion_add = 5 + hostile_raid_time = 0.5 + travel_danger = -20 + } + + province_modifier = { + garrison_size = 0.25 + fort_level = 1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Walls of Benin +########## + +walls_of_benin_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_walls_of_benin.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + county_modifier = { + levy_size = 0.5 + defender_holding_advantage = 5 + development_growth_factor = 0.75 + development_growth = 0.3 + tax_mult = 0.2 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 0.5 + fort_level = 2 + travel_danger = -20 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Theodosian Walls +########## + +theodosian_walls_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_theodosian_walls.dds" + + can_construct_potential = { + barony ?= title:b_constantinople + building_requirement_tribal = no + } + + cost_gold = 3000 + + max_garrison = 1000 + duchy_capital_county_modifier = { + levy_size = 0.15 + tax_mult = 0.15 + } + province_modifier = { + monthly_income = 10 + fort_level = 5 + garrison_size = 1 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.4 + development_growth_factor = 0.2 + levy_size = 0.3 + tax_mult = 0.3 + hostile_raid_time = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = duchy_capital +} + +########## +# Aurelian Walls +########## + +aurelian_walls_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_aurelian_walls.dds" + + can_construct_potential = { + barony ?= title:b_roma + building_requirement_tribal = no + } + + cost_gold = 3000 + + max_garrison = 500 + + duchy_capital_county_modifier = { + levy_size = 0.15 + tax_mult = 0.15 + } + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.1 + hostile_raid_time = 0.5 + } + province_modifier = { + fort_level = 3 + garrison_size = 0.5 + travel_danger = -20 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = duchy_capital +} + +########## +# The Colosseum +########## + +the_colosseum_01 = { + + asset = { + type = pdxmesh + name = "building_special_colosseum_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_colosseum.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + army_maintenance_mult = -0.05 # 'Stealing' the metal from the colosseum building itself + } + + province_modifier = { + build_speed = -0.1 # 'Stealing' the metal from the colosseum building itself + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Iron Pillar of Delhi +########## + +iron_pillar_of_delhi_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_iron_pillar_of_delhi.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + monthly_prestige_gain_mult = 0.05 + army_maintenance_mult = -0.05 + heavy_infantry_toughness_mult = 0.1 + heavy_cavalry_toughness_mult = 0.1 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_wonder +} + + + +########## +# Iron Pillar of Dhar +########## + +iron_pillar_of_dhar_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_iron_pillar_of_dhar.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 2000 + + character_modifier = { + advantage = 5 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.2 + levy_size = 0.15 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# The Pyramids +########## + +the_pyramids_01 = { + + asset = { + type = pdxmesh + name = "building_special_pyramids_giza_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_the_pyramids.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + short_reign_duration_mult = -0.2 + } + county_modifier = { + development_growth = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_wonder +} + +########## +# Stonehenge +########## + +stonehenge_01 = { + + asset = { + type = pdxmesh + name = "building_special_stonehenge_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_stonehenge.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + learning = 2 + monthly_learning_lifestyle_xp_gain_mult = 0.15 + faith_conversion_piety_cost_mult = -0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Offa's Dyke +########## + +offas_dyke_01 = { # For Matt Frary + + construction_time = very_slow_construction_time + + type_icon = "icon_building_palisades.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + province_modifier = { + defender_holding_advantage = 5 + stationed_maa_toughness_mult = 0.05 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial_minor +} + +########## +# Hadrian's Wall +########## + +hadrians_wall_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hadrians_wall.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + province_modifier = { + build_gold_cost = -0.1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial_minor +} + +########## +# Petra +########## + +petra_01 = { + asset = { + type = pdxmesh + name = "building_special_petra_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_petra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + county_modifier = { + tax_mult = 0.1 + supply_limit_mult = 0.25 + development_growth = 0.2 + development_growth_factor = 0.15 + } + + province_modifier = { + monthly_income = good_building_tax_tier_2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Buddhas of Bamian +########## + +buddhas_of_bamian_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_buddhas_of_bamiyan.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + cost_gold = 3000 + + character_modifier = { + monthly_piety_gain_mult = 0.1 + diplomacy_per_piety_level = 1 + } + county_modifier = { + tax_mult = 0.1 + development_growth = 0.3 + development_growth_factor = 0.75 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Alhambra +########## + +alhambra_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_alhambra_01_mesh" + } + + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_alhambra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + next_building = alhambra_02 + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +alhambra_02 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_alhambra_01_mesh" + } + + + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_alhambra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 2000 + + character_modifier = { + monthly_prestige_gain_mult = 0.10 + } + max_garrison = good_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_3 + monthly_income = 2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.25 + monthly_county_control_growth_add = 1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Citadel of Aleppo +########## + +citadel_of_aleppo_01 = { + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_the_citadel_of_aleppo.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + monthly_prestige = 0.1 + } + + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + next_building = citadel_of_aleppo_02 + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +citadel_of_aleppo_02 = { + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_the_citadel_of_aleppo.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 2000 + + character_modifier = { + monthly_prestige = 0.3 + prowess_per_piety_level = 2 + } + max_garrison = good_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_3 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.15 + } + + ai_value = { + base = 8 + culture_likely_to_fortify_modifier = yes + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# House of Wisdom +########## + +house_of_wisdom_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_house_of_wisdom_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_grand_library_of_baghdad.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + learning_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.15 + different_culture_opinion = 10 + cultural_head_fascination_mult = 0.10 + faith_creation_piety_cost_mult = -0.2 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + tax_mult = 0.2 + development_growth = 0.3 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning + flag = special_university +} + +########## +# The Tower of London +########## + +the_tower_of_london_01 = { + + asset = { + type = pdxmesh + name = "building_special_tower_of_london_mesh" + } + + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = roads_to_power } + desc = tower_of_london_pacification_effect + } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_tower_of_london.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + + cost_gold = 1000 + + character_modifier = { + dread_gain_mult = 0.3 + } + max_garrison = good_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_3 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.1 + tax_mult = 0.05 + } + + ai_value = { + base = 8 + culture_likely_to_fortify_modifier = yes + modifier = { + factor = 5 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_castle + } + } + } + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# London Bridge +########## + +london_bridge_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_london_bridge.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_development_03 + } + } + + cost_gold = 1000 + + character_modifier = { + cultural_head_fascination_mult = 0.10 + parochial_opinion = 5 + legitimacy_gain_mult = 0.1 + } + province_modifier = { + travel_danger = -30 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.15 + tax_mult = 0.1 + county_opinion_add = 10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + + +########## +# Notre Dame +########## + +notre_dame_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + asset = { + type = pdxmesh + name = "building_special_notre_dame_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_notre_dame.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + culture = { + has_innovation = innovation_windmills + } + } + } + + is_enabled = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + stewardship_per_piety_level = 1 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + county_opinion_add = 5 + tax_mult = 0.2 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Brihadeeswarar Temple +########## + +brihadeeswarar_temple_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "building_special_brihadeeswarar_temple_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_brihadeeswarar_temple.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + culture = { + has_innovation = innovation_manorialism + } + } + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + same_faith_opinion = 5 + stewardship_per_piety_level = 1 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Shwedagon Pagoda +########## + +shwedagon_pagoda_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shwedagon_pagoda.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.5 + clergy_opinion = 5 + tyranny_gain_mult = -0.1 + monthly_dynasty_prestige_mult = 0.05 + } + province_modifier = { + monthly_income = 2 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Ananda Temple +########## + +ananda_temple_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shwedagon_pagoda.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning = 2 + monthly_piety_gain_mult = 0.05 + county_opinion_add = 5 + monthly_county_control_growth_factor = 0.1 + monthly_dynasty_prestige_mult = 0.05 + } + province_modifier = { + monthly_income = 3 + } + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 8 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# The Friday Mosque +########## + +the_friday_mosque_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_the_friday_mosque.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + religion = religion:islam_religion + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_zoroastrian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + scope:holder = { + religion = religion:zoroastrianism_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + piety_level_impact_mult = 0.5 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.25 + development_growth = 0.3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Khajuraho +########## + +khajuraho_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_khajuraho_temples.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + different_faith_opinion = 10 + faith_conversion_piety_cost_mult = -0.2 + monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05 + } + province_modifier = { + monthly_income = 1.5 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Palace of Aachen +########## + +palace_of_aachen_01 = { + effect_desc = palace_of_aachen_effect_desc + + asset = { + type = pdxmesh + name = "building_special_palace_of_aachen_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_palace_of_achen.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + powerful_vassal_opinion = 5 + clergy_opinion = 5 + monthly_prestige_gain_per_happy_powerful_vassal_add = 0.1 + tyranny_gain_mult = -0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_diplomatic +} + +########## +# Hagia Sophia +########## + +hagia_sophia_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "building_special_hagia_sophia_mesh" + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hagia_sophia.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + intrigue_per_prestige_level = 2 + learning = 2 + knight_limit = 2 + knight_effectiveness_mult = 0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth_factor = 0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + next_building = hagia_sophia_02 + + type = special + + flag = travel_point_of_interest_religious +} + +hagia_sophia_02 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + + asset = { + type = pdxmesh + name = "building_special_hagia_sophia_minarets_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hagia_sophia.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + religion = religion:islam_religion + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + cost_piety = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + intrigue_per_prestige_level = 2 + learning = 2 + knight_limit = 2 + knight_effectiveness_mult = 0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Dome of the Rock / Temple in Jerusalem +########## + +dome_of_the_rock_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_dome_of_the_rock.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + NOT = { scope:holder.religion = religion:judaism_religion } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_mult = 0.03 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + martial_per_piety_level = 1 + knight_effectiveness_mult = 0.2 + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + next_building = temple_in_jerusalem_01 + + type = special + + flag = travel_point_of_interest_religious +} + +temple_in_jerusalem_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_effect_desc + } + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_temple_in_jerusalem.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder.religion = religion:judaism_religion + } + + is_enabled = { + custom_description = { + text = holy_site_jewish_or_holy_site_trigger + OR = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + religion = religion:judaism_religion + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + cost_piety = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_mult = 0.03 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + martial_per_piety_level = 1 + learning_per_prestige_level = 1 + knight_effectiveness_mult = 0.2 + same_faith_opinion = 5 + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Hall of Heroes +########## + +hall_of_heroes_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 150 + max_garrison = 75 + cost_gold = 0 + construction_time = 0 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 1 + knight_effectiveness_mult = 0.05 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + next_building = hall_of_heroes_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_02 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 265 + max_garrison = 110 + cost_gold = 225 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 1 + knight_effectiveness_mult = 0.1 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + next_building = hall_of_heroes_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_03 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 375 + max_garrison = 150 + cost_gold = 300 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 2 + knight_effectiveness_mult = 0.15 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + next_building = hall_of_heroes_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_04 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 500 + max_garrison = 225 + cost_gold = 375 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 2 + knight_effectiveness_mult = 0.2 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + next_building = hall_of_heroes_05 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_05 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 700 + max_garrison = 260 + cost_gold = 450 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 3 + knight_effectiveness_mult = 0.25 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Universities +########## + +generic_university = { + construction_time = very_slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + type_icon = "icon_building_university.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + scope:holder = { + highest_held_title_tier >= tier_duchy + prestige_level >= 4 + } + county = { + development_level >= 30 + } + } + + show_disabled = yes + + on_complete = { + county.holder = { + save_scope_as = founder + + found_university_decision_event_effect = yes + + every_player = { + limit = { + this != scope:founder + is_within_diplo_range = { CHARACTER = scope:founder } + } + trigger_event = major_decisions.2002 + } + } + } + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.1 + } + + ai_value = { + base = 8 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning + flag = special_university +} + +al_azhar_university = { + construction_time = very_slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + type_icon = "icon_structure_al-azhar_university.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + diplomacy_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning + flag = special_university +} + +sankore_university = { + construction_time = very_slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + type_icon = "icon_structure_the_university_of_sankore.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + martial_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning + flag = special_university +} + +siena_university = { + construction_time = very_slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + type_icon = "icon_structure_university_of_siena.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + intrigue_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning + flag = special_university +} + +nalanda_university = { + construction_time = very_slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + type_icon = "icon_structure_nalanda.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + stewardship_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning + flag = special_university +} + +######## +#Sicilian_parliament +######## + +special_sicilian_parliament_01 = { + construction_time = very_slow_construction_time + + is_enabled = { + is_county_capital = yes + has_variable = variable_sicilian_parliament_county + } + + cost_gold = 1500 + + province_modifier = { + monthly_income = 1 + } + county_modifier = { + development_growth_factor = 0.25 + monthly_county_control_growth_add = 1 + county_opinion_add = 25 + } + character_modifier = { + monthly_prestige = 0.75 + } + + type_icon = "icon_building_generic_house.dds" + + ai_value = { + base = 100 + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_theocracy + } + } + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_diplomatic +} + +######## +#Greenhouse +######## + +special_greenhouse_01 = { + construction_time = very_slow_construction_time + + is_enabled = { + has_variable = variable_greenhouse + } + + province_modifier = { + monthly_income = 1 + } + + county_modifier = { + development_growth_factor = 0.25 + county_opinion_add = 25 + } + character_modifier = { + health = 0.25 + monthly_prestige = 1 + } + + type_icon = "icon_building_generic_house.dds" + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + +########## +# Hotin Fortress (AKA: Khotyn Fortress) +########## + +hotin_fort_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + can_construct_potential = { + } + + cost_gold = 400 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + } + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + next_building = hotin_fort_02 + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +hotin_fort_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + can_construct_potential = { + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 800 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + martial_per_prestige_level = 1 + } + max_garrison = good_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Golden Gate of Kiev +########## + +golden_gate_of_kiev_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_golden_gate_of_kiev.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_prestige_gain_mult = 0.1 + monthly_piety_gain_mult = 0.1 + } + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + fort_level = good_building_fort_level_tier_1 + defender_holding_advantage = normal_building_advantage_tier_1 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.1 + tax_mult = 0.1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_wonder +} + +########## +# Heddal Stave Church +########## + +heddal_stave_church_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_cathedral_pagan.dds" + + can_construct_potential = { + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_city_planning + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_mult = 0.1 + monthly_dynasty_prestige_mult = 0.05 + knight_effectiveness_mult = 0.2 + knight_limit = 1 + } + province_modifier = { + monthly_income = 1 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 0.1 + county_opinion_add = 10 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Temple of Uppsala +########## + +temple_of_uppsala_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_temple_of_uppsala.dds" + + can_construct_potential = { + } + + can_construct = { + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_city_planning + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + men_at_arms_maintenance = -0.1 + knight_effectiveness_mult = 0.15 + } + province_modifier = { + monthly_income = 1 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 0.1 + development_growth_factor = 0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + next_building = temple_of_uppsala_02 + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +temple_of_uppsala_02 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cologne_cathedral.dds" + + can_construct_potential = { + } + + can_construct = { + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_manorialism + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + monthly_prestige_gain_per_knight_mult = 0.02 + men_at_arms_maintenance = -0.1 + knight_effectiveness_mult = 0.2 + } + province_modifier = { + monthly_income = 2 + } + county_modifier = { + tax_mult = 0.15 + levy_size = 0.15 + development_growth_factor = 0.25 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 8 + ai_pious_building_preference_modifier = yes + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Lund Cathedral +########## + +lund_cathedral_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_lund_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + } + province_modifier = { + monthly_income = 2 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Danevirke +########## + +danevirke_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_building_palisades.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + province_modifier = { + defender_holding_advantage = 5 + stationed_maa_toughness_mult = 0.05 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial_minor +} + +########## +# Roman Walls of Lugo +########## + +roman_wall_of_lugo_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_roman_wall_of_lugo_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "lugo_walls.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + character_modifier = { + learning = 1 + monthly_dynasty_prestige_mult = 0.05 + } + + county_holder_character_modifier = { + learning = 1 + monthly_dynasty_prestige_mult = 0.05 + } + + province_modifier = { + monthly_income = 1 + garrison_size = 0.1 + fort_level = 1 + travel_danger = -10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Rock of Gibraltar +########## + +rock_of_gibraltar_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_rock_of_gibraltar_01_a_mesh" + } + + + construction_time = very_slow_construction_time + + type_icon = "gibraltar.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + character_modifier = { + stewardship = 1 + diplomatic_range_mult = 0.2 + } + + province_modifier = { + fort_level = 1 + defender_holding_advantage = normal_building_advantage_tier_1 + } + + county_modifier = { + development_growth_factor = 0.1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_natural_feature + flag = is_mountain +} + +########## +# Aljaferia Palace +########## + +aljaferia_palace_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_aljaferia_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "aljaferia.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + diplomacy_per_prestige_level = 1 + } + max_garrison = good_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Tower of Hercules +########## + +tower_of_hercules_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_tower_of_hercules_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "hercules.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + character_modifier = { + naval_movement_speed_mult = 0.25 + embarkation_cost_mult = -0.25 + } + + province_modifier = { + monthly_income = 1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + +########## +# City Walls of Toledo +########## + +city_wall_of_toledo_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_toledo_city_walls_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "toledo.dds" + + can_construct_potential = { + } + + cost_gold = 1000 + + county_modifier = { + defender_holding_advantage = 5 + development_growth_factor = 0.1 + development_growth = 0.3 + tax_mult = 0.1 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 0.25 + fort_level = 2 + travel_danger = -20 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Alcazar de Segovia +########## + +alcazar_of_segovia_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_alcazar_de_segovia_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "alcazar_segovia.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + martial_per_prestige_level = 1 + } + max_garrison = good_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# The Santiago de Compostela Archcathedral Basilica +########## + +holy_site_basilica_santiago_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_basilica_santiago_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "compostela.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + holy_order_hire_cost_mult = -0.15 + clergy_opinion = 5 + learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Sancutary of Imam Reza +########## + +imam_reza_shrine_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_imam_reza_shrine_01_a_mesh" + soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_imamrezashrine" } + + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_imam_reza_shrine.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.2 + learning_per_piety_level = 1 + imami_opinion = 10 + advantage_against_coreligionists = 5 + monthly_dynasty_prestige_mult = 0.05 + } + + + province_modifier = { + monthly_income = 2 + } + + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.55 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # religious tomb/complex +} + +########## +# Dome of Soltaniyeh +########## + +soltaniyeh_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_soltaniyeh_01_a_mesh" + soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_soltaniyeh" } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_soltaniyeh.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + culture = { + has_innovation = innovation_development_03 + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_mult = 0.03 + monthly_dynasty_prestige_mult = 0.05 + clan_government_opinion_same_faith = 5 + cultural_head_fascination_mult = 0.1 + } + + county_modifier = { + development_growth_factor = 0.1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_wonder # monumental tomb +} + +########## +# Ruins of the Palace of Ctesiphon +########## + +palace_of_ctesiphon_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_palace_of_ctesiphon.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + zoroastrianism_religion_opinion = 5 + } + + county_holder_character_modifier = { + learning = 1 + } + + county_modifier = { + build_speed = -0.1 # Baghdad was constructed using stones from Ctesiphon + } + + next_building = palace_of_ctesiphon_02 + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning # ancient ruin +} + +palace_of_ctesiphon_02 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_palace_of_ctesiphon_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_palace_of_ctesiphon.dds" + + can_construct = { + scope:holder = { + AND = { + OR = { + religion = religion:zoroastrianism_religion + faith = faith:manichean + faith = faith:nestorian + faith = faith:hellenic_pagan + } + highest_held_title_tier >= tier_kingdom + top_liege = this + } + } + } + + show_disabled = yes + + cost_gold = 2000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_prestige_gain_per_happy_powerful_vassal_add = 0.2 + diplomacy_per_piety_level = 1 + title_creation_cost_mult = -0.25 + persian_opinion = 5 + zoroastrianism_religion_opinion = 5 + } + + county_modifier = { + build_prestige_cost = -0.2 + build_gold_cost = -0.2 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning # ancient ruin +} + +########## +# Falak-ol-Aflak +########## + +falak_ol_aflak_citadel_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_falak_ol_aflak_citadel_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_falak_ol_aflak_citadel.dds" + + can_construct_potential = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + desert_mountains_attrition_mult = -0.5 + } + max_garrison = good_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.5 + county_opinion_add = 10 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + } + + type = special + + flag = travel_point_of_interest_martial # fortress +} + +########## +# Minarets of Jam +########## + +minarets_and_remains_of_jam_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_minaret_and_remains_of_jam_01_a_mesh" + soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_minaret" } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_minaret_and_remains_of_jam.dds" + + can_construct = { + scope:holder = { + religion = religion:islam_religion + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_piety_gain_per_knight_add = 0.1 + stewardship_per_prestige_level = 1 + clan_government_opinion_same_faith = 5 + } + + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # religious monument +} + +########## +# Great Wall of Gorgan +########## + +great_wall_of_gorgan_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_wall_of_gorgan.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + province_modifier = { + build_gold_cost = -0.1 + fort_level = 1 + garrison_size = 0.25 + hostile_raid_time = 0.25 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial # wall +} + +########## +# Lake Maharloo +########## + +maharloo_lake_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_maharloo_lake_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_maharloo_lake.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + character_modifier = { + learning = 1 + stress_loss_mult = 0.1 + } + + county_modifier = { + county_opinion_add = 5 + development_growth = 0.1 + development_growth_factor = 0.6 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_natural_feature # lake +} + +########## +# Rainbow Mountains +########## + +rainbow_mountains_01 = { + effect_desc = hunting_grounds_desc + + asset = { + type = pdxmesh + name = "fp3_building_special_rainbow_mountains_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_ala_daghlar_mountains.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + county_holder_character_modifier = { + diplomacy = 1 + } + + county_modifier = { + development_growth_factor = 0.2 + tax_mult = 0.1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_natural_feature # mountain + flag = is_mountain +} + +########## +# Mount Damavand +########## + +mount_damavand_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_mount_damavand_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mount_damavand.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + stress_loss_mult = 0.1 + mountains_travel_danger = -10 + } + + county_holder_character_modifier = { + } + + county_modifier = { + mountains_levy_size = 0.5 + travel_danger = -30 + development_growth_factor = 0.3 + } + + province_modifier = { + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_natural_feature # mountain + flag = is_mountain +} + +########## +# Tomb of Batsheba +########## + +tomb_of_cyrus_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_tomb_of_cyrus_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_tomb_of_cyrus.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + close_relative_opinion = 10 + negate_health_penalty_add = 0.1 + monthly_dynasty_prestige_mult = 0.05 + } + + province_modifier = { + monthly_income = 1 + } + + county_modifier = { + monthly_county_control_growth_add = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # religious tomb +} + +########## +# Ark of Bukhara +########## + +ark_of_bukhara_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_ark_of_bukhara_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_ark_of_bukhara.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + drylands_attrition_mult = -0.25 + } + + max_garrison = good_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.1 + hostile_raid_time = 0.25 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial # fortress +} + +########## +# Shah-i-Zinda +########## + +shah_i_zinda_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shah_i_zindah.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_development_01 + } + } + + cost_gold = 400 + + character_modifier = { + monthly_piety = 0.1 + learning_per_stress_level = 1 + } + + county_modifier = { + monthly_county_control_growth_add = 0.5 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t2_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + next_building = shah_i_zinda_02 + + type = special + + flag = travel_point_of_interest_religious # religious tomb +} + +shah_i_zinda_02 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_ruins_of_ctesiphon.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 800 + + character_modifier = { + monthly_piety_gain_per_happy_powerful_vassal_add = 0.1 + clan_government_opinion_same_faith = 5 + learning_per_stress_level = 1 + } + + county_modifier = { + monthly_county_control_growth_add = 0.5 + development_growth_factor = 0.1 + development_growth = 0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # religious tomb +} + +########## +# Alamut Castle +########## + +alamut_castle_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_alamut_castle_01_a_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_alamut_castle.dds" + + can_construct_potential = { + } + + cost_gold = 400 + + province_modifier = { + travel_danger = -30 + hostile_raid_time = 2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + fort_level = good_building_fort_level_tier_3 + } + + county_modifier = { + defender_holding_advantage = 2 + monthly_county_control_growth_add = 0.5 + } + + character_modifier = { + monthly_county_control_growth_factor = 0.2 + monthly_piety = 0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + next_building = alamut_castle_02 + + type = special + + flag = travel_point_of_interest_martial # fortress +} + +alamut_castle_02 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_alamut_castle_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + can_construct = { + scope:holder = { + employs_court_position = master_assassin_court_position + } + } + + cost_gold = 600 + cost_piety = 400 + + character_modifier = { + max_hostile_schemes_add = 1 + monthly_piety = 0.5 + learning = 1 + monthly_county_control_growth_factor = 0.2 + } + + province_modifier = { + travel_danger = -50 + hostile_raid_time = 3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + fort_level = good_building_fort_level_tier_4 + } + + county_modifier = { + defender_holding_advantage = 4 + monthly_county_control_growth_add = 1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial # fortress +} + +assassin_castle_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_alamut_castle_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + cost_gold = 600 + cost_piety = 400 + + character_modifier = { + max_hostile_schemes_add = 1 + monthly_piety = 0.5 + learning = 1 + monthly_county_control_growth_factor = 0.2 + } + + province_modifier = { + travel_danger = -50 + hostile_raid_time = 3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + fort_level = good_building_fort_level_tier_4 + } + + county_modifier = { + defender_holding_advantage = 4 + monthly_county_control_growth_add = 1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial # fortress +} +################## +# Event Tower of Silence (typically a duchy building, this is a special for FP3 events) +################## +event_tower_of_silence_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_building_tower_of_silence.dds" + + can_construct_potential = { + always = no + } + + cost_gold = expensive_building_tier_3_cost + + county_modifier = { + county_opinion_add = 5 + development_growth_factor = 0.10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # funeral site +} + +############ EP3 ############### + +########## +# Church of the Theotokos +########## +church_of_the_theotokos = { + + asset = { + type = pdxmesh + name = "ep3_monument_parthenon_01_b_mesh" + } + type_icon = "icon_structure_parthenon_theotokos.dds" + + construction_time = slow_construction_time + cost_gold = 1000 + + can_construct = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + is_enabled = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + travel_danger = -10 + monthly_income = 1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + next_building = parthenon + + flag = travel_point_of_interest_religious +} + +parthenon = { + + asset = { + type = pdxmesh + name = "ep3_monument_parthenon_01_a_mesh" + } + type_icon = "icon_structure_parthenon.dds" + + construction_time = slow_construction_time + cost_gold = 1000 + + can_construct = { + scope:holder.faith.religion = faith:hellenic_pagan.religion + } + + is_enabled = { + scope:holder.faith.religion = faith:hellenic_pagan.religion + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + travel_danger = -10 + monthly_income = 1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Hagios Demetrios +########## +hagios_demetrios = { + asset = { + type = pdxmesh + name = ep3_hagios_demetrios_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_hagios_demetrios.dds" + + cost_gold = 1000 + + can_construct = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + is_enabled = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + character_modifier = { + monthly_piety = 0.2 + monthly_county_control_growth_factor = 0.05 + same_faith_opinion = 5 + } + + county_modifier = { + development_growth = 0.1 + county_opinion_add = 5 + } + + province_modifier = { + monthly_income = 0.5 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Kassiopi Castle +########## +kassiopi_castle = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_kassiopi_castle.dds" + + cost_gold = 1000 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + culture = { + has_innovation = innovation_battlements + } + } + } + + character_modifier = { + monthly_influence = 0.1 + monthly_influence_mult = 0.05 + } + + county_modifier = { + hostile_raid_time = 0.5 + travel_danger = -20 + development_growth_factor = 0.2 + levy_size = 0.3 + } + + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + garrison_size = 0.2 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Church of St. Lazarus +########## +saint_lazarus = { + asset = { + type = pdxmesh + name = ep3_church_saint_lazarus_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_saint_lazarus.dds" + + cost_gold = 750 + + can_construct = { + + } + + is_enabled = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + character_modifier = { + monthly_piety = 0.3 + monthly_county_control_growth_factor = 0.05 + same_faith_opinion = 5 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.2 + county_opinion_add = 5 + } + + province_modifier = { + monthly_income = 0.4 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Sumela Monastery +########## +sumela_monastery_01 = { + asset = { + type = pdxmesh + name = ep3_sumela_monastery_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_sumela_monastery.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + character_modifier = { + monthly_piety = 0.3 + monthly_county_control_growth_factor = 0.05 + same_faith_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.1 + county_opinion_add = 5 + tax_mult = 0.1 + } + + province_modifier = { + monthly_income = 0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + next_building = sumela_monastery_02 + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +sumela_monastery_02 = { + asset = { + type = pdxmesh + name = ep3_sumela_monastery_01_b_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_sumela_monastery.dds" + + cost_gold = 750 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + is_enabled = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + character_modifier = { + monthly_piety = 0.4 + monthly_county_control_growth_factor = 0.1 + same_faith_opinion = 5 + clergy_opinion = 10 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.2 + county_opinion_add = 5 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.4 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Patras Castle +########## +patras_castle = { + asset = { + type = pdxmesh + name = ep3_patras_castle_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_patras_castle.dds" + + cost_gold = 1000 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_influence = 0.1 + monthly_influence_mult = 0.05 + } + + county_modifier = { + hostile_raid_time = 0.75 + travel_danger = -20 + development_growth_factor = 0.1 + levy_size = 0.2 + county_opinion_add = 10 + } + + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + garrison_size = 0.2 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Maiden's Tower +########## +maiden_tower = { + asset = { + type = pdxmesh + name = ep3_maidens_tower_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_maiden_tower.dds" + + cost_gold = 750 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_influence = 0.1 + monthly_influence_mult = 0.05 + } + + county_modifier = { + hostile_raid_time = 1 + travel_danger = -25 + county_opinion_add = 5 + tax_mult = 0.2 + } + + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_4 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + monthly_income = 2 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Despots' Palace at Mystras +########## +despot_palace = { + asset = { + type = pdxmesh + name = ep3_despots_palace_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_despot_palace.dds" + + cost_gold = 1200 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_primogeniture + has_cultural_pillar = heritage_byzantine + } + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.1 + powerful_vassal_opinion = 5 + monthly_prestige_gain_per_happy_powerful_vassal_add = 0.15 + courtly_opinion = 5 + parochial_opinion = 5 + legitimacy_gain_mult = 0.1 + monthly_influence = 0.2 + monthly_influence_mult = 0.3 + } + + county_modifier = { + monthly_county_control_growth_add = 0.5 + county_opinion_add = 20 + tax_mult = 0.3 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_diplomatic +} + +########## +# Meteora +########## +meteora_01 = { + asset = { + type = pdxmesh + name = ep3_meteora_01_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_meteora.dds" + + cost_gold = 500 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.2 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.1 + county_opinion_add = 10 + tax_mult = 0.1 + } + + province_modifier = { + monthly_income = 0.4 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + next_building = meteora_02 + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +meteora_02 = { + asset = { + type = pdxmesh + name = ep3_meteora_02_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_meteora.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.3 + monthly_county_control_growth_factor = 0.05 + clergy_opinion = 5 + parochial_opinion = 5 + zealot_opinion = 5 + zealot_tax_contribution_mult = 0.2 + zealot_levy_contribution_mult = 0.2 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.1 + county_opinion_add = 10 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.5 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Mt. Athos +########## +mount_athos_01 = { + asset = { + type = pdxmesh + name = ep3_athos_monasteries_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_mount_athos.dds" + + cost_gold = 300 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + religious_vassal_opinion = 5 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.1 + tax_mult = 0.1 + } + + province_modifier = { + monthly_income = 0.1 + } + + next_building = mount_athos_02 + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +mount_athos_02 = { + asset = { + type = pdxmesh + name = ep3_athos_monasteries_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_mount_athos.dds" + + cost_gold = 600 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.2 + religious_vassal_opinion = 10 + zealot_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.15 + development_growth_factor = 0.15 + county_opinion_add = 5 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + next_building = mount_athos_03 + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +mount_athos_03 = { + asset = { + type = pdxmesh + name = ep3_athos_monasteries_01_b_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mount_athos.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.4 + cultural_head_fascination_mult = 0.10 + faith_creation_piety_cost_mult = -0.2 + religious_vassal_opinion = 10 + zealot_opinion = 10 + clergy_opinion = 10 + } + + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.3 + county_opinion_add = 10 + tax_mult = 0.3 + } + + province_modifier = { + monthly_income = 0.4 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Sant'Apollinare Nuovo +########## +apollinare_nuovo = { + asset = { + type = pdxmesh + name = ep3_basilica_sant_apollinare_nuovo_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_apollinare_nuovo.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + character_modifier = { + monthly_piety = 0.2 + religious_vassal_opinion = 5 + monthly_county_control_growth_factor = 0.1 + zealot_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.25 + county_opinion_add = 10 + tax_mult = 0.3 + } + + province_modifier = { + monthly_income = 0.5 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Saint Chatherine's Monastery +########## +saint_catherine = { + asset = { + type = pdxmesh + name = ep3_saint_catherine_monastery_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_saint_catherine.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + character_modifier = { + monthly_piety = 0.3 + religious_vassal_opinion = 5 + monthly_county_control_growth_factor = 0.2 + monthly_lifestyle_xp_gain_mult = 0.10 + cultural_head_fascination_mult = 0.10 + zealot_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.3 + tax_mult = 0.3 + } + + province_modifier = { + monthly_income = 1 + fort_level = good_building_fort_level_tier_1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Jvari Monastery +########## +jvari_monastery = { + asset = { + type = pdxmesh + name = ep3_jvari_monastery_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_jvari_monastery.dds" + + cost_gold = 700 + + can_construct = { + + } + + is_enabled = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + character_modifier = { + monthly_piety = 0.3 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 10 + monthly_county_control_growth_factor = 0.1 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.15 + tax_mult = 0.3 + county_opinion_add = 10 + } + + province_modifier = { + monthly_income = 1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Etchmiadzin Cathedral +########## +etchmiadzin_cathedral = { + asset = { + type = pdxmesh + name = ep3_etchmiadzin_cathedral_01_a_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_etchmiadzin_cathedral.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:armenian_apostolic + } + + character_modifier = { + monthly_piety = 0.4 + religious_vassal_opinion = 10 + zealot_opinion = 10 + clergy_opinion = 10 + monthly_dynasty_prestige_mult = 0.05 + same_faith_opinion = 5 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.15 + tax_mult = 0.3 + county_opinion_add = 10 + } + + province_modifier = { + monthly_income = 1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Cattolica di Stilo +########## +cattolica_stilo = { + asset = { + type = pdxmesh + name = ep3_cattolica_di_stilo_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_cattolica_stilo.dds" + + cost_gold = 750 + + can_construct = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + is_enabled = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + character_modifier = { + monthly_piety = 0.5 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 5 + holy_order_hire_cost_mult = -0.15 + } + + county_modifier = { + development_growth = 0.15 + development_growth_factor = 0.15 + tax_mult = 0.1 + county_opinion_add = 10 + } + + province_modifier = { + monthly_income = 0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Hosios Loukas +########## +hosios_loukas = { + construction_time = slow_construction_time + + type_icon = "icon_structure_hosios_loukas.dds" + + cost_gold = 1000 + + can_construct = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + is_enabled = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + character_modifier = { + monthly_piety = 0.2 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 5 + monthly_prestige = 0.3 + monthly_influence = 0.2 + negate_health_penalty_add = 0.05 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.2 + tax_mult = 0.4 + } + + province_modifier = { + monthly_income = 1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Church of Saint Sophia, Ohrid +########## +sofia_ohrid = { + asset = { + type = pdxmesh + name = ep3_church_saint_sophia_ohrid_01_a_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_sofia_ohrid.dds" + + cost_gold = 1000 + + can_construct = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + is_enabled = { + OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } + } + + character_modifier = { + monthly_piety = 0.3 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 10 + monthly_county_control_growth_factor = 0.05 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.3 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.5 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Fairy Chimneys +########## +fairy_chimneys = { + asset = { + type = pdxmesh + name = ep3_fairy_chimneys_01_a_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_fairy_chimneys.dds" + + can_construct_potential = { + + } + + is_enabled = { + + } + + cost_gold = 250 + + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.2 + hostile_raid_time = 0.5 + defender_holding_advantage = 5 + } + + province_modifier = { + garrison_size = 0.1 + levy_size = 0.1 + travel_danger = -10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Cilician Gates +########## +cilician_gates = { + asset = { + type = pdxmesh + name = ep3_cilician_gates_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cilician_gates.dds" + + can_construct_potential = { + + } + + is_enabled = { + + } + + cost_gold = 500 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_influence = 0.1 + monthly_influence_mult = 0.1 + } + + county_modifier = { + hostile_raid_time = 1 + defender_holding_advantage = 5 + monthly_county_control_growth_add = 0.5 + fort_level = good_building_fort_level_tier_1 + } + + province_modifier = { + travel_danger = -10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Pleasure Dome +########## +pleasure_dome = { + construction_time = very_slow_construction_time + effect_desc = pleasure_dome_effect_desc + + type_icon = "icon_pleasure_dome.dds" + + character_modifier = { + monthly_prestige_gain_mult = 0.15 + owned_hostile_scheme_success_chance_add = 25 + owned_personal_scheme_success_chance_add = 25 + court_grandeur_baseline_add = 12 + monthly_income_from_herd_mult = 0.15 + herd_capacity_mult = 0.25 + herd_conversion = 0.005 + } + + province_modifier = { + monthly_income = excellent_building_tax_tier_4 + } + + type = special +} + +# Burkhan Khaldun +########## + +burkhan_khaldun_01 = { + + asset = { + type = pdxmesh + name = "mpo_building_special_burkhan_khaldun_mesh" + } + + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_burkhan_khaldun.dds" + + can_construct_potential = {} + + cost_gold = 300 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + clergy_opinion = 5 + } + + province_modifier = { + fort_level = 2 + defender_holding_advantage = normal_building_advantage_tier_3 + } + + county_modifier = { + county_opinion_add = 5 + mountains_fertility_growth_mult = 0.25 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_natural_feature +} + +########## +# Swahili Ports +########## + +swahili_port_pemba = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_swahili_port.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + character_modifier = { + naval_movement_speed_mult = 0.25 + embarkation_cost_mult = -0.5 + } + + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.2 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 1 + fort_level = 1 + monthly_income = 3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +swahili_port_zanzibar = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_swahili_port.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + character_modifier = { + naval_movement_speed_mult = 0.25 + embarkation_cost_mult = -0.5 + } + + county_modifier = { + development_growth_factor = 0.3 + development_growth = 0.5 + } + + province_modifier = { + levy_size = 1 + monthly_income = 4 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +swahili_port_mombasa = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_swahili_port.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + character_modifier = { + naval_movement_speed_mult = 0.25 + embarkation_cost_mult = -0.25 + } + + county_modifier = { + tax_mult = 0.1 + levy_size = 0.1 + defender_holding_advantage = 10 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + province_modifier = { + garrison_size = 1 + fort_level = 2 + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +swahili_port_pate = { # Early location of Swahili Coast development and site of early mosques + construction_time = very_slow_construction_time + + type_icon = "icon_structure_swahili_port.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + character_modifier = { + embarkation_cost_mult = -0.5 + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + domain_tax_different_faith_mult = 0.15 + } + + county_modifier = { + tax_mult = 0.1 + levy_size = 0.1 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +swahili_port_lamu = { # Early location of Swahili Coast development and site of early trade good abundance + construction_time = very_slow_construction_time + + type_icon = "icon_structure_swahili_port.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + character_modifier = { + embarkation_cost_mult = -0.25 + diplomacy_per_piety_level = 1 + stewardship_per_prestige_level = 1 + different_culture_opinion = 10 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 4 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Wulingyuan +########## + +wulingyuan_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_wulingyuan.dds" + + can_construct_potential = { + } + + cost_gold = 1000 + + character_modifier = { + monthly_prestige = 1 + monthly_dynasty_prestige_mult = 0.1 + } + + county_modifier = { + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_natural_feature # mountains +} + +########## +# Leshan Giant Buddha +########## + +leshan_giant_buddha_01 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "tgp_building_special_leshan_buddha_mesh" + } + + type_icon = "icon_structure_leshan_giant_buddha.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + OR = { + religion = { is_in_family = rf_eastern } + religion = { is_in_family = rf_sinitic } + } + } + } + } + + cost_gold = 2000 + + character_modifier = { + monthly_piety_gain_mult = 0.1 + stress_loss_per_piety_level = 0.05 + } + county_modifier = { + tax_mult = 0.1 + county_opinion_add = 5 + travel_danger = -10 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Yungang Grottoes +########## + +yungang_grottoes_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_yungang_grottoes.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + OR = { + religion = { is_in_family = rf_eastern } + religion = { is_in_family = rf_sinitic } + } + } + } + } + + cost_gold = 2000 + + character_modifier = { + monthly_piety_gain_mult = 0.1 + intrigue_per_piety_level = 1 + } + county_modifier = { + tax_mult = 0.1 + development_growth = 0.2 + development_growth_factor = 0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Wudang Mountain Temples +########## + +wudang_mountain_temples_01 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "tgp_building_special_wudang_mountains_mesh" + } + + type_icon = "icon_structure_wudang_mountain_temples.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + OR = { + religion = { is_in_family = rf_eastern } + religion = { is_in_family = rf_sinitic } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_per_court_position_mult = 0.03 + prowess_per_piety_level = 1 + } + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Shaolin Monastery +########## + +shaolin_monastery_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shaolin_monastery.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + OR = { + religion = { is_in_family = rf_eastern } + religion = { is_in_family = rf_sinitic } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.5 + monthly_piety_from_buildings_mult = 0.3 + prowess_per_piety_level = 3 + buddhism_religion_opinion = 10 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Lingyin Temple +########## + +lingyin_temple_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_lingyin_temple.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + OR = { + religion = { is_in_family = rf_eastern } + religion = { is_in_family = rf_sinitic } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_mult = 0.15 + monthly_dynasty_prestige_mult = 0.05 + learning_per_merit_level = 0.5 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.1 + } + province_modifier = { + monthly_income = 3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Giant Wild Goose Pagoda +########## + +giant_wild_goose_pagoda_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_giant_wild_goose_pagoda.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + OR = { + religion = { is_in_family = rf_eastern } + religion = { is_in_family = rf_sinitic } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_piety_gain_per_happy_powerful_vassal_mult = 0.07 + same_heritage_county_advantage_add = 2 + faith_conversion_piety_cost_mult = -0.2 + learning = 1 + } + county_modifier = { + tax_mult = 0.1 + development_growth = 0.2 + } + province_modifier = { + monthly_income = 1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Kaifeng Imperial Palace +########## + +kaifeng_palace_01 = { + construction_time = very_slow_construction_time + + effect_desc = { + triggered_desc = { + trigger = { has_tgp_dlc_trigger = yes } + desc = unlocks_building_desc + } + triggered_desc = { + trigger = { has_tgp_dlc_trigger = yes } + desc = kaifeng_examination_cost_bonus_desc + } + } + + type_icon = "icon_structure_kaifeng_palace.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + } + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.1 + stewardship_per_influence_level = 1 + dynasty_house_opinion = 5 + monthly_influence_mult = 0.1 + } + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# The Forbidden City +########## + +forbidden_city_01 = { + construction_time = very_slow_construction_time + + effect_desc = { + triggered_desc = { + trigger = { + OR = { + has_tgp_dlc_trigger = yes + has_ep3_dlc_trigger = yes + } + } + desc = unlocks_building_desc + } + triggered_desc = { + trigger = { + OR = { + has_tgp_dlc_trigger = yes + has_ep3_dlc_trigger = yes + } + } + desc = beijing_palace_bonus_desc + } + } + + type_icon = "icon_structure_forbidden_city.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.capital_province = root + } + + cost_gold = 1000 + + character_modifier = { + court_grandeur_baseline_add = 10 + monthly_dynasty_prestige_mult = 0.1 + diplomacy_per_influence_level = 1 + courtly_opinion = 5 + monthly_influence_mult = 0.1 + } + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_diplomatic +} + +########## +# Qianling Mausoleum +########## + +qianling_mausoleum_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_qianling_mausoleum.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + } + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.1 + } + county_modifier = { + monthly_county_control_growth_add = 1 + levy_size = 0.1 + build_gold_cost = -0.05 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # religious tomb +} + +########## +# Quanzhou Seaport +########## + +quanzhou_seaport_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_quanzhou_seaport.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + } + + cost_gold = 1000 + + character_modifier = { + naval_movement_speed_mult = 0.25 + cultural_head_acceptance_gain_mult = 0.2 + different_culture_opinion = 5 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + province_modifier = { + monthly_income = 4 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Angkor Wat +########## + +angkor_wat_01 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "tgp_building_special_angkorwat_mesh" + } + + type_icon = "icon_structure_angkor_wat.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + cost_gold = 2000 + + character_modifier = { + monthly_piety_gain_mult = 0.2 + negate_learning_penalty_add = 4 + clergy_opinion = 10 + monthly_learning_lifestyle_xp_gain_mult = 0.2 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.2 + monthly_county_control_growth_add = 0.2 + } + province_modifier = { + monthly_income = 3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 8 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Imperial Citadel of Thang Long +########## + +citadel_thang_long_01 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "tgp_building_special_thang_long_palace_mesh" + } + + type_icon = "icon_structure_citadel_thang_long.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + } + + cost_gold = 750 + + character_modifier = { + monthly_prestige_gain_mult = 0.05 + knight_effectiveness_per_martial = 0.01 + } + county_modifier = { + hostile_raid_time = 0.25 + } + province_modifier = { + fort_level = 2 + defender_holding_advantage = 5 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + } + + next_building = citadel_thang_long_02 + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +citadel_thang_long_02 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "tgp_building_special_thang_long_palace_mesh" + } + + type_icon = "icon_structure_citadel_thang_long.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + } + + cost_gold = 1000 + + character_modifier = { + monthly_prestige_gain_per_legitimacy_level_mult = 0.05 + knight_effectiveness_per_martial = 0.03 + monthly_dynasty_prestige_mult = 0.1 + legitimacy_gain_mult = 0.1 + } + county_modifier = { + hostile_raid_time = 0.5 + development_growth_factor = 0.1 + } + province_modifier = { + fort_level = 4 + defender_holding_advantage = 10 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Po Klong Garai Temple +########## + +po_klong_garai_01 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "tgp_building_special_po_klong_temple_mesh" + } + + type_icon = "icon_structure_po_klong_garai.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_per_legitimacy_level_mult = 0.04 + learning = 1 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + monthly_county_control_growth_factor = 0.2 + epidemic_resistance = 10 + } + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 8 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Krakatoa +########## + +krakatoa_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_krakatoa.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + } + + cost_gold = 1000 + + character_modifier = { + stress_loss_mult = 0.1 + dread_baseline_add = 10 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + development_growth = 0.1 + } + province_modifier = { + travel_danger = 5 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_natural_feature +} + +########## +# Borobudur +########## + +borobudur_01 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "tgp_building_special_borudur_mesh" + } + + type_icon = "icon_structure_borobudur.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_mult = 0.2 + monthly_dynasty_prestige_mult = 0.1 + different_faith_opinion = 5 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + build_speed = -0.1 + } + province_modifier = { + monthly_income = 2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Hōshi Ryokan +########## + +hoshi_ryokan_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hoshi_ryokan.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + } + + cost_gold = 500 + + character_modifier = { + stress_loss_mult = 0.2 + dynasty_house_opinion = 10 + } + county_modifier = { + tax_mult = 0.05 + development_growth = 0.05 + } + province_modifier = { + monthly_income = 1 + travel_danger = -10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_stress_relief +} + +########## +# Herat Bazaar +########## + +herat_bazaar_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + scope:holder = { + any_character_situation = { situation_type = silk_road_situation } + } + } + + cost_gold = 400 + + province_modifier = { + monthly_income = 2 + travel_danger = -10 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + next_building = herat_bazaar_02 + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +herat_bazaar_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + scope:holder = { + any_character_situation = { situation_type = silk_road_situation } + } + } + + can_construct = { + } + + cost_gold = 800 + + + province_modifier = { + travel_danger = -15 + monthly_income = 2 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.2 + tax_mult = 0.2 + } + character_modifier = { + cultural_head_fascination_mult = 0.05 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Shuka of Dvin +########## + +dvin_shuka_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + scope:holder = { + any_character_situation = { situation_type = silk_road_situation } + } + } + + cost_gold = 400 + + province_modifier = { + monthly_income = 2 + travel_danger = -10 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + next_building = dvin_shuka_02 + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +dvin_shuka_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + + } + + can_construct = { + } + + cost_gold = 800 + + province_modifier = { + travel_danger = -15 + monthly_income = 2 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.2 + tax_mult = 0.2 + } + character_modifier = { + cultural_head_fascination_mult = 0.05 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +########## +# Khrom of Lhasa +########## + +lhasa_market_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + scope:holder = { + any_character_situation = { situation_type = silk_road_situation } + } + } + + cost_gold = 400 + + province_modifier = { + monthly_income = 2 + travel_danger = -10 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + next_building = lhasa_market_02 + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +lhasa_market_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + scope:holder = { + any_character_situation = { situation_type = silk_road_situation } + } + } + + can_construct = { + } + + cost_gold = 800 + + province_modifier = { + travel_danger = -15 + monthly_income = 2 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.2 + tax_mult = 0.2 + } + character_modifier = { + cultural_head_fascination_mult = 0.05 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +########## +# Bazaar of Khiva +########## + +khiva_bazaar_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + scope:holder = { + any_character_situation = { situation_type = silk_road_situation } + } + } + + cost_gold = 400 + + province_modifier = { + monthly_income = 2 + travel_danger = -10 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + next_building = khiva_bazaar_02 + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +khiva_bazaar_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + scope:holder = { + any_character_situation = { situation_type = silk_road_situation } + } + } + + can_construct = { + } + + cost_gold = 800 + + province_modifier = { + travel_danger = -15 + monthly_income = 2 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.2 + tax_mult = 0.2 + } + character_modifier = { + cultural_head_fascination_mult = 0.05 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +########## +# Market of Chang'an +########## + +changan_market_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + + } + + cost_gold = 400 + + province_modifier = { + travel_danger = -15 + monthly_income = 2 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.15 + tax_mult = 0.2 + } + character_modifier = { + cultural_head_fascination_mult = 0.05 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + next_building = changan_market_02 + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +changan_market_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + + } + + can_construct = { + } + + cost_gold = 800 + + province_modifier = { + travel_danger = -20 + monthly_income = 3 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.2 + tax_mult = 0.2 + } + character_modifier = { + cultural_head_fascination_mult = 0.10 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +########## +# Bazaar of Lahur (Lahore) +########## + +lahur_bazaar_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + + } + + cost_gold = 400 + + province_modifier = { + monthly_income = 2 + travel_danger = -10 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + next_building = lahur_bazaar_02 + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +lahur_bazaar_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + + } + + can_construct = { + } + + cost_gold = 800 + + province_modifier = { + travel_danger = -15 + monthly_income = 2 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.2 + tax_mult = 0.2 + } + character_modifier = { + cultural_head_fascination_mult = 0.05 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +########## +# Hamadan Bazaar +########## + +hamadan_bazaar_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + + } + + can_construct = { + + } + + cost_gold = 400 + + province_modifier = { + monthly_income = 2 + travel_danger = -10 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + next_building = hamadan_bazaar_02 + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +hamadan_bazaar_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + + } + + can_construct = { + } + + cost_gold = 800 + + province_modifier = { + travel_danger = -15 + monthly_income = 2 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.2 + tax_mult = 0.2 + } + character_modifier = { + cultural_head_fascination_mult = 0.05 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Market of Dunhuang +########## + +dunhuang_market_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + + } + + cost_gold = 400 + + province_modifier = { + monthly_income = 2 + travel_danger = -10 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + next_building = dunhuang_market_02 + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +dunhuang_market_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + + } + + can_construct = { + } + + cost_gold = 800 + + province_modifier = { + travel_danger = -15 + monthly_income = 2 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.2 + tax_mult = 0.2 + } + character_modifier = { + cultural_head_fascination_mult = 0.05 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic + flag = silk_road_node +} + +########## +# Sunday Bazaar of Kashgar +########## + +sunday_bazaar_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + + } + + cost_gold = 400 + + province_modifier = { + monthly_income = 2 + travel_danger = -10 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + next_building = sunday_bazaar_02 + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +sunday_bazaar_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_special_silk_road_market.dds" + + can_construct_potential = { + + } + + can_construct = { + } + + cost_gold = 800 + + province_modifier = { + travel_danger = -15 + monthly_income = 2 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.2 + tax_mult = 0.2 + } + character_modifier = { + cultural_head_fascination_mult = 0.05 + } + + on_complete = { + tgp_silk_road_market_built_effect = yes + } + + ai_value = { + base = 12 + + directive_to_build_economy_modifier = yes + + modifier = { + factor = 3 + scope:holder.capital_province = this + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Mount Fuji +########## + +mount_fuji_01 = { + asset = { + type = pdxmesh + name = "tgp_building_special_mt_fuji_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mount_apo.dds" + + is_enabled = { + custom_description = { + text = holy_site_shinto_or_holy_site_trigger + OR = { + scope:holder.religion = religion:shintoism_religion + custom_description = { + text = holy_site_building_trigger + barony = { is_holy_site_of = scope:holder.faith } + } + scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + stress_loss_mult = 0.1 + } + + county_modifier = { + tax_mult = 0.15 + travel_danger = -30 + } + + province_modifier = { + monthly_income = 2 + } + + type = special + + flag = travel_point_of_interest_religious + flag = is_mountain +} + +########## +# Itsukushima-jinja +########## + +itsukushima_jinja_01 = { + asset = { + type = pdxmesh + name = "tgp_building_special_itsukushima_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_torii_gate.dds" + + next_building = itsukushima_jinja_02 + + is_enabled = { + custom_description = { + text = holy_site_shinto_or_holy_site_trigger + OR = { + scope:holder.religion = religion:shintoism_religion + custom_description = { + text = holy_site_building_trigger + barony = { is_holy_site_of = scope:holder.faith } + } + scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + embarkation_cost_mult = -0.1 + } + + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.1 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +itsukushima_jinja_02 = { + asset = { + type = pdxmesh + name = "tgp_building_special_itsukushima_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_torii_gate.dds" + + is_enabled = { + custom_description = { + text = holy_site_shinto_or_holy_site_trigger + OR = { + scope:holder.religion = religion:shintoism_religion + custom_description = { + text = holy_site_building_trigger + barony = { is_holy_site_of = scope:holder.faith } + } + scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.5 + monthly_dynasty_prestige_mult = 0.1 + embarkation_cost_mult = -0.2 + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.3 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Heian Palace +########## + +heian_palace_01 = { + asset = { + type = pdxmesh + name = "tgp_building_special_heian_kyo_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_heian_palace.dds" + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + court_grandeur_baseline_add = 10 + monthly_dynasty_prestige_mult = 0.1 + diplomacy_per_influence_level = 1 + courtly_opinion = 5 + monthly_influence_mult = 0.05 + } + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.2 + } + province_modifier = { + fort_level = 2 + defender_holding_advantage = 5 + } + levy = 2000 + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_diplomatic +} + +########## +# Ise Jingu +########## + +ise_jingu_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_torii_gate.dds" + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + character_travel_speed_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.1 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Kofuku-ji +########## + +kofuku_ji_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_torii_gate.dds" + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + faith_creation_piety_cost_mult = -0.1 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Enryaku-ji (延暦寺) +########## + +enryaku_ji_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_torii_gate.dds" + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + faith_creation_piety_cost_mult = -0.1 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Dazaifu +########## + +dazaifu_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_torii_gate.dds" + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_prestige = 0.25 + monthly_county_control_growth_factor = 0.1 + build_speed = -0.1 + diplomacy_per_influence_level = 1 + } + + character_government_modifier = { + parameter = government_is_administrative + monthly_influence = 0.5 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + fort_level = 2 + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Chinjufu +########## + +chinjufu_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_torii_gate.dds" + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_prestige = 0.1 + glory_hound_opinion = 5 + vassal_limit = 1 + defender_advantage = 4 + } + + county_modifier = { + hostile_raid_time = 0.5 + levy_size = 0.2 + development_growth_factor = 0.1 + } + + province_modifier = { + fort_level = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Hakata Port +########## + +hakata_port_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_quanzhou_seaport.dds" + + show_disabled = yes + + cost_gold = 1000 + + next_building = hakata_port_02 + + character_modifier = { + monthly_income = 1 + parochial_opinion = 5 + naval_movement_speed_mult = 0.1 + embarkation_cost_mult = -0.1 + } + + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.15 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +hakata_port_02 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_quanzhou_seaport.dds" + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_income = 2 + parochial_opinion = 10 + naval_movement_speed_mult = 0.2 + embarkation_cost_mult = -0.2 + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.3 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 4 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Hwangnyongsa +########## + +hwangnyongsa_01 = { + asset = { + type = pdxmesh + name = "tgp_building_special_hwangnyongsa_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shaolin_monastery.dds" + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + levy_reinforcement_rate_same_faith = 0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Byeok-ran Port - 碧瀾渡 (벽란도) +########## + +byeokran_port_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_quanzhou_seaport.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + character_modifier = { + monthly_income = 1 + parochial_opinion = 5 + naval_movement_speed_mult = 0.1 + embarkation_cost_mult = -0.1 + } + + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.15 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Mount Baekdu +########## + +mount_baekdu_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mount_apo.dds" + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { is_holy_site_of = scope:holder.faith } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + stress_loss_mult = 0.1 + } + + county_modifier = { + county_opinion_add = 5 + tax_mult = 0.1 + } + + province_modifier = { + fort_level = 2 + defender_holding_advantage = 6 + } + + type = special + + flag = travel_point_of_interest_religious + flag = travel_point_of_interest_stress_relief + flag = travel_point_of_interest_natural_feature # mountain + flag = is_mountain +} + +########## +# Dâu Temple +########## + +dau_temple_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_dau.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + + } + + cost_gold = 1000 + + character_modifier = { + learning_per_piety_level = 1 + health = 0.10 + } + + county_holder_character_modifier = { + buddhism_religion_opinion = 5 + } + + county_modifier = { + tax_mult = 0.1 + development_growth = 0.10 + epidemic_resistance = 10 + } + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Liuhe Pagoda +########## + +liuhe_pagoda_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_liuhe_pagoda.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + + } + + cost_gold = 1250 + + character_modifier = { + monthly_county_control_growth_factor = 0.15 + monthly_piety_gain_mult = 0.10 + monthly_prestige_gain_mult = 0.05 + clergy_opinion = 5 + } + county_modifier = { + tax_mult = 0.15 + development_growth = 0.10 + travel_danger = -10 + } + province_modifier = { + monthly_income = 2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Muaro Jambi Temple Compounds +########## + +muaro_jambi_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mauro_jambi.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + + } + + cost_gold = 1000 + + character_modifier = { + monthly_county_control_growth_factor = 0.10 + martial_per_piety_level = 1 + direct_vassal_opinion = 5 + } + county_modifier = { + tax_mult = 0.10 + } + province_modifier = { + monthly_income = 1 + fort_level = 2 + levy_size = 0.1 + travel_danger = -20 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious + flag = travel_point_of_interest_martial +} + +########## +# Hanging Temple +########## + +hanging_temple_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hanging_temple.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + + } + + cost_gold = 2000 + + character_modifier = { + piety_level_impact_mult = 0.1 + monthly_piety_gain_per_legitimacy_level_mult = 0.05 + taoism_religion_opinion = 15 + buddhism_religion_opinion = 15 + confucianism_religion_opinion = 15 + } + + province_modifier = { + monthly_income = 1 + } + + county_modifier = { + tax_mult = 0.1 + development_growth = 0.1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Pagoda of Fogong Temple +########## + +pagoda_of_fogong_temple_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_fogong_temple_pagoda.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + + } + + cost_gold = 2000 + + character_modifier = { + monthly_piety_from_buildings_mult = 0.1 + monthly_piety_gain_per_legitimacy_level_mult = 0.05 + buddhism_religion_opinion = 5 + zealot_opinion = 5 + monthly_dynasty_prestige_mult = 0.1 + } + + province_modifier = { + monthly_income = 1.5 + artifact_decay_reduction_mult = -0.15 + } + + county_modifier = { + tax_mult = 0.1 + development_growth = 0.1 + county_opinion_add = 5 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Plain of Jars +########## + +plain_of_jars_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_plain_of_jars.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + + } + + cost_gold = 2000 + + character_modifier = { + stress_loss_per_piety_level = 0.1 + diplomatic_range_mult = 0.20 + intrigue_per_piety_level = 1 + levy_reinforcement_rate_same_faith = 0.1 + } + + province_modifier = { + monthly_income = 1 + } + + county_modifier = { + travel_danger = -20 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Dieng Plateau +########## + +dieng_plateau_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_dieng_pleateau.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + + } + + cost_gold = 2000 + + character_modifier = { + stress_loss_per_piety_level = 0.1 + dread_gain_mult = 0.15 + intrigue = 1 + monthly_piety_gain_per_dread_mult = 0.05 + learning = 1 + } + + province_modifier = { + + } + + county_modifier = { + monthly_county_control_decline_add = 0.5 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Mount Apo +########## + +mount_apo_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mount_apo.dds" + + is_enabled = { + + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + piety_level_impact_mult = 0.25 + faith_creation_piety_cost_mult = -0.15 + stress_loss_mult = 0.05 + realm_priest_opinion = 10 + } + + county_modifier = { + monthly_county_control_growth_factor = 0.1 + } + + province_modifier = { + monthly_income = 1 + } + + type = special + + flag = travel_point_of_interest_religious + flag = travel_point_of_interest_stress_relief + flag = travel_point_of_interest_natural_feature # mountain + flag = is_mountain +} + +########## +# Besakih Temple +########## + +besakih_temple_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_besakih.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + + } + + cost_gold = 2000 + + character_modifier = { + monthly_piety_gain_per_knight_mult = 0.03 + hinduism_religion_opinion = 10 + monthly_dynasty_prestige_mult = 0.1 + learning = 1 + legitimacy_gain_mult = 0.1 + } + + province_modifier = { + monthly_income = 2 + } + + county_modifier = { + tax_mult = 0.15 + development_growth = 0.15 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t3_effect = yes + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Gongsanseong Fortress +########## + +gongsanseong_fortress_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_gongsanseong_fortress.dds" + + can_construct_potential = { + } + + cost_gold = 1500 + + max_garrison = good_building_max_garrison_tier_2 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.1 + monthly_county_control_growth_add = 0.5 + } + + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -20 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# White Deer Grotto Academy +########## + +white_deer_grotto_academy_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shaolin_monastery.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + scope:holder = { + highest_held_title_tier >= tier_duchy + prestige_level >= 4 + } + county = { + development_level >= 30 + } + } + + show_disabled = yes + + cost_gold = 1000 + + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + county_holder_character_modifier = { + learning = 2 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning + flag = special_university +} + +########## +# Shigu Academy +########## + +shigu_academy_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shaolin_monastery.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + scope:holder = { + highest_held_title_tier >= tier_duchy + prestige_level >= 4 + } + county = { + development_level >= 30 + } + } + + show_disabled = yes + + cost_gold = 1000 + + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + county_holder_character_modifier = { + learning_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + monthly_dynasty_prestige = 0.1 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning + flag = special_university +} + +########## +# Culai Academy +########## + +culai_academy_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shaolin_monastery.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + scope:holder = { + highest_held_title_tier >= tier_duchy + prestige_level >= 4 + } + county = { + development_level >= 30 + } + } + + show_disabled = yes + + cost_gold = 1000 + + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + county_holder_character_modifier = { + learning_per_piety_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + monthly_prestige = 0.05 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning + flag = special_university +} + +########## +# Lize Academy +########## + +lize_academy_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shaolin_monastery.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + scope:holder = { + highest_held_title_tier >= tier_duchy + prestige_level >= 4 + } + county = { + development_level >= 30 + } + } + + show_disabled = yes + + cost_gold = 1000 + + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + county_holder_character_modifier = { + learning_per_merit_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + prestige_level_impact_mult = 0.15 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning + flag = special_university +} + +########## +# Maoshan Academy +########## + +maoshan_academy_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shaolin_monastery.dds" + + show_disabled = yes + + cost_gold = 1000 + + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + faith_creation_piety_cost_mult = -0.1 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious + flag = travel_point_of_interest_learning + flag = special_university +} + +########## +# Tiantai Monasteries +########## + +tiantai_monasteries_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shaolin_monastery.dds" + + show_disabled = yes + + cost_gold = 1000 + + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + character_modifier = { + monthly_piety = 0.20 + faith_creation_piety_cost_mult = -0.05 + } + + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.15 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 1.5 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious + flag = travel_point_of_interest_learning + flag = special_university +} + +########## +# Jizu Shan Temples +########## + +jizu_shan_temples_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shaolin_monastery.dds" + + show_disabled = yes + + cost_gold = 1000 + + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + character_modifier = { + monthly_piety = 0.20 + faith_creation_piety_cost_mult = -0.05 + } + + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.15 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 1.5 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious + flag = travel_point_of_interest_learning + flag = special_university +} + +########## +# Nanhua Temple +########## + +nanhua_temple_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shaolin_monastery.dds" + + show_disabled = yes + + cost_gold = 1000 + + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + character_modifier = { + monthly_piety = 0.20 + faith_creation_piety_cost_mult = -0.05 + } + + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.15 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 1.5 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious + flag = travel_point_of_interest_learning + flag = special_university +} diff --git a/N3OW/common/buildings/NEOW_special_buildings.txt b/N3OW/common/buildings/NEOW_special_buildings.txt new file mode 100644 index 00000000..c3e83e06 --- /dev/null +++ b/N3OW/common/buildings/NEOW_special_buildings.txt @@ -0,0 +1,51 @@ +########## +# Fortress Monastery of Andorra +########## + +fortress_andorra_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_falak_ol_aflak_citadel.dds" + + can_construct_potential = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + + is_enabled = { + scope:holder = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_mult = 0.1 + zealot_opinion = 5 + } + + county_modifier = { + hostile_raid_time = 0.5 + } + + province_modifier = { + fort_level = 4 + defender_holding_advantage = 4 + monthly_income = 1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} \ No newline at end of file diff --git a/N3OW/common/buildings/ccp3_special_buildings.txt b/N3OW/common/buildings/ccp3_special_buildings.txt new file mode 100644 index 00000000..751a1a7b --- /dev/null +++ b/N3OW/common/buildings/ccp3_special_buildings.txt @@ -0,0 +1,1127 @@ +####### +# Drassanes +########## +drassanes_01 = { + asset = { + type = entity + name = "building_special_drassanes_01_entity" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_drassanes.dds" + can_construct_potential = { building_requirement_tribal = no } + can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } } + cost_gold = 1000 + character_modifier = { + naval_movement_speed_mult = 0.25 + embarkation_cost_mult = -0.25 + levy_reinforcement_rate = 0.1 + } + county_modifier = { + development_growth_factor = 0.15 + development_growth = 0.15 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_martial +} +########## +# Great Kyz Kala +########## +kyz_kala_01 = { + effect_desc = feast_cost_discount_max_desc + asset = { + type = pdxmesh + name = "building_special_kyz_kala_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_kyz_kala.dds" + cost_gold = 1000 + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_prestige_gain_mult = 0.05 + } + county_modifier = { + hostile_raid_time = 0.5 + travel_danger = -20 + } + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_wonder +} +########## +# Cluny Abbey +########## +cluny_abbey_01 = { + asset = { + type = pdxmesh + name = "building_special_cluny_abbey_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_cluny_abbey.dds" + next_building = cluny_abbey_02 + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + can_construct = { scope:holder.culture = { has_innovation = innovation_crop_rotation } } + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + cost_gold = 1000 + county_holder_character_modifier = { + learning = 1 + monthly_piety_gain_mult = 0.1 + faith_creation_piety_cost_mult = -0.15 + } + county_modifier = { + development_growth_factor = 0.15 + monthly_county_control_growth_factor = 0.1 + } + province_modifier = { + monthly_income = 1.5 + } + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t1_effect = yes + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious + flag = special_university +} +cluny_abbey_02 = { + asset = { + type = pdxmesh + name = "building_special_cluny_abbey_02_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_cluny_abbey.dds" + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + + can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } } + cost_gold = 1000 + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + county_holder_character_modifier = { + learning_per_piety_level = 1 + monthly_piety_gain_mult = 0.2 + faith_creation_piety_cost_mult = -0.25 + } + county_modifier = { + development_growth_factor = 0.25 + monthly_county_control_growth_factor = 0.2 + } + province_modifier = { + monthly_income = 3 + } + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t2_effect = yes + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +########## +# Walls of York +########## +york_walls_01 = { + asset = { + type = pdxmesh + name = "building_special_york_walls_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_york_walls.dds" + cost_gold = 1000 + character_modifier = { + owned_legend_spread_mult = 0.15 + } + county_modifier = { + hostile_raid_time = 0.5 + supply_limit_mult = 0.15 + travel_danger = -20 + } + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + fort_level = good_building_fort_level_tier_2 + garrison_size = 0.2 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_martial +} +########## +# Great Mosque of Damascus +########## +damascus_mosque_01 = { + asset = { + type = pdxmesh + name = "building_special_damascus_mosque_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_damascus_mosque.dds" + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { religion = religion:islam_religion } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + cost_gold = 1000 + character_modifier = { + build_speed = -0.1 + monthly_piety = 0.5 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + monthly_county_control_growth_factor = 0.2 + } + province_modifier = { + monthly_income = 2 + } + on_complete = { + #Regular Mandala Boon + mandala_built_piety_duchy_building_t2_effect = yes + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +########## +# Jokhang +########## +jokhang_01 = { + asset = { + type = pdxmesh + name = "building_special_jokhang_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_jokhang.dds" + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } } + cost_gold = 1000 + county_holder_character_modifier = { + monthly_piety_gain_per_dread_add = 0.02 + monthly_piety_gain_per_happy_powerful_vassal_add = 0.1 + monthly_lifestyle_xp_gain_mult = 0.1 + } + county_modifier = { + county_opinion_add = 10 + development_growth = 0.2 + monthly_county_control_growth_add = 0.2 + } + province_modifier = { + monthly_income = 2 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +########## +# Wartburg +########## +wartburg_01 = { + asset = { + type = pdxmesh + name = "building_special_wartburg_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_wartburg.dds" + can_construct_potential = { building_requirement_tribal = no } + can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } } + cost_gold = 1000 + character_modifier = { + diplomacy = 1 + prestige_level_impact_mult = 0.5 + } + county_modifier = { + travel_danger = -20 + hostile_raid_time = 0.5 + } + province_modifier = { + fort_level = normal_building_fort_level_tier_3 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_martial +} +########## +# Beta Giyorgis +########## +beta_giyorgis_01 = { + asset = { + type = pdxmesh + name = "building_special_beta_giyorgis_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_beta_giyorgis.dds" + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } } + cost_gold = 1000 + county_holder_character_modifier = { + piety_level_impact_mult = 0.5 + legitimacy_gain_mult = 0.1 + } + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.3 + } + province_modifier = { + monthly_income = 2 + defender_holding_advantage = normal_building_advantage_tier_2 + build_speed = -0.1 + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +########## +# Holy Wisdom of Novgorod +########## +holy_wisdom_01 = { + asset = { + type = pdxmesh + name = "building_special_holy_wisdom_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_holy_wisdom.dds" + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + can_construct = { scope:holder.culture = { has_innovation = innovation_crop_rotation } } + cost_gold = 1000 + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + martial_per_piety_level = 1 + } + county_modifier = { + tax_mult = 0.1 + monthly_county_control_growth_factor = 0.1 + } + province_modifier = { + travel_danger = -20 + monthly_income = 2 + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +########## +# Kano Earthworks +########## +kano_walls_01 = { + asset = { + type = pdxmesh + name = "building_special_kano_walls_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_kano_walls.dds" + cost_gold = 1000 + can_construct = { scope:holder.culture = { has_innovation = innovation_motte } } + character_modifier = { + stewardship = 1 + } + county_modifier = { + hostile_raid_time = 1 + development_growth_factor = 0.2 + development_growth = 0.2 + tax_mult = 0.2 + } + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + fort_level = good_building_fort_level_tier_1 + garrison_size = 0.2 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_martial +} +########## +# Somapura University +########## +somapura_university_01 = { + asset = { + type = pdxmesh + name = "building_special_somapura_university_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_somapura_university.dds" + can_construct_potential = { building_university_requirement = yes building_requirement_tribal = no } + cost_gold = 1000 + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + county_holder_character_modifier = { + learning_per_piety_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + stress_loss_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.2 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_learning + flag = special_university +} +########## +# Duomo Florence +########## +duomo_florence_01 = { + asset = { + type = pdxmesh + name = "building_special_duomo_florence_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_duomo_florence.dds" + next_building = duomo_florence_02 + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + cost_gold = 1000 + character_modifier = { + monthly_piety_gain_mult = 0.05 + } + county_modifier = { + development_growth_factor = 0.05 + development_growth = 0.05 + } + province_modifier = { + monthly_income = 1 + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +duomo_florence_02 = { + asset = { + type = pdxmesh + name = "building_special_duomo_florence_02_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_duomo_florence.dds" + next_building = duomo_florence_03 + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } } + cost_gold = 1000 + character_modifier = { + stewardship = 1 + monthly_piety_gain_mult = 0.05 + } + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.1 + } + province_modifier = { + monthly_income = 2 + build_speed = -0.1 + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +duomo_florence_03 = { + asset = { + type = pdxmesh + name = "building_special_duomo_florence_03_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_duomo_florence.dds" + next_building = duomo_florence_04 + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + can_construct = { scope:holder.culture = { has_innovation = innovation_guilds } } + cost_gold = 1000 + character_modifier = { + stewardship = 1 + diplomacy = 1 + monthly_piety_gain_mult = 0.1 + republic_government_tax_contribution_mult = 0.05 + } + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.2 + } + province_modifier = { + monthly_income = 3 + build_speed = -0.2 + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +duomo_florence_04 = { + asset = { + type = pdxmesh + name = "building_special_duomo_florence_04_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_duomo_florence.dds" + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + can_construct = { scope:holder.culture = { has_innovation = innovation_cranes } } + cost_gold = 1000 + character_modifier = { + stewardship = 1 + diplomacy = 1 + learning = 1 + monthly_prestige_gain_mult = 0.2 + monthly_piety_gain_mult = 0.2 + republic_government_tax_contribution_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.3 + development_growth = 0.3 + } + province_modifier = { + monthly_income = 4 + build_speed = -0.3 + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +########## +# Konark Sun Temple +########## +konark_temple_01 = { + asset = { + type = pdxmesh + name = "building_special_konark_temple_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_konark_temple.dds" + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } } + can_construct = { scope:holder.culture = { has_innovation = innovation_guilds } } + cost_gold = 1000 + county_holder_character_modifier = { + monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05 + legitimacy_gain_mult = 0.1 + monthly_county_control_growth_factor = 0.05 + } + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.2 + } + province_modifier = { + monthly_income = 2 + } + ai_value = { + base = 8 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +########## +# al-Qarawiyyin University +########## +al_qarawiyyin_university_01 = { + asset = { + type = pdxmesh + name = "building_special_al_qarawiyyin_university_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_al_qarawiyyin_university.dds" + can_construct_potential = { building_university_requirement = yes building_requirement_tribal = no } + cost_gold = 1000 + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + character_modifier = { + diplomacy_per_piety_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.2 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_learning + flag = special_university +} +########## +# Kairouan basins +########## +kairouan_basins_01 = { + asset = { + type = pdxmesh + name = "building_special_kairouan_basins_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_kairouan_basins.dds" + can_construct_potential = { building_requirement_tribal = no } + cost_gold = 1000 + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + negate_health_penalty_add = 0.1 + } + county_modifier = { + county_opinion_add = 20 + development_growth_factor = 0.3 + development_growth = 0.3 + } + province_modifier = { + hostile_raid_time = 0.5 + defender_holding_advantage = normal_building_advantage_tier_2 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_economic +} +########## +# Ghana Palace +########## +ghana_palace_01 = { + effect_desc = feast_cost_discount_max_desc + asset = { + type = pdxmesh + name = "building_special_ghana_palace_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_ghana_palace.dds" + cost_gold = 1000 + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + vassal_tax_mult = 0.05 + court_grandeur_baseline_add = 5 + } + county_modifier = { + development_growth_factor = 0.1 + monthly_county_control_growth_factor = 0.1 + } + province_modifier = { + hostile_raid_time = 0.5 + monthly_income = 2 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_wonder +} +########## +# Visegrad +########## +visegrad_castle_01 = { + effect_desc = hunting_grounds_desc + asset = { + type = pdxmesh + name = "building_special_visegrad_castle_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_visegrad_castle.dds" + can_construct_potential = { building_requirement_tribal = no } + can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } } + cost_gold = 1000 + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_prestige_gain_mult = 0.05 + monthly_diplomacy_lifestyle_xp_gain_mult = 0.1 + } + county_modifier = { + travel_danger = -20 + monthly_county_control_growth_factor = 0.2 + } + province_modifier = { + fort_level = good_building_fort_level_tier_2 + garrison_size = 0.2 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_martial +} +########## +# Archcollegiate Church of St. Mary and St. Alexius in Tum +########## +wawel_cathedral_01 = { #Collegiate Church of St. Mary and St. Alexius + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_wavel_effect_desc + } + } + asset = { + type = pdxmesh + name = "building_special_wawel_cathedral_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_wawel_cathedral.dds" + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + can_construct = { scope:holder.culture = { has_innovation = innovation_crop_rotation } } + cost_gold = 400 + character_modifier = { + #monthly_dynasty_prestige_mult = 0.05 + monthly_piety_from_buildings_mult = 0.05 + clergy_opinion = 2 + } + county_modifier = { + development_growth_factor = 0.05 + development_growth = 0.1 + county_opinion_add = 5 + } + province_modifier = { + monthly_income = 0.5 + fort_level = 2 + stationed_maa_toughness_mult = 0.05 + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + next_building = wawel_cathedral_02 + type = special + flag = travel_point_of_interest_religious +} + +wawel_cathedral_02 = { #Archcollegiate Church of St. Mary and St. Alexius + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_wavel_effect_desc + } + } + asset = { + type = pdxmesh + name = "building_special_wawel_cathedral_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_wawel_cathedral.dds" + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } } + cost_gold = 800 + character_modifier = { + monthly_dynasty_prestige_mult = 0.02 + monthly_piety_from_buildings_mult = 0.1 + clergy_opinion = 4 + } + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.2 + county_opinion_add = 15 + } + province_modifier = { + monthly_income = 1 + fort_level = 4 + stationed_maa_toughness_mult = 0.1 + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + next_building = wawel_cathedral_03 + type = special + flag = travel_point_of_interest_religious +} + +wawel_cathedral_03 = { #Cathedral of St. Mary and St. Alexius - althistory upgrade + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = legends_of_the_dead } + desc = building_funeral_wavel_effect_desc + } + } + asset = { + type = pdxmesh + name = "building_special_wawel_cathedral_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_wawel_cathedral.dds" + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } + } + } + } + can_construct = { scope:holder.culture = { has_innovation = innovation_cranes } } + cost_gold = 1400 + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_piety_from_buildings_mult = 0.2 + clergy_opinion = 6 + } + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + county_opinion_add = 15 + } + province_modifier = { + monthly_income = 2 + fort_level = 8 + stationed_maa_toughness_mult = 0.2 + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +########## +# Vatapi Caves +########## +vatapi_caves_01 = { + asset = { + type = pdxmesh + name = "building_special_vatapi_caves_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_vatapi_caves.dds" + can_construct_potential = { building_requirement_tribal = no } + is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } } + cost_gold = 1000 + character_modifier = { + monthly_piety = 2 + stress_loss_mult = 0.2 + monthly_lifestyle_xp_gain_mult = 0.1 + rf_eastern_opinion = 5 + } + province_modifier = { + monthly_income = 2 + } + ai_value = { + base = 100 + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_religious +} +########## +# Golden fort of Jaisalmer +########## +jaisalmer_fort_01 = { + asset = { + type = pdxmesh + name = "building_special_jaisalmer_fort_01_mesh" + requires_dlc_flag = medieval_monuments + } + construction_time = very_slow_construction_time + type_icon = "icon_structure_jaisalmer_fort.dds" + can_construct_potential = { building_requirement_tribal = no } + can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } + cost_gold = 1000 + county_holder_character_modifier = { + parochial_opinion = 5 + desert_advantage = 6 + desert_development_growth_factor = 0.2 + } + county_modifier = { + travel_danger = -20 + monthly_county_control_growth_factor = 0.2 + } + province_modifier = { + fort_level = good_building_fort_level_tier_2 + defender_holding_advantage = 4 + garrison_size = 0.2 + } + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + type = special + flag = travel_point_of_interest_martial +} diff --git a/N3OW/common/casus_belli_types/07_ep3_wars.txt b/N3OW/common/casus_belli_types/07_ep3_wars.txt new file mode 100644 index 00000000..dab2715d --- /dev/null +++ b/N3OW/common/casus_belli_types/07_ep3_wars.txt @@ -0,0 +1,6693 @@ +ep3_laamp_adventurer_county_invasion = { + icon = invasion + group = invasion + + combine_into_one = yes + should_show_war_goal_subview = yes + mutually_exclusive_titles = { always = yes } + allow_hostages = no + + allowed_for_character = { + ep3_adventurer_invasion_allowed_for_character_trigger = yes + scope:defender.highest_held_title_tier >= tier_county + } + + allowed_for_character_display_regardless = { + trigger_if = { + limit = { + culture = { + has_cultural_parameter = cb_lower_prestige_level_requirement + } + } + prestige_level >= 1 + } + trigger_else = { + prestige_level >= 2 + } + ep3_adventurer_invasion_allowed_for_character_display_regardless_trigger = yes + } + + allowed_against_character = { ep3_adventurer_landless_allowed_against_character_trigger = yes } + + target_titles = all + target_title_tier = county + target_de_jure_regions_above = yes + ignore_effect = change_title_holder + + ai_can_target_all_titles = { always = yes } + ai_score_mult = { + value = ep3_laamp_invasion_ai_targeting_value + + add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing + } + + valid_to_start = { + scope:target = { + is_landless_type_title = no + # Also make sure you can't war for, like, the Papal States + trigger_if = { + limit = { holder.faith ?= root.faith } + NOT = { + holder ?= { is_theocratic_lessee = yes } + } + } + } + } + + should_invalidate = { ep3_adventurer_landless_should_invalidate_trigger = yes } + + on_invalidated_desc = msg_duchy_conquest_war_invalidated_message #Re-use + + on_invalidated = {} + + cost = { + piety = { + add = ep3_laamp_invasion_base_piety_cost + multiply = common_cb_piety_cost_multiplier + multiply = common_claim_reduction_cost_multiplier_core + multiply = 0.5 #Half it for Counties + } + prestige = { + value = ep3_laamp_invasion_cb_cost + multiply = common_cb_prestige_cost_multiplier + multiply = common_claim_reduction_cost_multiplier_core + } + } + + on_declaration = { + on_declared_war = yes + scope:attacker.var:adventurer_invasion_supporter ?= { save_scope_as = supporter } + if = { + limit = { ep3_adventurer_sponsorship_valid_trigger = yes } + scope:attacker = { + # Save scopes and cleanup variables + set_variable = { + name = adventurer_invasion_supporter + value = scope:attacker.var:adventurer_invasion_supporter + } + scope:war ?= { + set_variable = { + name = adventurer_invasion_supporter + value = scope:attacker.var:adventurer_invasion_supporter + } + } + scope:attacker.var:adventurer_invasion_supporter ?= { + set_variable = { + name = adventurer_invasion_supportee + value = scope:attacker + } + } + # Opinion loss + reverse_add_opinion = { + target = scope:defender + modifier = sponsored_laamp_invasion_against_me_opinion + } + # Support + send_interface_toast = { + type = msg_troops_gained + title = ep3_laamp_sponsor_troops_tt + left_icon = scope:supporter + right_icon = scope:defender + if = { + limit = { exists = scope:supporter.var:adventurer_invasion_request_soldiers } + capital_barony = { save_scope_as = capital_barony } + spawn_army = { + men_at_arms = { + type = armored_footmen + stacks = 3 + } + men_at_arms = { + type = accolade_maa_archers + stacks = 4 + } + men_at_arms = { + type = armored_horsemen + stacks = 2 + } + levies = 100 + inheritable = yes + location = scope:attacker.capital_province + war = scope:war + war_keep_on_attacker_victory = yes + save_scope_as = new_army + name = ep3_laamp_invasion_event_army + } + scope:supporter = { remove_variable = adventurer_invasion_request_soldiers } + } + if = { + limit = { exists = scope:supporter.var:adventurer_invasion_join_war } + scope:war ?= { add_attacker = scope:supporter } + scope:supporter = { remove_variable = adventurer_invasion_join_war } + } + } + } + } + else_if = { + limit = { + OR = { + scope:supporter ?= scope:defender + scope:supporter.top_liege ?= scope:defender.top_liege + } + } + scope:attacker = { ep3_laamp_supporter_invalidated_effect = yes } + } + } + + on_victory_desc = { + first_valid = { + triggered_desc = { + trigger = { + scope:attacker = { is_local_player = yes } + } + desc = county_conquest_cb_victory_desc_attacker + } + desc = county_conquest_cb_victory_desc + } + first_valid = { + triggered_desc = { + trigger = { + exists = scope:attacker.var:adventurer_invasion_supporter + ep3_adventurer_sponsorship_valid_trigger = no + } + desc = { + desc = ep3_laamp_sponsor_no_support_tt + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { var:adventurer_invasion_target != scope:defender } + } + desc = ep3_laamp_sponsor_target_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + OR = { + this = scope:defender + top_liege = scope:defender.top_liege + } + } + } + desc = ep3_laamp_sponsor_defender_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { is_allied_to = scope:defender } + } + desc = ep3_laamp_sponsor_ally_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { is_spouse_of = scope:defender } + } + desc = ep3_laamp_sponsor_spouse_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + this != scope:defender + is_close_family_of = scope:defender + opinion = { + target = scope:defender + value >= -25 + } + } + } + desc = ep3_laamp_sponsor_family_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + OR = { + has_relation_friend = scope:defender + has_relation_lover = scope:defender + } + } + } + desc = ep3_laamp_sponsor_relation_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + any_character_war = { + primary_attacker = scope:attacker.var:adventurer_invasion_supporter + primary_defender = scope:defender + } + } + } + desc = ep3_laamp_sponsor_attacking_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + NOT = { in_diplomatic_range = scope:defender } + } + } + desc = ep3_laamp_sponsor_range_tt + } + } + } + triggered_desc = { + trigger = { + exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war + exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers + } + desc = ep3_laamp_sponsor_support_both_tt + } + triggered_desc = { + trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war } + desc = ep3_laamp_sponsor_support_join_tt + } + triggered_desc = { + trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers } + desc = ep3_laamp_sponsor_support_soldiers_tt + } + triggered_desc = { + trigger = { + exists = scope:attacker.var:adventurer_invasion_supporter + ep3_adventurer_sponsorship_valid_trigger = yes + } + desc = ep3_laamp_sponsor_support_tt + } + } + } + + on_victory = { + scope:attacker = { + add_character_flag = { + flag = domicile_culture_and_faith_check + days = 1 + } + # Save target + ordered_in_list = { + list = target_titles + order_by = tier + save_scope_as = target + } + scope:defender = { + every_held_title = { + limit = { duchy ?= scope:target } + add_to_list = target_titles + } + } + # Organise general results for the attacker. + if = { + limit = { ep3_adventurer_invasion_sponsorship_applies_trigger = yes } + var:adventurer_invasion_supporter = { save_scope_as = supporter } + ep3_laamp_support_variable_cleanup_effect = yes + conquest_supporter_memory_variable_effect = yes + } + ep3_landless_invasion_titles_taken_effect = { + TITLE_GIVER = scope:defender + TITLE_RECEIVER = scope:attacker + TITLE = scope:target + TITLE_LIST = target_titles + } + ### Set a new capital. + #### We prefer the de jure capital of the other. + if = { + limit = { + scope:target.title_capital_county = { is_in_list = target_titles } + } + scope:target.title_capital_county = { + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### Otherwise, tribals go by pure levy count. + else_if = { + limit = { + scope:attacker = { government_has_flag = government_is_tribal } + } + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = total_county_levies + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### If nomadic, they will prefer county fertility + else_if = { + limit = { + any_in_list = { + list = target_titles + tier = tier_county + uses_county_fertility = yes + } + } + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = county_fertility + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### Generally everyone prefers the highest development. + else = { + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = development_level + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ## Seizing control so things *vaguely* work. + custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate + scope:attacker = { trigger_event = fp1_varangian_adventures.0001 } + ## And giving them a gold bounty to keep them afloat. + scope:attacker = { + add_gold = { + value = varangian_adventures_bounty_amount_value + multiply = 0.5 #Half it for counties + } + } + # Finally, general cleanup. + ep3_become_landed_cleanup_effect = yes + # Prestige Progress for the Attacker + add_prestige_experience = minor_prestige_value + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + # Break alliances now out of diplo range + scope:attacker = { + every_ally = { + limit = { + NOT = { in_diplomatic_range = scope:attacker } + } + break_alliance = scope:attacker + } + } + + # Truce + add_truce_attacker_victory_effect = yes + + # FP1: note the victory for future memorialisation via stele (if applicable). + scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes } + + debug_log_scopes = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_white_peace_desc_defender + } + desc = county_conquest_cb_white_peace_desc + } + } + + on_white_peace = { + scope:attacker = { ep3_laamp_support_variable_cleanup_effect = yes } + + #EP2 accolade glory gain for winning against higher ranked enemy + scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes } + + # Prestige loss for the attacker + scope:attacker = { + add_prestige = { + value = miniscule_prestige_value #Less for counties + multiply = -1.0 + } + stress_impact = { + ambitious = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker # Not important as the scales are identical + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + scope:defender = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + } + + add_truce_white_peace_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_defeat_desc_defender + } + triggered_desc = { + trigger = { + scope:attacker = { + is_local_player = yes + has_targeting_faction = yes + } + } + desc = county_conquest_cb_defeat_desc_attacker + } + desc = county_conquest_cb_defeat_desc + } + } + + on_defeat = { + scope:attacker = { ep3_laamp_support_variable_cleanup_effect = yes } + + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + # Prestige for Defender + add_prestige_war_defender_effect = { + PRESTIGE_VALUE = medium_prestige_value + } + } + + # Prestige loss for the attacker + scope:attacker = { + pay_short_term_gold_reparations_effect = { + GOLD_VALUE = 2 #Less for counties + } + add_prestige = { + value = medium_prestige_value #Less for counties + multiply = -1.0 + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:defender + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + add_truce_attacker_defeat_effect = yes + + scope:attacker = { + save_temporary_scope_as = loser + } + + on_lost_aggression_war_discontent_loss = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + transfer_behavior = transfer + + on_primary_attacker_death = inherit + on_primary_defender_death = inherit + + attacker_allies_inherit = yes + defender_allies_inherit = yes + + war_name = "EP3_LAAMP_INVASION_WAR_NAME" + war_name_base = "EP3_LAAMP_INVASION_WAR_NAME_BASE" + cb_name = "EP3_LAAMP_INVASION_CB_COUNTY_NAME" + + interface_priority = 79 + + use_de_jure_wargoal_only = yes + + attacker_wargoal_percentage = 0.8 + + max_attacker_score_from_battles = 75 + + max_defender_score_from_occupation = 150 + max_attacker_score_from_occupation = 150 +} + +ep3_laamp_adventurer_duchy_invasion = { + icon = invasion + group = invasion + + combine_into_one = yes + should_show_war_goal_subview = yes + mutually_exclusive_titles = { always = yes } + allow_hostages = no + + allowed_for_character = { + ep3_adventurer_invasion_allowed_for_character_trigger = yes + scope:defender.highest_held_title_tier >= tier_duchy + } + + allowed_for_character_display_regardless = { + trigger_if = { + limit = { + culture = { + has_cultural_parameter = cb_lower_prestige_level_requirement + } + } + prestige_level >= 2 + } + trigger_else = { + prestige_level >= 3 + } + ep3_adventurer_invasion_allowed_for_character_display_regardless_trigger = yes + } + + allowed_against_character = { ep3_adventurer_landless_allowed_against_character_trigger = yes } + + target_titles = all + target_title_tier = duchy + target_de_jure_regions_above = yes + ignore_effect = change_title_holder + + ai_can_target_all_titles = { always = yes } + ai_score_mult = { + value = ep3_laamp_invasion_ai_targeting_value + + add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing + } + + valid_to_start = { + scope:target = { + any_in_de_jure_hierarchy = { + count >= 1 + tier = tier_county + } + # Also make sure you can't war for, like, the Papal States + trigger_if = { + limit = { holder.faith ?= root.faith } + NOT = { + holder ?= { is_theocratic_lessee = yes } + } + } + trigger_if = { + limit = { + scope:attacker = { is_ai = yes } + } + any_in_de_jure_hierarchy = { + continue = { tier > tier_county } + count >= 2 + tier = tier_county + holder ?= { + OR = { + this = scope:defender + is_vassal_or_below_of = scope:defender + } + } + } + } + } + } + + should_invalidate = { ep3_adventurer_landless_should_invalidate_trigger = yes } + + on_invalidated_desc = msg_county_conquest_war_invalidated_message + + on_invalidated = {} + + cost = { + piety = { + add = ep3_laamp_invasion_base_piety_cost + multiply = common_cb_piety_cost_multiplier + multiply = common_claim_reduction_cost_multiplier_core + } + prestige = { + value = ep3_laamp_invasion_cb_cost + multiply = common_cb_prestige_cost_multiplier + multiply = common_claim_reduction_cost_multiplier_core + } + } + + on_declaration = { + on_declared_war = yes + scope:attacker.var:adventurer_invasion_supporter ?= { save_scope_as = supporter } + if = { + limit = { ep3_adventurer_sponsorship_valid_trigger = yes } + scope:attacker = { + # Save scopes and cleanup variables + set_variable = { + name = adventurer_invasion_supporter + value = scope:attacker.var:adventurer_invasion_supporter + } + scope:war ?= { + set_variable = { + name = adventurer_invasion_supporter + value = scope:attacker.var:adventurer_invasion_supporter + } + } + scope:attacker.var:adventurer_invasion_supporter ?= { + set_variable = { + name = adventurer_invasion_supportee + value = scope:attacker + } + } + # Opinion loss + reverse_add_opinion = { + target = scope:defender + modifier = sponsored_laamp_invasion_against_me_opinion + } + # Support + send_interface_toast = { + type = msg_troops_gained + title = ep3_laamp_sponsor_troops_tt + left_icon = scope:supporter + right_icon = scope:defender + if = { + limit = { exists = scope:supporter.var:adventurer_invasion_request_soldiers } + capital_barony = { save_scope_as = capital_barony } + spawn_army = { + men_at_arms = { + type = armored_footmen + stacks = 3 + } + men_at_arms = { + type = accolade_maa_archers + stacks = 4 + } + men_at_arms = { + type = armored_horsemen + stacks = 2 + } + levies = 100 + inheritable = yes + location = scope:attacker.capital_province + war = scope:war + war_keep_on_attacker_victory = yes + save_scope_as = new_army + name = ep3_laamp_invasion_event_army + } + scope:supporter = { remove_variable = adventurer_invasion_request_soldiers } + } + if = { + limit = { exists = scope:supporter.var:adventurer_invasion_join_war } + scope:war ?= { add_attacker = scope:supporter } + scope:supporter = { remove_variable = adventurer_invasion_join_war } + } + } + } + } + else_if = { + limit = { + OR = { + scope:supporter ?= scope:defender + scope:supporter.top_liege ?= scope:defender.top_liege + } + } + scope:attacker = { ep3_laamp_supporter_invalidated_effect = yes } + } + } + + on_victory_desc = { + first_valid = { + triggered_desc = { + trigger = { + scope:attacker = { is_local_player = yes } + } + desc = county_conquest_cb_victory_desc_attacker + } + desc = county_conquest_cb_victory_desc + } + first_valid = { + triggered_desc = { + trigger = { + exists = scope:attacker.var:adventurer_invasion_supporter + ep3_adventurer_sponsorship_valid_trigger = no + } + desc = { + desc = ep3_laamp_sponsor_no_support_tt + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { var:adventurer_invasion_target != scope:defender } + } + desc = ep3_laamp_sponsor_target_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + OR = { + this = scope:defender + top_liege = scope:defender.top_liege + } + } + } + desc = ep3_laamp_sponsor_defender_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { is_allied_to = scope:defender } + } + desc = ep3_laamp_sponsor_ally_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { is_spouse_of = scope:defender } + } + desc = ep3_laamp_sponsor_spouse_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + this != scope:defender + is_close_family_of = scope:defender + opinion = { + target = scope:defender + value >= -25 + } + } + } + desc = ep3_laamp_sponsor_family_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + OR = { + has_relation_friend = scope:defender + has_relation_lover = scope:defender + } + } + } + desc = ep3_laamp_sponsor_relation_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + any_character_war = { + primary_attacker = scope:attacker.var:adventurer_invasion_supporter + primary_defender = scope:defender + } + } + } + desc = ep3_laamp_sponsor_attacking_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + NOT = { in_diplomatic_range = scope:defender } + } + } + desc = ep3_laamp_sponsor_range_tt + } + } + } + triggered_desc = { + trigger = { + exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war + exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers + } + desc = ep3_laamp_sponsor_support_both_tt + } + triggered_desc = { + trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war } + desc = ep3_laamp_sponsor_support_join_tt + } + triggered_desc = { + trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers } + desc = ep3_laamp_sponsor_support_soldiers_tt + } + } + } + + on_victory = { + scope:attacker = { + add_character_flag = { + flag = domicile_culture_and_faith_check + days = 1 + } + # Save target + ordered_in_list = { + list = target_titles + order_by = tier + save_scope_as = target + } + ep3_become_landed_warning_effect = { + TITLE_RECEIVER = scope:attacker + #TITLE_GIVER = scope:defender + TITLE = scope:target + } + scope:defender = { + every_held_title = { + limit = { duchy ?= scope:target } + add_to_list = target_titles + } + # Ensure that the target's capital county and counties within the target held directly by the defender are taken + if = { + limit = { + NOT = { + any_in_list = { + list = target_titles + tier = tier_county + } + } + } + every_sub_realm_county = { + limit = { + OR = { + AND = { + duchy = scope:target + holder = scope:target.holder + } + scope:target.title_capital_county = this + AND = { + duchy = scope:target + holder = { + government_allows = administrative + } + } + } + } + add_to_list = target_titles + } + } + } + # Organise general results for the attacker. + if = { + limit = { ep3_adventurer_invasion_sponsorship_applies_trigger = yes } + var:adventurer_invasion_supporter = { save_scope_as = supporter } + ep3_laamp_support_variable_cleanup_effect = yes + conquest_supporter_memory_variable_effect = yes + } + ep3_landless_invasion_titles_taken_effect = { + TITLE_GIVER = scope:defender + TITLE_RECEIVER = scope:attacker + TITLE = scope:target + TITLE_LIST = target_titles + } + ### Set a new capital. + #### We prefer the de jure capital of the other. + if = { + limit = { + scope:target.title_capital_county = { is_in_list = target_titles } + } + scope:target.title_capital_county = { + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### Otherwise, tribals go by pure levy count. + else_if = { + limit = { + scope:attacker = { government_has_flag = government_is_tribal } + } + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = total_county_levies + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### If nomadic, they will prefer county fertility + else_if = { + limit = { + any_in_list = { + list = target_titles + tier = tier_county + uses_county_fertility = yes + } + } + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = county_fertility + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### Generally everyone prefers the highest development. + else = { + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = development_level + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ## Seizing control so things *vaguely* work. + custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate + scope:attacker = { trigger_event = fp1_varangian_adventures.0001 } + ## And giving them a gold bounty to keep them afloat. + scope:attacker = { + add_gold = { + value = varangian_adventures_bounty_amount_value + multiply = 0.5 #Half it for counties + } + } + # Finally, general cleanup. + ep3_become_landed_cleanup_effect = yes + # Prestige Progress for the Attacker + add_prestige_experience = medium_prestige_value + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + # Break alliances now out of diplo range + scope:attacker = { + every_ally = { + limit = { + NOT = { in_diplomatic_range = scope:attacker } + } + break_alliance = scope:attacker + } + } + + # Truce + add_truce_attacker_victory_effect = yes + + # FP1: note the victory for future memorialisation via stele (if applicable). + scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_white_peace_desc_defender + } + desc = county_conquest_cb_white_peace_desc + } + } + + on_white_peace = { + scope:attacker = { ep3_laamp_support_variable_cleanup_effect = yes } + + #EP2 accolade glory gain for winning against higher ranked enemy + scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes } + + # Prestige loss for the attacker + scope:attacker = { + add_prestige = { + value = minor_prestige_value + multiply = -1.0 + } + stress_impact = { + ambitious = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker # Not important as the scales are identical + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + scope:defender = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + } + + add_truce_white_peace_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_defeat_desc_defender + } + triggered_desc = { + trigger = { + scope:attacker = { + is_local_player = yes + has_targeting_faction = yes + } + } + desc = county_conquest_cb_defeat_desc_attacker + } + desc = county_conquest_cb_defeat_desc + } + } + + on_defeat = { + scope:attacker = { ep3_laamp_support_variable_cleanup_effect = yes } + + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + # Prestige for Defender + add_prestige_war_defender_effect = { + PRESTIGE_VALUE = medium_prestige_value + } + } + + # Prestige loss for the attacker + scope:attacker = { + pay_short_term_gold_reparations_effect = { + GOLD_VALUE = 3 + } + add_prestige = { + value = major_prestige_value + multiply = -1.0 + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:defender + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + add_truce_attacker_defeat_effect = yes + + scope:attacker = { + save_temporary_scope_as = loser + } + + on_lost_aggression_war_discontent_loss = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + transfer_behavior = transfer + + on_primary_attacker_death = inherit + on_primary_defender_death = inherit + + attacker_allies_inherit = yes + defender_allies_inherit = yes + + war_name = "EP3_LAAMP_INVASION_WAR_NAME" + war_name_base = "EP3_LAAMP_INVASION_WAR_NAME_BASE" + cb_name = "EP3_LAAMP_INVASION_CB_DUCHY_NAME" + + interface_priority = 79 + + use_de_jure_wargoal_only = yes + + attacker_wargoal_percentage = 0.8 + + max_attacker_score_from_battles = 75 + + max_defender_score_from_occupation = 150 + max_attacker_score_from_occupation = 150 +} + +ep3_laamp_adventurer_kingdom_invasion = { + icon = invasion + group = invasion + + combine_into_one = yes + should_show_war_goal_subview = yes + mutually_exclusive_titles = { always = yes } + allow_hostages = no + + allowed_for_character = { + ep3_adventurer_invasion_allowed_for_character_trigger = yes + #Ensure they actually have a kingdom title + scope:defender.highest_held_title_tier >= tier_kingdom + } + + allowed_for_character_display_regardless = { + trigger_if = { + limit = { + culture = { + has_cultural_parameter = cb_lower_prestige_level_requirement + } + } + prestige_level >= 3 + } + trigger_else = { + prestige_level >= 4 + } + ep3_adventurer_invasion_allowed_for_character_display_regardless_trigger = yes + } + + allowed_against_character = { ep3_adventurer_landless_allowed_against_character_trigger = yes } + + allowed_against_character_display_regardless = { + scope:attacker = { + trigger_if = { + limit = { + ep3_adventurer_invasion_sponsorship_applies_trigger = yes + var:adventurer_invasion_supporter.highest_held_title_tier < tier_empire + } + scope:defender.primary_title = { tier < tier_kingdom } + } + } + } + + target_titles = all + target_title_tier = kingdom + target_de_jure_regions_above = no #Don't want to try to take de jure Kingdoms + ignore_effect = change_title_holder + + ai_can_target_all_titles = { always = yes } + ai_score_mult = { + value = ep3_laamp_invasion_ai_targeting_value + + add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing + } + + valid_to_start = { + scope:target = { + any_in_de_jure_hierarchy = { + count >= 1 + tier = tier_county + } + # Also make sure you can't war for, like, the Papal States + trigger_if = { + limit = { holder.faith ?= root.faith } + NOT = { + holder ?= { is_theocratic_lessee = yes } + } + } + trigger_if = { + limit = { + scope:attacker = { is_ai = yes } + } + any_in_de_jure_hierarchy = { + continue = { tier > tier_county } + count >= 8 + tier = tier_county + holder ?= { + OR = { + this = scope:defender + is_vassal_or_below_of = scope:defender + } + } + } + } + } + } + + should_invalidate = { ep3_adventurer_landless_should_invalidate_trigger = yes } + + on_invalidated_desc = msg_duchy_conquest_war_invalidated_message #Re-use + + on_invalidated = {} + + cost = { + piety = { + add = ep3_laamp_invasion_base_piety_cost + multiply = common_cb_piety_cost_multiplier + multiply = common_claim_reduction_cost_multiplier_core + } + prestige = { + value = ep3_laamp_invasion_cb_cost + multiply = common_cb_prestige_cost_multiplier + multiply = common_claim_reduction_cost_multiplier_core + } + } + + on_declaration = { + on_declared_war = yes + scope:attacker.var:adventurer_invasion_supporter ?= { save_scope_as = supporter } + if = { + limit = { ep3_adventurer_sponsorship_valid_trigger = yes } + scope:attacker = { + # Save scopes and cleanup variables + set_variable = { + name = adventurer_invasion_supporter + value = scope:attacker.var:adventurer_invasion_supporter + } + scope:war ?= { + set_variable = { + name = adventurer_invasion_supporter + value = scope:attacker.var:adventurer_invasion_supporter + } + } + scope:attacker.var:adventurer_invasion_supporter ?= { + set_variable = { + name = adventurer_invasion_supportee + value = scope:attacker + } + } + # Opinion loss + reverse_add_opinion = { + target = scope:defender + modifier = sponsored_laamp_invasion_against_me_opinion + } + # Support + send_interface_toast = { + type = msg_troops_gained + title = ep3_laamp_sponsor_troops_tt + left_icon = scope:supporter + right_icon = scope:defender + if = { + limit = { exists = scope:supporter.var:adventurer_invasion_request_soldiers } + capital_barony = { save_scope_as = capital_barony } + spawn_army = { + men_at_arms = { + type = armored_footmen + stacks = 3 + } + men_at_arms = { + type = accolade_maa_archers + stacks = 4 + } + men_at_arms = { + type = armored_horsemen + stacks = 2 + } + levies = 100 + inheritable = yes + location = scope:attacker.capital_province + war = scope:war + war_keep_on_attacker_victory = yes + save_scope_as = new_army + name = ep3_laamp_invasion_event_army + } + scope:supporter = { remove_variable = adventurer_invasion_request_soldiers } + } + if = { + limit = { exists = scope:supporter.var:adventurer_invasion_join_war } + scope:war ?= { add_attacker = scope:supporter } + scope:supporter = { remove_variable = adventurer_invasion_join_war } + } + } + } + } + else_if = { + limit = { + OR = { + scope:supporter ?= scope:defender + scope:supporter.top_liege ?= scope:defender.top_liege + } + } + scope:attacker = { ep3_laamp_supporter_invalidated_effect = yes } + } + } + + on_victory_desc = { + first_valid = { + triggered_desc = { + trigger = { + scope:attacker = { is_local_player = yes } + } + desc = county_conquest_cb_victory_desc_attacker + } + desc = county_conquest_cb_victory_desc + } + first_valid = { + triggered_desc = { + trigger = { + exists = scope:attacker.var:adventurer_invasion_supporter + ep3_adventurer_sponsorship_valid_trigger = no + } + desc = { + desc = ep3_laamp_sponsor_no_support_tt + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { var:adventurer_invasion_target != scope:defender } + } + desc = ep3_laamp_sponsor_target_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + OR = { + this = scope:defender + top_liege = scope:defender.top_liege + } + } + } + desc = ep3_laamp_sponsor_defender_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { is_allied_to = scope:defender } + } + desc = ep3_laamp_sponsor_ally_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { is_spouse_of = scope:defender } + } + desc = ep3_laamp_sponsor_spouse_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + this != scope:defender + is_close_family_of = scope:defender + opinion = { + target = scope:defender + value >= -25 + } + } + } + desc = ep3_laamp_sponsor_family_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + OR = { + has_relation_friend = scope:defender + has_relation_lover = scope:defender + } + } + } + desc = ep3_laamp_sponsor_relation_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + any_character_war = { + primary_attacker = scope:attacker.var:adventurer_invasion_supporter + primary_defender = scope:defender + } + } + } + desc = ep3_laamp_sponsor_attacking_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + NOT = { in_diplomatic_range = scope:defender } + } + } + desc = ep3_laamp_sponsor_range_tt + } + } + } + triggered_desc = { + trigger = { + exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war + exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers + } + desc = ep3_laamp_sponsor_support_both_tt + } + triggered_desc = { + trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war } + desc = ep3_laamp_sponsor_support_join_tt + } + triggered_desc = { + trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers } + desc = ep3_laamp_sponsor_support_soldiers_tt + } + triggered_desc = { + trigger = { + exists = scope:attacker.var:adventurer_invasion_supporter + ep3_adventurer_sponsorship_valid_trigger = yes + } + desc = ep3_laamp_sponsor_support_tt + } + } + } + + on_victory = { + scope:attacker = { + add_character_flag = { + flag = domicile_culture_and_faith_check + days = 1 + } + # Save target + ordered_in_list = { + list = target_titles + order_by = tier + save_scope_as = target + } + ep3_become_landed_warning_effect = { + TITLE_RECEIVER = scope:attacker + #TITLE_GIVER = scope:defender + TITLE = scope:target + } + scope:defender = { + every_held_title = { + limit = { kingdom ?= scope:target } + add_to_list = target_titles + } + # Ensure that the target's capital county and counties within the target held directly by the defender are taken + if = { + limit = { + NOT = { + any_in_list = { + list = target_titles + tier = tier_county + } + } + } + every_sub_realm_county = { + limit = { + OR = { + AND = { + kingdom = scope:target + holder = scope:target.holder + } + scope:target.title_capital_county = this + } + } + add_to_list = target_titles + } + } + } + # Organise general results for the attacker. + if = { + limit = { ep3_adventurer_invasion_sponsorship_applies_trigger = yes } + var:adventurer_invasion_supporter = { save_scope_as = supporter } + ep3_laamp_support_variable_cleanup_effect = yes + conquest_supporter_memory_variable_effect = yes + } + ep3_landless_invasion_titles_taken_effect = { + TITLE_GIVER = scope:defender + TITLE_RECEIVER = scope:attacker + TITLE = scope:target + TITLE_LIST = target_titles + } + ### Set a new capital. + #### We prefer the de jure capital of the other. + if = { + limit = { + scope:target.title_capital_county = { is_in_list = target_titles } + } + scope:target.title_capital_county = { + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### Otherwise, tribals go by pure levy count. + else_if = { + limit = { + scope:attacker = { government_has_flag = government_is_tribal } + } + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = total_county_levies + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### If nomadic, they will prefer county fertility + else_if = { + limit = { + any_in_list = { + list = target_titles + tier = tier_county + uses_county_fertility = yes + } + } + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = county_fertility + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### Generally everyone prefers the highest development. + else = { + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = development_level + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ## Seizing control so things *vaguely* work. + custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate + scope:attacker = { trigger_event = fp1_varangian_adventures.0001 } + ## And giving them a gold bounty to keep them afloat. + scope:attacker = { + add_gold = { + value = varangian_adventures_bounty_amount_value + multiply = 0.5 #Half it for counties + } + } + # Finally, general cleanup. + ep3_become_landed_cleanup_effect = yes + # Prestige Progress for the Attacker + add_prestige_experience = major_prestige_value #More for kingdoms + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + # Break alliances now out of diplo range + scope:attacker = { + every_ally = { + limit = { + NOT = { in_diplomatic_range = scope:attacker } + } + break_alliance = scope:attacker + } + } + + # Truce + add_truce_attacker_victory_effect = yes + + # FP1: note the victory for future memorialisation via stele (if applicable). + scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_white_peace_desc_defender + } + desc = county_conquest_cb_white_peace_desc + } + } + + on_white_peace = { + scope:attacker = { ep3_laamp_support_variable_cleanup_effect = yes } + + #EP2 accolade glory gain for winning against higher ranked enemy + scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes } + + # Prestige loss for the attacker + scope:attacker = { + add_prestige = { + value = medium_prestige_value #More for kingdoms + multiply = -1.0 + } + stress_impact = { + ambitious = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker # Not important as the scales are identical + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + scope:defender = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + } + + add_truce_white_peace_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_defeat_desc_defender + } + triggered_desc = { + trigger = { + scope:attacker = { + is_local_player = yes + has_targeting_faction = yes + } + } + desc = county_conquest_cb_defeat_desc_attacker + } + desc = county_conquest_cb_defeat_desc + } + } + + on_defeat = { + scope:attacker = { ep3_laamp_support_variable_cleanup_effect = yes } + + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + # Prestige for Defender + add_prestige_war_defender_effect = { + PRESTIGE_VALUE = medium_prestige_value + } + } + + # Prestige loss for the attacker + scope:attacker = { + pay_short_term_gold_reparations_effect = { + GOLD_VALUE = 4 #More for kingdoms + } + add_prestige = { + value = massive_prestige_value #More for kingdoms + multiply = -1.0 + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:defender + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + add_truce_attacker_defeat_effect = yes + + scope:attacker = { + save_temporary_scope_as = loser + } + + on_lost_aggression_war_discontent_loss = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + transfer_behavior = transfer + + on_primary_attacker_death = inherit + on_primary_defender_death = inherit + + attacker_allies_inherit = yes + defender_allies_inherit = yes + + war_name = "EP3_LAAMP_INVASION_WAR_NAME" + war_name_base = "EP3_LAAMP_INVASION_WAR_NAME_BASE" + cb_name = "EP3_LAAMP_INVASION_CB_KINGDOM_NAME" + + interface_priority = 79 + + use_de_jure_wargoal_only = yes + + attacker_wargoal_percentage = 0.8 + + max_attacker_score_from_battles = 75 + + max_defender_score_from_occupation = 150 + max_attacker_score_from_occupation = 150 +} + +ep3_laamp_adventurer_empire_invasion = { + icon = invasion + group = invasion + + combine_into_one = yes + should_show_war_goal_subview = yes + mutually_exclusive_titles = { always = yes } + allow_hostages = no + + allowed_for_character = { + ep3_adventurer_invasion_allowed_for_character_trigger = yes + #Ensure they actually have an empire title + scope:defender.highest_held_title_tier >= tier_empire + } + + allowed_for_character_display_regardless = { + trigger_if = { + limit = { + culture = { + has_cultural_parameter = cb_lower_prestige_level_requirement + } + } + prestige_level >= 4 + } + trigger_else = { + prestige_level >= 5 + } + ep3_adventurer_invasion_allowed_for_character_display_regardless_trigger = yes + } + + allowed_against_character = { ep3_adventurer_landless_allowed_against_character_trigger = yes } + + allowed_against_character_display_regardless = { + scope:attacker = { + trigger_if = { + limit = { ep3_adventurer_invasion_sponsorship_applies_trigger = yes } + scope:defender.primary_title = { tier < tier_empire } + } + } + } + + target_titles = all + target_title_tier = empire + target_de_jure_regions_above = no #Don't want to try to take de jure Empires + ignore_effect = change_title_holder + + ai_can_target_all_titles = { always = yes } + ai_score_mult = { + value = ep3_laamp_invasion_ai_targeting_value + + add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing + } + + valid_to_start = { + scope:target = { + any_in_de_jure_hierarchy = { + count >= 1 + tier = tier_county + } + # Also make sure you can't war for, like, the Papal States + trigger_if = { + limit = { holder.faith ?= root.faith } + NOT = { + holder ?= { is_theocratic_lessee = yes } + } + } + trigger_if = { + limit = { + scope:attacker = { is_ai = yes } + } + any_in_de_jure_hierarchy = { + continue = { tier > tier_county } + count >= 16 + tier = tier_county + holder ?= { + OR = { + this = scope:defender + is_vassal_or_below_of = scope:defender + } + } + } + } + } + } + + should_invalidate = { ep3_adventurer_landless_should_invalidate_trigger = yes } + + on_invalidated_desc = msg_duchy_conquest_war_invalidated_message #Re-use + + on_invalidated = {} + + cost = { + piety = { + add = ep3_laamp_invasion_base_piety_cost + multiply = common_cb_piety_cost_multiplier + multiply = common_claim_reduction_cost_multiplier_core + } + prestige = { + value = ep3_laamp_invasion_cb_cost + multiply = common_cb_prestige_cost_multiplier + multiply = common_claim_reduction_cost_multiplier_core + } + } + + on_declaration = { + on_declared_war = yes + scope:attacker.var:adventurer_invasion_supporter ?= { save_scope_as = supporter } + if = { + limit = { ep3_adventurer_sponsorship_valid_trigger = yes } + scope:attacker = { + # Save scopes and cleanup variables + set_variable = { + name = adventurer_invasion_supporter + value = scope:attacker.var:adventurer_invasion_supporter + } + scope:war ?= { + set_variable = { + name = adventurer_invasion_supporter + value = scope:attacker.var:adventurer_invasion_supporter + } + } + scope:attacker.var:adventurer_invasion_supporter ?= { + set_variable = { + name = adventurer_invasion_supportee + value = scope:attacker + } + } + # Opinion loss + reverse_add_opinion = { + target = scope:defender + modifier = sponsored_laamp_invasion_against_me_opinion + } + # Support + send_interface_toast = { + type = msg_troops_gained + title = ep3_laamp_sponsor_troops_tt + left_icon = scope:supporter + right_icon = scope:defender + if = { + limit = { exists = scope:supporter.var:adventurer_invasion_request_soldiers } + capital_barony = { save_scope_as = capital_barony } + spawn_army = { + men_at_arms = { + type = armored_footmen + stacks = 3 + } + men_at_arms = { + type = accolade_maa_archers + stacks = 4 + } + men_at_arms = { + type = armored_horsemen + stacks = 2 + } + levies = 100 + inheritable = yes + location = scope:attacker.capital_province + war = scope:war + war_keep_on_attacker_victory = yes + save_scope_as = new_army + name = ep3_laamp_invasion_event_army + } + scope:supporter = { remove_variable = adventurer_invasion_request_soldiers } + } + if = { + limit = { exists = scope:supporter.var:adventurer_invasion_join_war } + scope:war ?= { add_attacker = scope:supporter } + scope:supporter = { remove_variable = adventurer_invasion_join_war } + } + } + } + } + else_if = { + limit = { + OR = { + scope:supporter ?= scope:defender + scope:supporter.top_liege ?= scope:defender.top_liege + } + } + scope:attacker = { ep3_laamp_supporter_invalidated_effect = yes } + } + } + + on_victory_desc = { + first_valid = { + triggered_desc = { + trigger = { + scope:attacker = { is_local_player = yes } + } + desc = county_conquest_cb_victory_desc_attacker + } + desc = county_conquest_cb_victory_desc + } + first_valid = { + triggered_desc = { + trigger = { + exists = scope:attacker.var:adventurer_invasion_supporter + ep3_adventurer_sponsorship_valid_trigger = no + } + desc = { + desc = ep3_laamp_sponsor_no_support_tt + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { var:adventurer_invasion_target != scope:defender } + } + desc = ep3_laamp_sponsor_target_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + OR = { + this = scope:defender + top_liege = scope:defender.top_liege + } + } + } + desc = ep3_laamp_sponsor_defender_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { is_allied_to = scope:defender } + } + desc = ep3_laamp_sponsor_ally_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { is_spouse_of = scope:defender } + } + desc = ep3_laamp_sponsor_spouse_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + this != scope:defender + is_close_family_of = scope:defender + opinion = { + target = scope:defender + value >= -25 + } + } + } + desc = ep3_laamp_sponsor_family_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + OR = { + has_relation_friend = scope:defender + has_relation_lover = scope:defender + } + } + } + desc = ep3_laamp_sponsor_relation_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + any_character_war = { + primary_attacker = scope:attacker.var:adventurer_invasion_supporter + primary_defender = scope:defender + } + } + } + desc = ep3_laamp_sponsor_attacking_tt + } + triggered_desc = { + trigger = { + scope:attacker.var:adventurer_invasion_supporter ?= { + NOT = { in_diplomatic_range = scope:defender } + } + } + desc = ep3_laamp_sponsor_range_tt + } + } + } + triggered_desc = { + trigger = { + exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war + exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers + } + desc = ep3_laamp_sponsor_support_both_tt + } + triggered_desc = { + trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war } + desc = ep3_laamp_sponsor_support_join_tt + } + triggered_desc = { + trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers } + desc = ep3_laamp_sponsor_support_soldiers_tt + } + triggered_desc = { + trigger = { + exists = scope:attacker.var:adventurer_invasion_supporter + ep3_adventurer_sponsorship_valid_trigger = yes + } + desc = ep3_laamp_sponsor_support_tt + } + } + } + + on_victory = { + scope:attacker = { + add_character_flag = { + flag = domicile_culture_and_faith_check + days = 1 + } + # Save target + ordered_in_list = { + list = target_titles + order_by = tier + save_scope_as = target + } + ep3_become_landed_warning_effect = { + TITLE_RECEIVER = scope:attacker + #TITLE_GIVER = scope:defender + TITLE = scope:target + } + scope:defender = { + every_held_title = { + limit = { empire ?= scope:target } + add_to_list = target_titles + } + # Ensure that the target's capital county and counties within the target held directly by the defender are taken + if = { + limit = { + NOT = { + any_in_list = { + list = target_titles + tier = tier_county + } + } + } + every_sub_realm_county = { + limit = { + OR = { + AND = { + empire = scope:target + holder = scope:target.holder + } + scope:target.title_capital_county = this + } + } + add_to_list = target_titles + } + } + } + # Organise general results for the attacker. + if = { + limit = { ep3_adventurer_invasion_sponsorship_applies_trigger = yes } + var:adventurer_invasion_supporter = { save_scope_as = supporter } + ep3_laamp_support_variable_cleanup_effect = yes + conquest_supporter_memory_variable_effect = yes + } + ep3_landless_invasion_titles_taken_effect = { + TITLE_GIVER = scope:defender + TITLE_RECEIVER = scope:attacker + TITLE = scope:target + TITLE_LIST = target_titles + } + ### Set a new capital. + #### We prefer the de jure capital of the other. + if = { + limit = { + scope:target.title_capital_county = { is_in_list = target_titles } + } + scope:target.title_capital_county = { + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### Otherwise, tribals go by pure levy count. + else_if = { + limit = { + scope:attacker = { government_has_flag = government_is_tribal } + } + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = total_county_levies + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### If nomadic, they will prefer county fertility + else_if = { + limit = { + any_in_list = { + list = target_titles + tier = tier_county + uses_county_fertility = yes + } + } + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = county_fertility + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ### Generally everyone prefers the highest development. + else = { + ordered_in_list = { + list = target_titles + limit = { tier = tier_county } + order_by = development_level + save_temporary_scope_as = new_capital + scope:attacker = { set_realm_capital = scope:new_capital } + } + } + ## Seizing control so things *vaguely* work. + custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate + scope:attacker = { trigger_event = fp1_varangian_adventures.0001 } + ## And giving them a gold bounty to keep them afloat. + scope:attacker = { + add_gold = { + value = varangian_adventures_bounty_amount_value + multiply = 0.5 #Half it for counties + } + } + # Finally, general cleanup. + ep3_become_landed_cleanup_effect = yes + # Prestige Progress for the Attacker + add_prestige_experience = massive_prestige_value #More for empires + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + # Break alliances now out of diplo range + scope:attacker = { + every_ally = { + limit = { + NOT = { in_diplomatic_range = scope:attacker } + } + break_alliance = scope:attacker + } + } + + # Truce + add_truce_attacker_victory_effect = yes + + # FP1: note the victory for future memorialisation via stele (if applicable). + scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_white_peace_desc_defender + } + desc = county_conquest_cb_white_peace_desc + } + } + + on_white_peace = { + scope:attacker = { ep3_laamp_support_variable_cleanup_effect = yes } + + #EP2 accolade glory gain for winning against higher ranked enemy + scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes } + + # Prestige loss for the attacker + scope:attacker = { + add_prestige = { + value = major_prestige_value #More for empires + multiply = -1.0 + } + stress_impact = { + ambitious = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker # Not important as the scales are identical + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + scope:defender = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + } + + add_truce_white_peace_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_defeat_desc_defender + } + triggered_desc = { + trigger = { + scope:attacker = { + is_local_player = yes + has_targeting_faction = yes + } + } + desc = county_conquest_cb_defeat_desc_attacker + } + desc = county_conquest_cb_defeat_desc + } + } + + on_defeat = { + scope:attacker = { ep3_laamp_support_variable_cleanup_effect = yes } + + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + # Prestige for Defender + add_prestige_war_defender_effect = { + PRESTIGE_VALUE = medium_prestige_value + } + } + + # Prestige loss for the attacker + scope:attacker = { + pay_short_term_gold_reparations_effect = { + GOLD_VALUE = 5 #More for empires + } + add_prestige = { + value = monumental_prestige_value #More for empires + multiply = -1.0 + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:defender + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + add_truce_attacker_defeat_effect = yes + + scope:attacker = { + save_temporary_scope_as = loser + } + + on_lost_aggression_war_discontent_loss = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + transfer_behavior = transfer + + on_primary_attacker_death = inherit + on_primary_defender_death = inherit + + attacker_allies_inherit = yes + defender_allies_inherit = yes + + war_name = "EP3_LAAMP_INVASION_WAR_NAME" + war_name_base = "EP3_LAAMP_INVASION_WAR_NAME_BASE" + cb_name = "EP3_LAAMP_INVASION_CB_EMPIRE_NAME" + + interface_priority = 79 + + use_de_jure_wargoal_only = yes + + attacker_wargoal_percentage = 0.8 + + max_attacker_score_from_battles = 75 + + max_defender_score_from_occupation = 150 + max_attacker_score_from_occupation = 150 +} + +ep3_laamp_raid_contract_cb = { + icon = ducal_conquest_cb + group = invasion + allow_hostages = no + + target_top_liege_if_outside_realm = no + + # Root is the title + # scope:attacker is the attacker + # scope:defender is the defender + allowed_for_character = { + any_character_active_contract = { + task_contract_type = laamp_raid_contract + } + } + allowed_against_character = { + scope:attacker = { + any_character_active_contract = { + task_contract_type = laamp_raid_contract + var:task_contract_target ?= scope:defender + } + } + } + #it's free, because someone employs you to do that + cost = { + } + + should_invalidate = { + scope:attacker = { + NOT = { + any_character_active_contract = { + task_contract_type = laamp_raid_contract + var:task_contract_target ?= scope:defender + } + } + } + } + + on_invalidated_desc = msg_laamp_raid_contract_war_invalidated_message + + on_invalidated = { + scope:attacker = { + if = { + limit = { + any_character_active_contract = { + task_contract_type = laamp_raid_contract + var:task_contract_target ?= scope:defender + } + } + every_character_active_contract = { + task_contract_type = laamp_raid_contract + limit = { + var:task_contract_target ?= scope:defender + } + invalidate_contract = yes + } + } + } + } + + on_declaration = { + on_declared_war = yes + } + + on_victory_desc = { + desc = ep3_laamp_raid_contract_cb_victory_desc + } + + on_victory = { + scope:attacker = { + show_pow_release_message_effect = yes + accolade_attacker_war_end_glory_gain_low_effect = yes + random_character_active_contract = { + task_contract_type = laamp_raid_contract + limit = { + var:task_contract_target = scope:defender + } + save_scope_as = raid_contract + task_contract_employer = { + save_scope_as = task_contract_employer + } + } + custom_tooltip = ep3_laamp_raid_contract_cb_prisoners.tt_attacker + hidden_effect = { + scope:defender = { + every_courtier_or_guest = { add_to_list = potential_captives_list } + random_in_list = { #Nab someone related to the defender, preferring tangentials. + list = potential_captives_list + limit = { + OR = { + AND = { + has_dynasty = yes + dynasty = scope:defender.dynasty + } + is_consort_of = scope:defender + } + } + alternative_limit = { always = yes } + weight = { + base = 1 + modifier = { + add = 25 + NOT = { is_close_family_of = scope:defender } + } + modifier = { + add = 15 + NOT = { is_extended_family_of = scope:defender } + } + } + add_to_list = definite_captives_list + save_temporary_scope_as = future_captive + scope:task_contract_employer = { + imprison = { + target = scope:future_captive + type = dungeon + } + } + } + random_in_list = { #Always try to grab a second person. + list = potential_captives_list + limit = { + NOT = { is_in_list = definite_captives_list } + } + weight = { + base = 1 + modifier = { + add = 40 + NOT = { + any_claim = { + useful_courtier_or_guest_claim_trigger = { RULER = scope:defender } + } + } + } + modifier = { + add = 10 + NAND = { + can_be_chancellor_trigger = { COURT_OWNER = scope:defender } + diplomacy >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_marshal_trigger = { COURT_OWNER = scope:defender } + martial >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_steward_trigger = { COURT_OWNER = scope:defender } + stewardship >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_spymaster_trigger = { COURT_OWNER = scope:defender } + intrigue >= high_skill_rating + } + } + modifier = { + add = 10 + NOT = { learning >= high_skill_rating } + } + modifier = { + add = 10 + NOT = { prowess >= high_skill_rating } + } + modifier = { + add = 50 + NOT = { is_close_or_extended_family_of = scope:defender } + } + } + add_to_list = definite_captives_list + save_temporary_scope_as = future_captive + scope:task_contract_employer = { + imprison = { + target = scope:future_captive + type = dungeon + } + } + } + random_in_list = { #Always try to grab a third person. + list = potential_captives_list + limit = { + NOT = { is_in_list = definite_captives_list } + } + weight = { + base = 1 + modifier = { + add = 40 + NOT = { + any_claim = { + useful_courtier_or_guest_claim_trigger = { RULER = scope:defender } + } + } + } + modifier = { + add = 10 + NAND = { + can_be_chancellor_trigger = { COURT_OWNER = scope:defender } + diplomacy >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_marshal_trigger = { COURT_OWNER = scope:defender } + martial >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_steward_trigger = { COURT_OWNER = scope:defender } + stewardship >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_spymaster_trigger = { COURT_OWNER = scope:defender } + intrigue >= high_skill_rating + } + } + modifier = { + add = 10 + NOT = { learning >= high_skill_rating } + } + modifier = { + add = 10 + NOT = { prowess >= high_skill_rating } + } + modifier = { + add = 50 + NOT = { is_close_or_extended_family_of = scope:defender } + } + } + add_to_list = definite_captives_list + save_temporary_scope_as = future_captive + scope:task_contract_employer = { + imprison = { + target = scope:future_captive + type = dungeon + } + } + } + if = { #If at least duchy-tier, try to grab a fourth person. + limit = { primary_title.tier >= tier_duchy } + random_in_list = { + list = potential_captives_list + limit = { + NOT = { is_in_list = definite_captives_list } + } + weight = { + base = 1 + modifier = { + add = 40 + NOT = { + any_claim = { + useful_courtier_or_guest_claim_trigger = { RULER = scope:defender } + } + } + } + modifier = { + add = 10 + NAND = { + can_be_chancellor_trigger = { COURT_OWNER = scope:defender } + diplomacy >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_marshal_trigger = { COURT_OWNER = scope:defender } + martial >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_steward_trigger = { COURT_OWNER = scope:defender } + stewardship >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_spymaster_trigger = { COURT_OWNER = scope:defender } + intrigue >= high_skill_rating + } + } + modifier = { + add = 10 + NOT = { learning >= high_skill_rating } + } + modifier = { + add = 10 + NOT = { prowess >= high_skill_rating } + } + } + add_to_list = definite_captives_list + save_temporary_scope_as = future_captive + scope:task_contract_employer = { + imprison = { + target = scope:future_captive + type = dungeon + } + } + } + } + if = { #If at least kingdom-tier, try to grab a fifth person. + limit = { primary_title.tier >= tier_kingdom } + random_in_list = { + list = potential_captives_list + limit = { + NOT = { is_in_list = definite_captives_list } + } + weight = { + base = 1 + modifier = { + add = 40 + NOT = { + any_claim = { + useful_courtier_or_guest_claim_trigger = { RULER = scope:defender } + } + } + } + modifier = { + add = 10 + NAND = { + can_be_chancellor_trigger = { COURT_OWNER = scope:defender } + diplomacy >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_marshal_trigger = { COURT_OWNER = scope:defender } + martial >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_steward_trigger = { COURT_OWNER = scope:defender } + stewardship >= high_skill_rating + } + } + modifier = { + add = 10 + NAND = { + can_be_spymaster_trigger = { COURT_OWNER = scope:defender } + intrigue >= high_skill_rating + } + } + modifier = { + add = 10 + NOT = { learning >= high_skill_rating } + } + modifier = { + add = 10 + NOT = { prowess >= high_skill_rating } + } + } + add_to_list = definite_captives_list + save_temporary_scope_as = future_captive + scope:task_contract_employer = { + imprison = { + target = scope:future_captive + type = dungeon + } + } + } + } + } + } + every_in_list = { + list = definite_captives_list + add_character_flag = captured_in_ep3_laamp_raid_contract_cb + } + #complete the contract + hidden_effect = { + scope:raid_contract = { + complete_task_contract = success_standard + } + } + } + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker + FAME_BASE = major_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + # Truce + add_truce_attacker_victory_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + desc = ep3_laamp_raid_contract_cb_white_peace_desc + + } + + on_white_peace = { + scope:attacker = { + show_pow_release_message_effect = yes + stress_impact = { + ambitious = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + } + } + scope:attacker = { + add_prestige = { + value = medium_prestige_loss + } + } + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker # not important as the scales are identical + FAME_BASE = major_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + scope:defender = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + } + # Truce + add_truce_attacker_victory_effect = yes + scope:attacker = { + random_character_active_contract = { + task_contract_type = laamp_raid_contract + limit = { + var:task_contract_target = scope:defender + } + save_scope_as = raid_contract + task_contract_employer = { + save_scope_as = task_contract_employer + } + } + #complete the contract + scope:raid_contract = { + complete_task_contract = failure_standard + } + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + desc = ep3_laamp_raid_contract_cb_defeat_desc + } + + on_defeat = { + scope:attacker = { show_pow_release_message_effect = yes } + + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + } + + scope:attacker = { + switch = { + trigger = scope:attacker.primary_title.tier + tier_county = { + add_prestige = { value = minor_prestige_loss } + } + tier_duchy = { + add_prestige = { value = medium_prestige_loss } + } + tier_kingdom = { + add_prestige = { value = major_prestige_loss } + } + tier_empire = { + add_prestige = { value = massive_prestige_loss } + } + } + random_character_active_contract = { + task_contract_type = laamp_raid_contract + limit = { + var:task_contract_target = scope:defender + } + save_scope_as = raid_contract + task_contract_employer = { + save_scope_as = task_contract_employer + } + } + #complete the contract + scope:raid_contract = { + complete_task_contract = failure_standard + } + } + scope:defender = { + switch = { + trigger = scope:attacker.primary_title.tier + tier_county = { + add_prestige = { value = minor_prestige_gain } + } + tier_duchy = { + add_prestige = { value = medium_prestige_gain } + } + tier_kingdom = { + add_prestige = { value = major_prestige_gain } + } + tier_empire = { + add_prestige = { value = massive_prestige_gain } + } + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:defender + FAME_BASE = major_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + # Truce + add_truce_attacker_defeat_effect = yes + + scope:attacker = { save_temporary_scope_as = loser } + on_lost_aggression_war_discontent_loss = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_primary_attacker_death = inherit + on_primary_defender_death = inherit + + attacker_allies_inherit = yes + defender_allies_inherit = yes + + war_name = "EP3_LAAMP_RAID_CONTRACT_CB_WAR_NAME" + war_name_base = "EP3_LAAMP_RAID_CONTRACT_CB_WAR_NAME_BASE" + cb_name = "EP3_LAAMP_RAID_CONTRACT_CB_NAME" + interface_priority = 80 + + ticking_war_score_targets_entire_realm = yes + attacker_ticking_warscore = 0 + attacker_wargoal_percentage = 0.01 + attacker_score_from_occupation_scale = 50 + defender_score_from_occupation_scale = 50 + attacker_score_from_battles_scale = 200 + defender_score_from_battles_scale = 200 + + max_attacker_score_from_battles = 200 + max_defender_score_from_battles = 200 + + max_defender_score_from_occupation = 150 + max_attacker_score_from_occupation = 150 + + max_ai_diplo_distance_to_title = 500 + + ai_score = { + value = raid_for_captives_ai_score_value + } + + ai_score_mult = { + value = 1 + # Increase odds if the character is a vassal with Ghazi Contract + add = { + if = { + limit = { + scope:attacker = { + top_liege != this + vassal_contract_has_flag = vassal_contract_cheaper_religious_war + } + } + add = 1 + } + } + # Holy War are limited to connected neighbour to limit big empire expansions over weak realms. + add = { + if = { + limit = { religious_war_vassals_constraints = yes } + add = -1000 + } + } + } +} + +crusading_claim_cb = { + icon = undirected_great_holy_war + group = religious_script_only + + full_occupation_by_defender_gives_victory = no + attacker_capital_gives_war_score = no + check_all_defenders_for_ticking_war_score = yes + defender_ticking_warscore = 0.125 + imprisonment_by_defender_give_war_score = no + defender_score_from_battles_scale = 125 + attacker_score_from_battles_scale = 125 + + occupation_participation_mult = 0.5 + siege_participation_mult = 1 + battle_participation_mult = 7.5 + + # Root is the title + # scope:claimant is the claimant + # scope:attacker is the attacker + # scope:defender is the defender + is_allowed_claim_title = { + custom_description = { + text = "claimant_titles_held_by_you_or_vassal" + NOR = { + holder = scope:attacker + holder = { + target_is_liege_or_above = scope:attacker + } + } + } + } + + cost = { + } + + target_titles = claim + target_title_tier = all + + on_declaration = { + on_declared_war = yes + if = { + limit = { + scope:defender = { is_sibling_of = scope:attacker } + } + scope:attacker = { + add_achievement_flag_effect = { FLAG = achievement_bad_blood_flag } + } + } + scope:attacker = { + random_character_war = { + limit = { + using_cb = crusading_claim_cb + } + every_war_attacker = { + save_temporary_scope_as = war_attackers + scope:attacker = { + random_owned_story = { + type = frankokratia_story + add_to_variable_list = { + name = frankokratia_leaders + target = scope:war_attackers + } + } + } + } + } + } + } + + should_invalidate = { + OR = { + NOT = { + any_in_list = { + list = target_titles + any_in_de_jure_hierarchy = { + tier >= tier_county + holder ?= { + OR = { + this = scope:defender + target_is_liege_or_above = scope:defender + } + } + } + } + } + scope:claimant = { + is_alive = no + } + } + } + + on_invalidated_desc = { + first_valid = { + triggered_desc = { + trigger = { + scope:claimant != scope:attacker + scope:claimant = { is_alive = no } + } + desc = msg_claim_war_invalidated_claimant_unavailable_dead_message + } + desc = msg_claim_war_invalidated_message + } + } + + on_invalidated = { + scope:attacker = { + add_prestige = medium_prestige_loss + add_piety = medium_piety_loss + random_owned_story = { + type = frankokratia_story + set_variable = { + name = franko_war_complete + } + } + } + scope:defender = { + add_piety = medium_piety_gain + } + } + + on_victory_desc = { + first_valid = { + triggered_desc = { + trigger = { + scope:claimant = { is_local_player = yes } + } + desc = claim_cb_victory_desc_attacker_claimant + } + triggered_desc = { + trigger = { scope:attacker = { is_local_player = yes } } + desc = claim_cb_victory_desc_attacker + } + desc = claim_cb_victory_desc + } + } + + on_victory = { + scope:attacker = { + random_character_war = { + limit = { + using_cb = crusading_claim_cb + } + every_war_attacker = { + save_temporary_scope_as = war_attackers + scope:attacker = { + random_owned_story = { + type = frankokratia_story + add_to_variable_list = { + name = frankokratia_leaders + target = scope:war_attackers + } + } + } + } + } + random_owned_story = { + type = frankokratia_story + set_variable = { + name = franko_war_complete + } + } + } + + scope:attacker = { show_pow_release_message_effect = yes } + + #EP2 Accolade glory gain from winning against higher ranked enemy + scope:attacker = { accolade_attacker_war_end_glory_gain_high_effect = yes } + + scope:defender ?= { + if = { + limit = { + top_liege = this + government_allows = administrative + primary_title = { is_in_list = target_titles } + } + every_held_title = { + title_tier >= county + limit = { + is_noble_family_title = no + } + add_to_list = target_titles + } + } + } + + scope:claimant = { + custom_tooltip = crusading_claim_gain_byz_emp_tooltip + } + custom_tooltip = crusading_claim_crusader_rewards_tooltip + hidden_effect = { + create_title_and_vassal_change = { + type = conquest_claim + save_scope_as = change + add_claim_on_loss = yes + } + # Create a claim CB which is executed to handle title/vassal changes, in addition to being used to calculate Prestige awards for war participants. + setup_claim_cb = { + titles = target_titles + attacker = scope:attacker + defender = scope:defender + claimant = scope:claimant + change = scope:change + } + resolve_title_and_vassal_change = scope:change + } + + if = { + limit = { + scope:claimant != scope:attacker + scope:attacker = { + can_add_hook = { + type = favor_hook + target = scope:claimant + } + } + } + scope:attacker = { + add_hook = { + target = scope:claimant + type = favor_hook + } + } + } + + # Attacker gets Prestige Experience, Defender loses Prestige, all other participants gain Prestige based on their war contribution. + modify_all_participants_fame_values = { + WINNER = scope:attacker + LOSER = scope:defender + FAME_BASE = scope:cb_prestige_factor # Set by 'setup_claim_cb' + IS_RELIGIOUS_WAR = no + WINNER_FAME_SCALE = 10 + LOSER_FAME_SCALE = -10 + WINNER_ALLY_FAME_SCALE = 10 + LOSER_ALLY_FAME_SCALE = 10 + } + + # FP1: note the victory for future memorialisation via stele (if applicable). + scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes } + + #THE LATINS MUST BE PAID + scope:claimant = { + trigger_event = ep3_frankokratia_events.0040 + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + + #Mandalas gain or lose piety/devotion depending on Decree + mandala_war_victory_effects = yes + } + + on_white_peace_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = claim_cb_white_peace_desc_defender + } + desc = claim_cb_white_peace_desc + } + + } + + on_white_peace = { + scope:attacker = { + random_character_war = { + limit = { + using_cb = crusading_claim_cb + } + every_war_attacker = { + save_temporary_scope_as = war_attackers + scope:attacker = { + random_owned_story = { + type = frankokratia_story + add_to_variable_list = { + name = frankokratia_leaders + target = scope:war_attackers + } + } + } + } + } + random_owned_story = { + type = frankokratia_story + set_variable = { + name = franko_war_complete + } + } + } + + scope:attacker = { + show_pow_release_message_effect = yes + stress_impact = { + ambitious = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + } + } + + #EP2 accolade glory gain for defender doing alright + scope:defender = { accolade_defender_war_end_glory_gain_med_effect = yes } + + # press claims + every_in_list = { + list = target_titles + if = { + limit = { scope:claimant = { has_weak_claim_on = prev } } + scope:claimant = { + make_claim_strong = prev + } + } + } + + # Create an 'helper' claim CB which we won't execute, but can use to determine how much Prestige should be given to war participants. + setup_claim_cb = { + titles = target_titles + attacker = scope:attacker + defender = scope:defender + claimant = scope:claimant + victory = no + } + # Prestige and piety loss for the attacker + scope:attacker = { + add_piety = major_piety_loss + } + # Attackers all loses Prestige, defenders gain it + modify_all_participants_fame_values_crusading_claim = { + WINNER = scope:defender + LOSER = scope:attacker + FAME_BASE = scope:cb_prestige_factor # Set by 'setup_claim_cb' + WINNER_FAME_SCALE = scale_10_war_defender_win + LOSER_FAME_SCALE = -10 + WINNER_ALLY_FAME_SCALE = 10 + LOSER_ALLY_FAME_SCALE = 10 + } + # Defender neither gains nor loses any prestige. + scope:defender = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + } + + if = { + limit = { + scope:claimant != scope:attacker + scope:attacker = { + can_add_hook = { + type = favor_hook + target = scope:claimant + } + } + } + scope:attacker = { + add_hook = { + target = scope:claimant + type = favor_hook + } + } + } + + # Truce + add_truce_white_peace_effect = yes + + + #General event that tells all players what happened + every_player = { + limit = { + OR = { + capital_province = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east + geographical_region = world_africa_north + county = { + OR = { + empire = title:e_caspian-pontic_steppe + empire = title:e_byzantium + } + } + } + } + liege = scope:defender + OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } + } + } + add_character_flag = frankokratia_crusaders_lose_outcome + add_character_flag = frankokratia_crusaders_white_peace_outcome + trigger_event = { + id = ep3_frankokratia_events.0060 + days = 1 + } + } + #Force end on story owner to be safe (necessary for AI owner) + if = { + limit = { + global_var:byz_claimant_champion ?= { + any_owned_story = { + type = frankokratia_story + } + } + } + global_var:byz_claimant_champion = { + trigger_event = { + id = ep3_frankokratia_events.0061 + days = 3 + } + } + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = claim_cb_defeat_desc_defender + } + triggered_desc = { + trigger = { scope:claimant = { is_local_player = yes } } + desc = claim_cb_defeat_desc_attacker_claimant + } + triggered_desc = { + trigger = { scope:attacker = { is_local_player = yes } } + desc = claim_cb_defeat_desc_attacker + } + desc = claim_cb_defeat_desc + } + + } + + on_defeat = { + scope:attacker = { + random_character_war = { + limit = { + using_cb = crusading_claim_cb + } + every_war_attacker = { + save_temporary_scope_as = war_attackers + scope:attacker = { + random_owned_story = { + type = frankokratia_story + add_to_variable_list = { + name = frankokratia_leaders + target = scope:war_attackers + } + } + } + } + } + random_owned_story = { + type = frankokratia_story + set_variable = { + name = franko_war_complete + } + } + } + scope:attacker = { show_pow_release_message_effect = yes } + + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + } + + # lose claims + every_in_list = { + list = target_titles + scope:claimant = { + remove_claim = prev + } + } + + if = { + limit = { + scope:claimant != scope:attacker + scope:attacker = { + can_add_hook = { + type = favor_hook + target = scope:claimant + } + } + } + scope:attacker = { + add_hook = { + target = scope:claimant + type = favor_hook + } + } + } + + # Attacker pays gold to the defender as reparations. + scope:attacker = { + pay_short_term_gold_reparations_effect = { + GOLD_VALUE = 3 + } + #Loses piety for this debacle + add_piety = massive_piety_loss + } + #Defender should gain piety + scope:defender = { + add_piety = massive_piety_gain + } + # Create an 'helper' claim CB which we won't execute, but can use to determine how much Prestige should be given to war participants. + setup_claim_cb = { + titles = target_titles + attacker = scope:attacker + defender = scope:defender + claimant = scope:claimant + victory = no + } + # Attackers all loses Prestige, defenders gain it + modify_all_participants_fame_values_crusading_claim = { + WINNER = scope:defender + LOSER = scope:attacker + FAME_BASE = scope:cb_prestige_factor # Set by 'setup_claim_cb' + WINNER_FAME_SCALE = scale_10_war_defender_win + LOSER_FAME_SCALE = -10 + WINNER_ALLY_FAME_SCALE = 10 + LOSER_ALLY_FAME_SCALE = 10 + } + + # Truce + add_truce_attacker_defeat_effect = yes + + scope:attacker = { + save_temporary_scope_as = loser + } + on_lost_aggression_war_discontent_loss = yes + + + #General event that tells all players what happened + every_player = { + limit = { + OR = { + capital_province = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east + geographical_region = world_africa_north + county = { + OR = { + empire = title:e_caspian-pontic_steppe + empire = title:e_byzantium + } + } + } + } + liege = scope:defender + + OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } + } + } + add_character_flag = frankokratia_crusaders_lose_outcome + trigger_event = { + id = ep3_frankokratia_events.0060 + days = 1 + } + } + #Force end on story owner to be safe (necessary for AI owner) + if = { + limit = { + global_var:byz_claimant_champion ?= { + any_owned_story = { + type = frankokratia_story + } + } + } + global_var:byz_claimant_champion = { + trigger_event = { + id = ep3_frankokratia_events.0061 + days = 3 + } + } + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + + #Mandalas gain or lose piety/devotion depending on Decree + mandala_war_defeat_effects = yes + } + + on_primary_attacker_death = inherit + on_primary_defender_death = inherit + + transfer_behavior = transfer + + attacker_allies_inherit = yes + defender_allies_inherit = yes + + war_name = "CRUSADING_CLAIM_WAR_NAME" + my_war_name = "CRUSADING_CLAIM_WAR_NAME_MY" + war_name_base = "CRUSADING_CLAIM_WAR_NAME_BASE" + cb_name = "CRUSADING_CLAIM_CB_NAME" + interface_priority = 60 + + should_show_war_goal_subview = yes + + attacker_wargoal_percentage = 0.8 + + max_defender_score_from_occupation = 50 + max_attacker_score_from_occupation = 150 + + max_ai_diplo_distance_to_title = 10000 +} + +ep3_hasan_assassin_war = { + icon = dissolution_war + group = event + allow_hostages = no + allowed_for_character = {} + valid_to_start = { + always = no + } + + on_declaration = { + on_declared_war = yes + } + + on_victory_desc = { + first_valid = { + triggered_desc = { + trigger = { # Desc for only one player attacker + scope:attacker = { + is_local_player = yes + } + } + desc = nation_fracturing_faction_war_victory_desc_local_player_attacker_alone + } + triggered_desc = { # Desc for only one attacker, player defender + trigger = { + scope:defender = { + is_local_player = yes + } + } + desc = player_nation_fracturing_faction_war_victory_desc_local_player_defender_attacker_alone + } + desc = nation_fracturing_faction_war_victory_desc_local_player_attacker_alone # Desc for a third party involved + } + + } + + on_victory = { + + scope:attacker = { show_pow_release_message_effect = yes } + + #EP2 Accolade glory gain from winning against higher ranked enemy + scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes } + hasan_sabbah_end_war = { + HASAN = scope:attacker + SELJUK = scope:defender + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = player_nation_fracturing_faction_war_white_peace_defender_desc + } + triggered_desc = { + trigger = { + scope:attacker = { + is_local_player = yes + } + } + desc = player_nation_fracturing_faction_war_white_peace_attacker_desc + } + desc = player_nation_fracturing_faction_war_white_peace_desc + } + + } + + on_white_peace = { + scope:attacker = { + show_pow_release_message_effect = yes + stress_impact = { + ambitious = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + } + } + hidden_effect = { + scope:attacker = { + add_truce_both_ways = { + character = scope:defender + days = 1825 + war = root.war + result = white_peace + } + } + } + + scope:defender = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + + add_character_flag = { + flag = recent_nation_fracturing_faction_war + years = faction_nation_fracturing_war_white_peace_cooldown + } + add_prestige = minor_prestige_value + } + + on_white_peace_faction_revolt_war = yes + # End Hasan's story cycle + hidden_effect = { + scope:attacker = { + if = { + limit = { + any_owned_story = { + type = story_hasan + } + } + random_owned_story = { + type = story_hasan + end_story = yes + } + } + } + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = nation_fracturing_faction_war_defeat_defender_desc + } + triggered_desc = { + trigger = { + scope:attacker = { + is_local_player = yes + } + } + desc = player_nation_fracturing_defeat_attacker_desc + } + desc = player_nation_fracturing_faction_war_defeat_desc + } + + } + + on_defeat = { + scope:attacker = { show_pow_release_message_effect = yes } + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + # Prestige for Defender + add_prestige_war_defender_effect = { + PRESTIGE_VALUE = medium_prestige_value + } + add_character_flag = { + flag = recent_nation_fracturing_faction_war + years = faction_nation_fracturing_war_defeat_cooldown + } + add_dread = medium_dread_gain + add_achievement_flag_effect = { FLAG = achievement_know_your_place_flag } + + # LEGITIMACY FROM WINNING FACTION WAR + faction_war_end_victory_legitimacy_effect = yes + } + # End Hasan's story cycle + hidden_effect = { + scope:attacker = { + if = { + limit = { + any_owned_story = { + type = story_hasan + } + } + random_owned_story = { + type = story_hasan + end_story = yes + } + } + } + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_invalidated_desc = msg_invalidate_war_title + + check_defender_inheritance_validity = no + + on_primary_attacker_death = inherit + on_primary_defender_death = inherit + + attacker_allies_inherit = yes + defender_allies_inherit = yes + + transfer_behavior = transfer + + war_name = "ASSASSIN_NATION_FRACTURING_WAR_NAME" + + interface_priority = 120 + + attacker_wargoal_percentage = 0.8 + + max_attacker_score_from_battles = 100 + max_defender_score_from_battles = 50 + + max_defender_score_from_occupation = 150 + max_attacker_score_from_occupation = 150 + + max_ai_diplo_distance_to_title = 500 +} + +imperial_expedition_cb = { + icon = invasion + group = conquest + + combine_into_one = yes + should_show_war_goal_subview = yes + + attacker_score_from_occupation_scale = 150 + attacker_score_from_battles_scale = 150 + defender_score_from_battles_scale = 150 + + allowed_for_character = { + top_liege != this + liege ?= { has_diarchy_parameter = unlock_diarch_requests_military_expedition_interaction } + is_diarch_of_target = liege + NOT = { + government_has_flag = government_is_landless_adventurer + } + } + + allowed_for_character_display_regardless = { + custom_tooltip = { + text = imperial_expedition_cb.tt.requires_expedition_charge + has_variable = imperial_expedition_charged + } + + # Struggle constraint + custom_tooltip = { + text = struggle_involvement_cb_check_failure + struggle_blocks_invasion_conquest_cb_trigger = yes + } + + NOR = { + scope:defender ?= { is_allied_to = scope:attacker.top_liege } + # Stop the AI accidentally attacking allies due to forced wars. + scope:attacker ?= { + is_ai = yes + scope:defender ?= { is_allied_to = scope:attacker } + } + } + } + + allowed_against_character = { + scope:attacker = { + ALL_FALSE = { + top_liege = scope:defender.top_liege + liege = scope:defender + } + } + } + target_titles = all + target_title_tier = duchy + target_de_jure_regions_above = yes + ignore_effect = change_title_holder + + ai_can_target_all_titles = { always = yes } + ai_score = { + value = byzantium_conquests_ai_score_value + + # As a feudal gov, do not attack tribal + add = { + every_in_list = { + list = target_titles + if = { + limit = { feudal_clan_tribal_conquest_constraints = yes } + add = -1000 + } + } + } + # HOUSE RELATIONS + add = house_relation_ai_score_value + # Tell the Romans to stop going adventuring into the steppe for no gods-damned reason. + multiply = byzantium_conquests_ai_score_value + } + ai_score_mult = { + value = 1 + + add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing + } + + valid_to_start = { + scope:target ?= { + OR = { + any_this_title_or_de_jure_above = { holder ?= scope:attacker.liege } + any_title_to_title_neighboring_duchy = { holder.top_liege ?= scope:attacker.liege } + } + } + } + + should_invalidate = { + NOT = { + any_in_list = { + list = target_titles + any_in_de_jure_hierarchy = { + tier = tier_county + holder = { + target_is_same_character_or_above = scope:defender + } + } + } + } + } + + on_invalidated_desc = msg_religious_war_invalidation_region_message + + on_invalidated = { + # Give us our charge back. + scope:attacker = { + set_variable = { + name = imperial_expedition_charged + value = yes + } + } + } + + cost = { + piety = { + add = common_cb_impious_piety_cost + if = { + limit = { + scope:defender.faith = scope:attacker.faith + } + add = { + value = 100 + desc = CB_SAME_FAITH_COST + } + add = { + value = 10 + multiply = scope:attacker.realm_size + desc = CB_REALM_SIZE_COST + max = 800 + } + } + multiply = common_cb_piety_cost_multiplier + # We want the AI to do this AQAP, so make it free for them. + if = { + limit = { + scope:attacker = { is_ai = yes } + } + multiply = 0 + } + } + prestige = { + value = 0 + if = { + limit = { + scope:defender.faith != scope:attacker.faith + } + add = { + value = 150 + desc = CB_COST_DIFFERENT_FAITH + } + add = { + value = 10 + multiply = scope:attacker.realm_size + desc = CB_REALM_SIZE_COST + max = 800 + } + } + multiply = common_cb_prestige_cost_multiplier + if = { + limit = { + scope:attacker.house = { + OR = { + has_house_modifier = fp2_struggle_hostility_house_culture_modifier + has_house_modifier = fp2_struggle_hostility_house_combined_modifier + } + } + any_in_global_list = { + variable = fp2_struggle_ending_culture_list + this = scope:attacker.culture + } + any_in_global_list = { + variable = fp2_struggle_ending_culture_list + this = scope:defender.culture + } + } + divide = { + value = 2 + desc = CB_COST_FP2_STRUGGLE_HOSTILITY_CULTURE_DISCOUNT + } + } + if = { + limit = { + has_global_variable = fp2_struggle_compromise_ending + any_in_global_list = { + variable = fp2_struggle_ending_culture_list + this = scope:attacker.culture + } + any_in_global_list = { + variable = fp2_struggle_ending_culture_list + this = scope:defender.culture + } + } + multiply = { + value = 2 + desc = CB_COST_FP2_STRUGGLE_COMPROMISE_MULTIPLIER + } + } + # We want the AI to do this AQAP, so make it free for them. + if = { + limit = { + scope:attacker = { is_ai = yes } + } + multiply = 0 + } + } + } + + on_declaration = { + on_declared_war = yes + scope:attacker = { + # Clear our variable. + remove_variable = imperial_expedition_charged + # Forcibly add everyone appropriate to the war. + scope:defender = { + every_realm_border_county = { + every_neighboring_county = { + holder = { + if = { + limit = { + government_has_flag = government_is_administrative + top_liege = scope:attacker.top_liege + NOR = { + is_allied_to = scope:defender + is_at_war_with = scope:defender + is_at_war_with = scope:attacker + } + } + trigger_event = diarchy.8005 + } + } + } + } + } + liege = { + every_vassal = { + limit = { + government_has_flag = government_is_administrative + NOR = { + is_allied_to = scope:defender + is_at_war_with = scope:defender + is_at_war_with = scope:attacker + this = scope:attacker + has_character_flag = pinged_to_join_expedition + } + vassal_contract_has_flag = admin_martial_obligation_bonus + # Tried to add naval too but it defeated me; we wind up iterating over _every_ coastal province in the game — other than the Caspian — _multiple_ times. No good way to do it performantly without code support. + } + trigger_event = diarchy.8006 + } + } + } + } + + on_victory_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:attacker = { is_local_player = yes } } + desc = imperial_expedition_cb_victory_desc_attacker + } + desc = imperial_expedition_cb_victory_desc + } + } + + on_victory = { + scope:attacker = { show_pow_release_message_effect = yes } + + # Legitimacy + add_legitimacy_attacker_victory_effect = yes + + # Track which titles scope:attacker already has, so that we can leave them with holdings that should stay under their pre-existing titles if they opt to hand their gains over. + scope:attacker = { + every_held_title = { + title_tier >= duchy + add_to_list = attacker_pre_held_titles + } + } + + create_title_and_vassal_change = { + type = conquest + save_scope_as = change + add_claim_on_loss = yes + } + + # go through the dejure hierarchy under target titles, transfer eligible vassals and sieze counties from ineligible ones + every_in_list = { + list = target_titles + custom_tooltip = CONQUEST_CB_TITLE + + expedition_cb_title_transfer = { RELIGIOUS_WAR = yes } + } + + hidden_effect = { + every_in_list = { + list = vassals_taken + change_liege = { + liege = scope:attacker + change = scope:change + } + } + } + + every_in_list = { + list = titles_taken + change_title_holder = { + holder = scope:attacker + change = scope:change + take_baronies = yes + } + } + + resolve_title_and_vassal_change = scope:change + + # Prestige Progress for the Attacker + scope:attacker = { + add_prestige_experience = { + every_in_list = { + list = target_titles + add = medium_prestige_gain + } + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + # Truce + add_truce_attacker_victory_effect = yes + + #EP2 accolade glory gain for winning against higher ranked enemy + scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes } + # FP1: note the victory for future memorialisation via stele (if applicable). + scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes } + + # Aaaaand fire off the consequences event. + scope:attacker = { trigger_event = diarchy.8011 } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = imperial_expedition_cb_white_peace_desc_defender + } + desc = imperial_expedition_cb_white_peace_desc + } + } + + on_white_peace = { + scope:attacker = { show_pow_release_message_effect = yes } + # Prestige loss for the attacker + + #EP2 accolade glory gain for doing pretty good against higher ranked enemy + scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes } + + scope:attacker = { + add_prestige = { + value = minor_prestige_value + multiply = -1.0 + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker # not impactful as the scale are identical + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + + add_truce_white_peace_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = imperial_expedition_cb_defeat_desc_defender + } + triggered_desc = { + trigger = { + scope:attacker = { + is_local_player = yes + has_targeting_faction = yes + } + } + desc = imperial_expedition_cb_defeat_desc_attacker + } + desc = imperial_expedition_cb_defeat_desc + } + } + + on_defeat = { + scope:attacker = { show_pow_release_message_effect = yes } + + # Legitimacy + add_legitimacy_attacker_defeat_effect = yes + + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + # Prestige for Defender + add_prestige_war_defender_effect = { + PRESTIGE_VALUE = medium_prestige_value + } + } + + # Prestige loss for the attacker + scope:attacker = { + pay_short_term_gold_reparations_prefer_greater_income_effect = { FACTOR = 5 } + add_prestige = { + value = major_prestige_value + multiply = -1.0 + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:defender + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + add_truce_attacker_defeat_effect = yes + + scope:attacker = { save_temporary_scope_as = loser } + on_lost_aggression_war_discontent_loss = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + transfer_behavior = transfer + + on_primary_attacker_death = inherit + on_primary_defender_death = inherit + + attacker_allies_inherit = yes + defender_allies_inherit = yes + + war_name = "IMPERIAL_EXPEDITION_WAR_NAME" + war_name_base = "IMPERIAL_EXPEDITION_WAR_NAME_BASE" + cb_name = "IMPERIAL_EXPEDITION_CB_NAME" + + interface_priority = 79 + + use_de_jure_wargoal_only = yes + + attacker_wargoal_percentage = 0.8 + + max_defender_score_from_occupation = 150 + max_attacker_score_from_occupation = 150 + + # Always, always, _always_ do this. + ## Rationale: you request this via interaction, so we don't want you to get a request then just nothing happens for 20 years. + ## We don't do it manually because Code gets antsy if we sort complex war targeting from script. + ### We've got a little hack in anyway but it's just a teensy lil guy. + ai_score = 9999 +} + +ep3_pillaging_foray = { + icon = ducal_conquest_cb + group = conquest + + combine_into_one = yes + should_show_war_goal_subview = yes + allow_hostages = no + mutually_exclusive_titles = { always = yes } + interface_priority = 110 + + attacker_score_from_occupation_scale = 150 + attacker_score_from_battles_scale = 150 + defender_score_from_battles_scale = 150 + + allowed_for_character = { + has_character_flag = warmongering_admin + NOT = { + government_has_flag = government_is_landless_adventurer + } + } + + allowed_against_character = { + # Defender must be bordering your realm. + OR = { + character_is_land_realm_neighbor = scope:attacker + AND = { + exists = scope:attacker.liege + character_is_land_realm_neighbor = scope:attacker.liege + } + } + top_liege = this + OR = { + scope:attacker = { + top_liege = this + } + NOR = { + has_truce = scope:attacker.liege + is_vassal_or_below_of = scope:attacker.liege + } + } + NOT = { + is_liege_or_above_of = scope:attacker + } + } + + target_titles = neighbor_land # border + target_title_tier = county # county + target_de_jure_regions_above = no + ignore_effect = change_title_holder + + ai_score_mult = { + value = fp2_border_raid_ai_targeting_value + + add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing + } + + valid_to_start = { + exists = scope:target + NOT = { + scope:target.title_province = { has_province_modifier = recently_looted_modifier } + } + } + + should_invalidate = { + NOT = { + any_in_list = { + list = target_titles + holder = { target_is_same_character_or_above = scope:defender } + } + } + } + + on_invalidated_desc = msg_county_conquest_war_invalidated_message + + on_invalidated = {} + + cost = { + influence = { + value = minor_influence_value + } + } + + on_declaration = { + on_declared_war = yes + } + + on_victory_desc = { + triggered_desc = { + trigger = { + scope:attacker = { is_local_player = yes } + } + desc = border_raid_cb_desc_victory_attacker + } + triggered_desc = { + trigger = { + scope:defender = { is_local_player = yes } + } + desc = border_raid_cb_desc_victory_defender + } + } + + on_victory = { + # Legitimacy + add_legitimacy_attacker_victory_effect = yes + + scope:attacker = { + if = { + limit = { + NOT = { + has_character_modifier = ep3_loyal_troops_raid_modifier + } + } + add_character_modifier = ep3_loyal_troops_raid_modifier + custom_tooltip = ep3_war_modifier_improve_tooltip + } + else_if = { + limit = { + NOT = { + has_character_modifier = ep3_loyal_troops_2_raid_modifier + } + } + add_character_modifier = ep3_loyal_troops_2_raid_modifier + remove_character_modifier = ep3_loyal_troops_raid_modifier + custom_tooltip = ep3_war_modifier_improve_tooltip + } + else_if = { + limit = { + NOT = { + has_character_modifier = ep3_loyal_troops_3_raid_modifier + } + } + add_character_modifier = ep3_loyal_troops_3_raid_modifier + remove_character_modifier = ep3_loyal_troops_2_raid_modifier + custom_tooltip = ep3_war_modifier_improve_tooltip + } + else_if = { + limit = { + NOT = { + has_character_modifier = ep3_loyal_troops_4_raid_modifier + } + } + add_character_modifier = ep3_loyal_troops_4_raid_modifier + remove_character_modifier = ep3_loyal_troops_3_raid_modifier + custom_tooltip = ep3_war_modifier_improve_tooltip + } + else_if = { + limit = { + NOT = { + has_character_modifier = ep3_loyal_troops_5_raid_modifier + } + } + add_character_modifier = ep3_loyal_troops_5_raid_modifier + remove_character_modifier = ep3_loyal_troops_4_raid_modifier + } + else = { + change_influence = medium_influence_gain + } + } + + #EP2 accolade glory gain for winning against higher ranked enemy + scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes } + + every_in_list = { + list = target_titles + save_scope_as = raid_county + # Set raided province modifier + title_province = { + add_province_modifier = { + modifier = recently_looted_modifier + years = 5 + } + } + show_as_tooltip = { + every_in_list = { + list = target_titles + fp2_border_raid_damage_effect = yes + } + } + # Find province for building destruction + ordered_county_province = { + order_by = num_buildings + random = { + chance = 25 + modifier = { factor = destroy_building_soldier_multiplier_value } # chance increases with more soldiers + modifier = { add = destroy_building_development_multiplier_value } # chance increases with development + custom_tooltip = destroy_random_building_tt + destroy_random_building_variable_effect = yes + } + } + } + + hidden_effect = { + scope:attacker = { + send_interface_message = { + type = event_raid_good + title = border_raid_message_title + show_as_tooltip = { + every_in_list = { + list = target_titles + fp2_border_raid_damage_effect = yes + } + } + } + } + scope:defender = { + send_interface_message = { + type = event_raid_bad + title = border_raid_message_title + every_in_list = { + list = target_titles + fp2_border_raid_damage_effect = yes + } + } + } + } + + # Prestige Progress for the Attacker + every_in_list = { + list = target_titles + scope:attacker = { + add_prestige_experience = miniscule_prestige_value + } + } + + # Prestige for the attacker's war allies + add_from_contribution_attackers = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + # Prestige for the defender's war allies + add_from_contribution_defenders = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + # Break alliances now out of diplo range + if = { + limit = { + scope:attacker = { + any_ally = { + NOT = { in_diplomatic_range = scope:attacker } + } + } + } + scope:attacker = { + every_ally = { + limit = { + NOT = { in_diplomatic_range = scope:attacker } + } + break_alliance = scope:attacker + } + } + } + + # Truce + add_truce_attacker_victory_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + triggered_desc = { + trigger = { + scope:attacker = { is_local_player = yes } + } + desc = border_raid_cb_desc_white_peace_attacker + } + triggered_desc = { + trigger = { + scope:defender = { is_local_player = yes } + } + desc = border_raid_cb_desc_white_peace_defender + } + } + + on_white_peace = { + # Prestige loss for the attacker + scope:attacker = { + add_prestige = { + value = miniscule_prestige_value + multiply = -1.0 + } + stress_impact = { + ambitious = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + } + } + + # Prestige for the attacker's war allies + add_from_contribution_attackers = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + # Prestige for the defender's war allies + add_from_contribution_defenders = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + scope:defender = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + } + + add_truce_white_peace_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + triggered_desc = { + trigger = { + scope:attacker = { is_local_player = yes } + } + desc = border_raid_cb_desc_defeat_attacker + } + triggered_desc = { + trigger = { + scope:defender = { is_local_player = yes } + } + desc = border_raid_cb_desc_defeat_defender + } + } + + on_defeat = { + # Legitimacy + add_legitimacy_attacker_defeat_effect = yes + + scope:attacker = { + change_influence = medium_influence_value + } + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + # Prestige for Defender + add_prestige_war_defender_effect = { + PRESTIGE_VALUE = medium_prestige_value + } + } + + # Prestige loss for the attacker + scope:attacker = { + pay_short_term_gold_reparations_effect = { + GOLD_VALUE = 1 + } + add_prestige = { + value = medium_prestige_value + multiply = -1.0 + } + } + + # Prestige for the attacker's war allies + add_from_contribution_attackers = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + # Prestige for the defender's war allies + add_from_contribution_defenders = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + add_truce_attacker_defeat_effect = yes + + scope:attacker = { + save_temporary_scope_as = loser + } + + on_lost_aggression_war_discontent_loss = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + transfer_behavior = transfer + + on_primary_attacker_death = invalidate + on_primary_defender_death = inherit + + attacker_allies_inherit = no + defender_allies_inherit = no + + war_name = "EP3_PILLAGING_FORAY_WAR_NAME" + war_name_base = "EP3_PILLAGING_FORAY_WAR_NAME_BASE" + cb_name = "EP3_PILLAGING_FORAY_CB_NAME" + + interface_priority = 79 + + use_de_jure_wargoal_only = yes + + # The war will last 2 years at most + defender_ticking_warscore_delay = { months = 3 } + defender_ticking_warscore = 0.15 + + attacker_wargoal_percentage = 1 + attacker_ticking_warscore = 1 + + max_defender_score_from_occupation = 100 + max_attacker_score_from_occupation = 1 + + ticking_war_score_targets_entire_realm = no +} + +ep3_roman_empire_border_war = { + icon = ducal_conquest_cb + group = invasion + + combine_into_one = yes + should_show_war_goal_subview = yes + allow_hostages = no + mutually_exclusive_titles = { always = yes } + interface_priority = 110 + + attacker_score_from_occupation_scale = 150 + attacker_score_from_battles_scale = 150 + defender_score_from_battles_scale = 150 + + allowed_for_character = { + OR = { + title:h_roman_empire ?= { is_title_created = yes } + title:h_eastern_roman_empire ?= { is_title_created = yes } + any_player = { + any_owned_story = { + type = ep3_story_cycle_restoring_rome + } + } + is_ai = no + } + } + + allowed_for_character_display_regardless = { + tgp_japan_offensive_wars_ban_trigger = yes + } + + allowed_against_character = { + is_landed = yes + top_liege = { + OR = { + any_owned_story = { + type = ep3_story_cycle_restoring_rome + } + is_roman_emperor_excluding_byzantium_trigger = yes + } + } + } + + target_titles = neighbor_land # border + target_title_tier = county + target_de_jure_regions_above = no + ignore_effect = change_title_holder + + ai_score_mult = { + value = 0.5 + if = { + limit = { scope:attacker.prestige < scope:attacker.massive_prestige_value } + multiply = 0 + } + + add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing + } + + valid_to_start = { + exists = scope:target + NOT = { + scope:target.title_province = { has_province_modifier = recently_looted_modifier } + } + } + + should_invalidate = { + NOT = { + any_in_list = { + list = target_titles + holder = { target_is_same_character_or_above = scope:defender } + } + } + } + + on_invalidated_desc = msg_county_conquest_war_invalidated_message + + on_invalidated = {} + + cost = { + prestige = massive_prestige_value + } + + on_declaration = { + on_declared_war = yes + } + + on_victory_desc = { + triggered_desc = { + trigger = { + scope:attacker = { is_local_player = yes } + } + desc = border_raid_cb_desc_victory_attacker + } + triggered_desc = { + trigger = { + scope:defender = { is_local_player = yes } + } + desc = border_raid_cb_desc_victory_defender + } + } + + on_victory = { + # Legitimacy + add_legitimacy_attacker_victory_effect = yes + + #EP2 accolade glory gain for winning against higher ranked enemy + scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes } + + every_in_list = { + list = target_titles + save_scope_as = raid_county + # Set raided province modifier + title_province = { + add_province_modifier = { + modifier = recently_looted_modifier + years = 5 + } + } + show_as_tooltip = { + every_in_list = { + list = target_titles + fp2_border_raid_damage_effect = yes + } + } + # Find province for building destruction + ordered_county_province = { + order_by = num_buildings + random = { + chance = 25 + modifier = { factor = destroy_building_soldier_multiplier_value } # chance increases with more soldiers + modifier = { add = destroy_building_development_multiplier_value } # chance increases with development + custom_tooltip = destroy_random_building_tt + destroy_random_building_variable_effect = yes + } + } + } + + hidden_effect = { + scope:attacker = { + send_interface_message = { + type = event_raid_good + title = border_raid_message_title + show_as_tooltip = { + every_in_list = { + list = target_titles + fp2_border_raid_damage_effect = yes + } + } + } + } + scope:defender = { + send_interface_message = { + type = event_raid_bad + title = border_raid_message_title + every_in_list = { + list = target_titles + fp2_border_raid_damage_effect = yes + } + } + } + } + + show_as_tooltip = { + create_title_and_vassal_change = { + type = conquest + save_scope_as = change + add_claim_on_loss = yes + } + every_in_list = { + list = target_titles + change_title_holder = { + holder = scope:attacker + change = scope:change + } + } + resolve_title_and_vassal_change = scope:change + } + + # Prestige Progress for the Attacker + every_in_list = { + list = target_titles + scope:attacker = { + add_prestige_experience = miniscule_prestige_value + } + } + + # Prestige for the attacker's war allies + add_from_contribution_attackers = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + # Prestige for the defender's war allies + add_from_contribution_defenders = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + # Break alliances now out of diplo range + if = { + limit = { + scope:attacker = { + any_ally = { + NOT = { in_diplomatic_range = scope:attacker } + } + } + } + scope:attacker = { + every_ally = { + limit = { + NOT = { in_diplomatic_range = scope:attacker } + } + break_alliance = scope:attacker + } + } + } + + # Truce + add_truce_attacker_victory_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + triggered_desc = { + trigger = { + scope:attacker = { is_local_player = yes } + } + desc = border_raid_cb_desc_white_peace_attacker + } + triggered_desc = { + trigger = { + scope:defender = { is_local_player = yes } + } + desc = border_raid_cb_desc_white_peace_defender + } + } + + on_white_peace = { + # Prestige loss for the attacker + scope:attacker = { + add_prestige = { + value = miniscule_prestige_value + multiply = -1.0 + } + stress_impact = { + ambitious = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + } + } + + # Prestige for the attacker's war allies + add_from_contribution_attackers = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + # Prestige for the defender's war allies + add_from_contribution_defenders = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + scope:defender = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + } + + add_truce_white_peace_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + triggered_desc = { + trigger = { + scope:attacker = { is_local_player = yes } + } + desc = border_raid_cb_desc_defeat_attacker + } + triggered_desc = { + trigger = { + scope:defender = { is_local_player = yes } + } + desc = border_raid_cb_desc_defeat_defender + } + } + + on_defeat = { + # Legitimacy + add_legitimacy_attacker_defeat_effect = yes + + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + # Prestige for Defender + add_prestige_war_defender_effect = { + PRESTIGE_VALUE = medium_prestige_value + } + } + + # Prestige loss for the attacker + scope:attacker = { + pay_short_term_gold_reparations_effect = { + GOLD_VALUE = 1 + } + add_prestige = { + value = medium_prestige_value + multiply = -1.0 + } + } + + # Prestige for the attacker's war allies + add_from_contribution_attackers = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + # Prestige for the defender's war allies + add_from_contribution_defenders = { + prestige = minor_prestige_value + opinion = { + modifier = contributed_in_war + } + } + + add_truce_attacker_defeat_effect = yes + + scope:attacker = { + save_temporary_scope_as = loser + } + + on_lost_aggression_war_discontent_loss = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + transfer_behavior = transfer + + on_primary_attacker_death = invalidate + on_primary_defender_death = inherit + + attacker_allies_inherit = no + defender_allies_inherit = no + + war_name = "EP3_BORDER_RAID_WAR_NAME" + war_name_base = "EP3_BORDER_RAID_WAR_NAME_BASE" + cb_name = "EP3_BORDER_RAID_CB_NAME" + + interface_priority = 79 + + use_de_jure_wargoal_only = yes + + # The war will last 2 years at most + defender_ticking_warscore_delay = { months = 3 } + defender_ticking_warscore = 0.15 + + attacker_wargoal_percentage = 1 + attacker_ticking_warscore = 1 + + max_defender_score_from_occupation = 100 + max_attacker_score_from_occupation = 1 + + ticking_war_score_targets_entire_realm = no +} + +ep3_laamp_apprehend_adventurer_cb = { + icon = apprehend_adventurer + group = event + allow_hostages = no + + attacker_score_from_occupation_scale = 150 + attacker_score_from_battles_scale = 150 + defender_score_from_battles_scale = 150 + + target_top_liege_if_outside_realm = no + + allowed_for_character = {} + allowed_against_character = {} + + valid_to_start = { always = no } + + should_invalidate = { + OR = { + scope:attacker = { is_landless_adventurer = no } + scope:defender = { is_landed = no } + } + } + + on_invalidated_desc = { + desc = msg_invalidate_war_title + } + + on_declaration = { on_declared_war = yes } + + on_victory_desc = { desc = ep3_laamp_apprehend_adventurer_cb_victory_desc } + + on_victory = { + scope:attacker = { show_pow_release_message_effect = yes } + #EP2 Accolade glory gain from winning against higher ranked enemy + scope:defender = { + accolade_defender_war_end_glory_gain_low_effect = yes + add_prestige = { value = major_prestige_gain } + } + scope:defender = { + switch = { + trigger = scope:defender.primary_title.tier + tier_county = { + add_prestige = { value = minor_prestige_loss } + } + tier_duchy = { + add_prestige = { value = medium_prestige_loss } + } + tier_kingdom = { + add_prestige = { value = major_prestige_loss } + } + tier_empire = { + add_prestige = { value = massive_prestige_loss } + } + } + create_title_and_vassal_change = { + type = conquest + save_scope_as = change + add_claim_on_loss = yes + } + every_held_title = { + title_tier >= county + limit = { + is_landless_type_title = no + } + change_title_holder_include_vassals = { + holder = scope:attacker + change = scope:change + } + resolve_title_and_vassal_change = scope:change + } + } + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker + FAME_BASE = major_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + scope:defender = { save_temporary_scope_as = loser } + on_lost_aggression_war_discontent_loss = yes + # Truce + add_truce_attacker_victory_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { desc = ep3_laamp_apprehend_adventurer_cb_white_peace_desc } + + on_white_peace = { + scope:attacker = { + show_pow_release_message_effect = yes + stress_impact = { + ambitious = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + } + add_prestige = { value = medium_prestige_loss } + } + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker # not important as the scales are identical + FAME_BASE = major_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + scope:defender = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + } + # Truce + add_truce_white_peace_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { desc = ep3_laamp_apprehend_adventurer_cb_defeat_desc } + + on_defeat = { + scope:attacker = { + show_pow_release_message_effect = yes + accolade_attacker_war_end_glory_gain_low_effect = yes + } + rightfully_imprison_character_less_verbose_effect = { + TARGET = scope:attacker + IMPRISONER = scope:defender + } + destroy_laamp_effect = { ADVENTURER = scope:attacker } + scope:attacker = { + if = { + limit = { gold > 0 } + pay_short_term_gold = { + gold = gold + target = scope:defender + } + } + every_character_artifact = { + set_owner = { + target = scope:defender + history = { + type = taken_in_battle + actor = scope:defender + recipient = scope:attacker + location = scope:attacker.location + } + } + } + } + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + } + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:defender + FAME_BASE = major_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + # Truce + add_truce_attacker_defeat_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + full_occupation_by_defender_gives_victory = no + full_occupation_by_attacker_gives_victory = yes + + on_primary_attacker_death = inherit + on_primary_defender_death = inherit + + attacker_allies_inherit = yes + defender_allies_inherit = yes + + war_name = "EP3_LAAMP_APPREHEND_ADVENTURER_CB_WAR_NAME" + war_name_base = "EP3_LAAMP_APPREHEND_ADVENTURER_CB_WAR_NAME_BASE" + cb_name = "EP3_LAAMP_APPREHEND_ADVENTURER_CB_NAME" + interface_priority = 80 + + ticking_war_score_targets_entire_realm = yes + + attacker_ticking_warscore = 0 + defender_ticking_warscore = 0.1 + defender_ticking_warscore_delay = { days = 1 } + + attacker_wargoal_percentage = 0.01 + + attacker_score_from_occupation_scale = 200 + defender_score_from_occupation_scale = 0 + + attacker_score_from_battles_scale = 75 + defender_score_from_battles_scale = 200 + + max_attacker_score_from_battles = 200 + max_defender_score_from_battles = 200 + + max_defender_score_from_occupation = 0 + max_attacker_score_from_occupation = 200 + + landless_attacker_needs_armies = no +} + +greek_anarchy_cb = { + icon = duchy_expansion + group = conquest + + combine_into_one = yes + should_show_war_goal_subview = yes + mutually_exclusive_titles = { always = yes } + + attacker_score_from_occupation_scale = 150 + attacker_score_from_battles_scale = 150 + defender_score_from_battles_scale = 150 + + allowed_for_character = { + #This counter determines whether the collapse is still relatively fresh + exists = global_var:byz_collapse_counter + #Either the character is under the Latin Emperor or the Byzantine Emperor doesn't exist + OR = { + NOT = { + exists = title:e_byzantium.holder + } + top_liege = { + this = title:e_latin_empire.holder + } + #Byzantines can use this against any latin empire lands + AND = { + top_liege = title:e_byzantium.holder + title:e_latin_empire = { + any_in_de_jure_hierarchy = { + tier <= tier_kingdom + } + } + } + } + #Must have interests within the danger zone + any_held_title = { + tier <= tier_empire + OR = { + this = title:e_byzantium + this = title:e_latin_empire + empire = title:e_byzantium + empire = title:e_latin_empire + } + } + #Byzantium must still have de jure land + title:e_byzantium = { + any_in_de_jure_hierarchy = { + tier <= tier_kingdom + } + } + } + + allowed_against_character = { + scope:attacker = { + NOR = { + top_liege = scope:defender.top_liege + liege = scope:defender + } + } + #Must be within Byzantine empire + scope:defender = { + any_realm_county = { + OR = { + empire = title:e_byzantium + empire = title:e_latin_empire + } + } + } + #Byzantine emperor only uses this against Latin empire land + trigger_if = { + limit = { + top_liege = title:e_byzantium.holder + } + scope:defender = { + any_realm_county = { + empire = title:e_latin_empire + } + } + } + } + target_titles = neighbor_land_or_water + target_title_tier = duchy + target_de_jure_regions_above = yes + ignore_effect = change_title_holder + + ai_score_mult = { + value = struggle_conquest_ai_score_value + add = 1 + # HOUSE RELATIONS + add = house_relation_ai_score_value + if = { + limit = { + scope:attacker.top_liege.primary_title = { + this = title:e_latin_empire + } + } + multiply = 5 + } + # AI in struggles act insularly for wars that don't have a familial or legal basis. + multiply = muslim_invasions_prefer_nonmuslims_ai_score_value + multiply = byzantium_conquests_ai_score_value + if = { + limit = { + scope:attacker = { + OR = { + top_liege.primary_title = { + this = title:e_byzantium + } + culture = culture:greek + culture = { + any_parent_culture_or_above = { + this = culture:greek + } + } + faith = faith:orthodox + #Venetians... + AND = { + government_has_flag = government_is_republic + faith = faith:catholic + } + has_trait = despoiler_of_byzantium + } + } + } + multiply = 3 + } + + add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing + } + + valid_to_start = { + #Needs to be a de jure duchy of byzlatinium + scope:target = { + OR = { + empire = title:e_byzantium + empire = title:e_latin_empire + } + } + #Only players and the extra-motivated should be attacking over water + scope:target = { + any_in_de_jure_hierarchy = { + tier = tier_county + OR = { + #You a player + scope:attacker = { + is_ai = no + } + #is a neighbor + any_neighboring_county = { + holder = { + target_is_same_character_or_above = scope:attacker + } + } + #YOU SERVE THE 'RIGHTFUL' EMPEROR + scope:attacker.top_liege = { + primary_title = { + OR = { + this = title:e_byzantium + this = title:e_latin_empire + } + } + } + #You are a sneaky republic + scope:attacker = { + government_has_flag = government_is_republic + } + #You have a naval theme + scope:attacker = { + government_has_flag = government_is_administrative + vassal_contract_has_flag = admin_theme_naval + } + #You are a gutsy bastard + scope:attacker = { + ai_greed >= high_positive_ai_value + ai_boldness >= high_positive_ai_value + } + } + } + } + } + + should_invalidate = { + NOT = { + any_in_list = { + list = target_titles + any_in_de_jure_hierarchy = { + tier = tier_county + holder = { + target_is_same_character_or_above = scope:defender + } + } + } + } + } + + on_invalidated_desc = msg_religious_war_invalidation_region_message + + on_invalidated = { + } + + cost = { + piety = { + add = common_cb_impious_piety_cost + if = { + limit = { + scope:defender.faith = scope:attacker.faith + } + add = { + value = 100 + desc = CB_SAME_FAITH_COST + } + add = { + value = 10 + multiply = scope:attacker.realm_size + desc = CB_REALM_SIZE_COST + max = 800 + } + } + multiply = common_cb_piety_cost_multiplier + #Increased cost if you aren't really one of the main players + if = { + limit = { + scope:attacker = { + NOR = { + top_liege.primary_title = { + OR = { + this = title:e_latin_empire + this = title:e_byzantium + } + } + culture = culture:greek + culture = { + any_parent_culture_or_above = { + this = culture:greek + } + } + has_trait = despoiler_of_byzantium + } + } + } + multiply = 2 + } + } + prestige = { + value = 0 + if = { + limit = { + scope:defender.faith != scope:attacker.faith + } + add = { + value = 150 + desc = CB_COST_DIFFERENT_FAITH + } + add = { + value = 10 + multiply = scope:attacker.realm_size + desc = CB_REALM_SIZE_COST + max = 800 + } + } + multiply = common_cb_prestige_cost_multiplier + if = { + limit = { + exists = scope:attacker.house + scope:attacker.house = { + OR = { + has_house_modifier = fp2_struggle_hostility_house_culture_modifier + has_house_modifier = fp2_struggle_hostility_house_combined_modifier + } + } + any_in_global_list = { + variable = fp2_struggle_ending_culture_list + this = scope:attacker.culture + } + any_in_global_list = { + variable = fp2_struggle_ending_culture_list + this = scope:defender.culture + } + } + divide = { + value = 2 + desc = CB_COST_FP2_STRUGGLE_HOSTILITY_CULTURE_DISCOUNT + } + } + if = { + limit = { + has_global_variable = fp2_struggle_compromise_ending + any_in_global_list = { + variable = fp2_struggle_ending_culture_list + this = scope:attacker.culture + } + any_in_global_list = { + variable = fp2_struggle_ending_culture_list + this = scope:defender.culture + } + } + multiply = { + value = 2 + desc = CB_COST_FP2_STRUGGLE_COMPROMISE_MULTIPLIER + } + } + #Increased cost if you aren't really one of the main players + if = { + limit = { + scope:attacker = { + NOR = { + top_liege.primary_title = { + OR = { + this = title:e_latin_empire + this = title:e_byzantium + } + } + ep3_orthodox_faith_trigger = yes + faith = faith:hellenic_pagan + faith = faith:catholic + has_trait = despoiler_of_byzantium + } + } + } + multiply = 2 + } + } + } + + on_declaration = { + on_declared_war = yes + } + + on_victory_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:attacker = { is_local_player = yes } } + desc = county_conquest_cb_victory_desc_attacker + } + desc = county_conquest_cb_victory_desc + } + } + + on_victory = { + scope:attacker = { show_pow_release_message_effect = yes } + + # Legitimacy + add_legitimacy_attacker_victory_effect = yes + + #EP2 accolade glory gain for winning against higher ranked enemy + scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes } + + #Gain a little army + hidden_effect = { + scope:attacker = { + save_scope_as = army_receiver + greek_anarchy_army_spawn_effect = yes + } + } + create_title_and_vassal_change = { + type = conquest + save_scope_as = change + add_claim_on_loss = yes + } + + # EP3 Laamp possibility warning + scope:defender = { ep3_war_loss_adventurer_tt_effect = yes } + + # go through the dejure hierarchy under target titles, transfer eligible vassals and sieze counties from ineligible ones + every_in_list = { + list = target_titles + custom_tooltip = CONQUEST_CB_TITLE + + conquest_cb_title_transfer = { + RELIGIOUS_WAR = no + } + } + + hidden_effect = { + every_in_list = { + list = vassals_taken + change_liege = { + liege = scope:attacker + change = scope:change + } + } + } + + every_in_list = { + list = titles_taken + change_title_holder = { + holder = scope:attacker + change = scope:change + take_baronies = yes + } + } + + resolve_title_and_vassal_change = scope:change + + # Prestige Progress for the Attacker + every_in_list = { + list = target_titles + scope:attacker = { + add_prestige_experience = medium_prestige_value + } + } + + custom_tooltip = greek_anarchy_development_loss_cb + hidden_effect = { + every_in_list = { + list = target_titles + every_in_de_jure_hierarchy = { + limit = { + tier = tier_county + OR = { + holder = scope:attacker + holder.top_liege = scope:attacker + } + } + change_development_progress_with_overflow = greek_anarchy_development_value + } + } + } + + #Extra fun rewards + scope:attacker = { + #Tooltip + custom_tooltip = greek_anarchy_troops_tt + if = { + limit = { + government_has_flag = government_is_administrative + scope:defender = { + highest_held_title_tier >= tier_duchy + } + } + change_influence = medium_influence_gain + } + else_if = { + limit = { + top_liege = { + primary_title = title:e_latin_empire + } + NOR = { + ep3_orthodox_faith_trigger = yes + faith = faith:hellenic_pagan + culture = culture:greek + culture = { + any_parent_culture_or_above = { + this = culture:greek + } + } + top_liege = { + any_held_title = { + this = title:e_byzantium + } + } + } + scope:defender = { + highest_held_title_tier >= tier_duchy + } + } + add_dread = minor_dread_gain + add_gold = minor_gold_value + } + else = { + add_prestige = minor_prestige_gain + } + } + + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + # Truce + add_truce_attacker_victory_effect = yes + + # FP1: note the victory for future memorialisation via stele (if applicable). + scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes } + + if = { # Warning that only counties are changing hands + limit = { + any_in_list = { + list = target_titles + tier = tier_duchy + } + } + random_in_list = { + list = target_titles + limit = { tier = tier_duchy } + save_scope_as = de_jure_target + } + } + if = { + limit = { + any_in_list = { + list = target_titles + tier = tier_duchy + holder = scope:defender + } + } + if = { + limit = { + scope:defender = { + any_held_title = { + title_tier = county + NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target } + } + } + } + custom_tooltip = conquest_title_not_transferred_tt + } + else = { custom_tooltip = conquest_title_destroyed_tt } + } + else = { + if = { + limit = { + any_in_list = { + list = target_titles + tier = tier_duchy + is_title_created = yes + } + } + custom_tooltip = conquest_title_usurp_tt + } + else = { custom_tooltip = conquest_title_create_tt } + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_white_peace_desc_defender + } + desc = county_conquest_cb_white_peace_desc + } + } + + on_white_peace = { + scope:attacker = { show_pow_release_message_effect = yes } + # Prestige loss for the attacker + + #EP2 accolade glory gain for doing pretty good against higher ranked enemy + scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes } + + scope:attacker = { + add_prestige = { + value = minor_prestige_value + multiply = -1.0 + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker # not impactful as the scale are identical + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + + add_truce_white_peace_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_defeat_desc_defender + } + triggered_desc = { + trigger = { + scope:attacker = { + is_local_player = yes + has_targeting_faction = yes + } + } + desc = county_conquest_cb_defeat_desc_attacker + } + desc = county_conquest_cb_defeat_desc + } + } + + on_defeat = { + scope:attacker = { show_pow_release_message_effect = yes } + + # Legitimacy + add_legitimacy_attacker_defeat_effect = yes + + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + # Prestige for Defender + add_prestige_war_defender_effect = { + PRESTIGE_VALUE = medium_prestige_value + } + } + + # Prestige loss for the attacker + scope:attacker = { + pay_short_term_gold_reparations_effect = { + GOLD_VALUE = 3 + } + add_prestige = { + value = major_prestige_value + multiply = -1.0 + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:defender + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + add_truce_attacker_defeat_effect = yes + + scope:attacker = { + save_temporary_scope_as = loser + } + on_lost_aggression_war_discontent_loss = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + transfer_behavior = transfer + + on_primary_attacker_death = inherit + on_primary_defender_death = inherit + + attacker_allies_inherit = yes + defender_allies_inherit = yes + + war_name = "GREEK_ANARCHY_WAR_NAME" + war_name_base = "GREEK_ANARCHY_WAR_NAME_BASE" + cb_name = "GREEK_ANARCHY_CB_NAME" + + interface_priority = 120 + + use_de_jure_wargoal_only = yes + + attacker_wargoal_percentage = 0.8 + + max_defender_score_from_occupation = 150 + max_attacker_score_from_occupation = 150 +} + +ep3_laamp_peasant_war = { + icon = invasion + group = invasion + ai_only_against_liege = yes + combine_into_one = yes + should_show_war_goal_subview = no + allow_hostages = no + target_de_jure_regions_above = yes + ignore_effect = change_title_holder + allowed_for_character = { + government_has_flag = government_is_landless_adventurer + has_variable_list = war_supported_counties_list + } + + allowed_against_character = { + scope:attacker = { + any_in_list = { + variable = war_supported_counties_list + holder = { + OR = { + this = scope:defender + any_liege_or_above = { + this = scope:defender + } + } + } + } + } + } + target_top_liege_if_outside_realm = yes + + on_declaration = { + scope:attacker = { + add_trait = peasant_leader + custom_tooltip = ep3_laamp_peasant_war.peasant_army + hidden_effect = { + #spawn peasant army as levies + every_in_list = { + variable = war_supported_counties_list + set_variable = { + name = number_rebel_reinforcements + value = { + value = 100 + add = { + if = { + limit = { has_county_modifier = small_investment_in_revolt_modifier } + add = 250 + } + if = { + limit = { has_county_modifier = medium_investment_in_revolt_modifier } + add = 750 + } + if = { + limit = { has_county_modifier = high_investment_in_revolt_modifier } + add = 2000 + } + } + add = county_levies_to_raise + } + } + scope:attacker = { + #get a peasant you met earlier in the event chain into your army + if = { + limit = { + variable_list_size = { + name = war_met_peasant_leaders_list + value > 0 + } + } + random_in_list = { + variable = war_met_peasant_leaders_list + limit = { + is_knight = no + } + scope:attacker = { + add_courtier = prev + } + set_knight_status = force + save_scope_as = met_peasant_leader + } + } + #have to check if variable exists, although it will always exists, because the error log goes crazy + if = { + limit = { + exists = prev.var:number_rebel_reinforcements + } + spawn_army = { + name = peasant_faction_event_troops + levies = prev.var:number_rebel_reinforcements + location = prev.title_province + war = scope:war + save_scope_as = new_army + } + } + #set that peasant as army commander + if = { + limit = { exists = scope:met_peasant_leader } + scope:new_army ?= { + assign_commander = scope:met_peasant_leader + } + } + } + remove_variable = number_rebel_reinforcements + } + } + } + + scope:defender = { + add_opinion = { + modifier = peasant_revolt_opinion + target = scope:attacker + } + + # Legitimacy loss because why would you have peasants revolting + if = { + limit = { is_valid_for_legitimacy_change = yes } + add_legitimacy = medium_legitimacy_loss + } + + # Struggle Stuffs + if = { + limit = { + any_character_struggle = { + phase_has_catalyst = catalyst_populist_uprise + involvement = involved + } + } + every_character_struggle = { + involvement = involved + activate_struggle_catalyst = { + catalyst = catalyst_populist_uprise + character = this + } + } + } + } + } + + on_victory_desc = { + first_valid = { + triggered_desc = { + trigger = { + scope:attacker = { is_local_player = yes } + } + desc = county_conquest_cb_victory_desc_attacker + } + desc = county_conquest_cb_victory_desc + } + } + + on_victory = { + scope:attacker = { + primary_title = { + save_scope_as = old_title + } + show_pow_release_message_effect = yes + #set this to not display the event to keep playing as landless + set_variable = became_landed_through_separatist_uprising_var + #swap the peasant trait for the better one + remove_trait = peasant_leader + add_trait = populist_leader + } + # Set up titles in the new realm. + # Determine potential breakaways + create_title_and_vassal_change = { + type = conquest + add_claim_on_loss = yes + save_scope_as = change + } + scope:attacker = { + every_in_list = { + variable = war_supported_counties_list + custom_tooltip = CONQUEST_CB_TITLE + every_in_de_jure_hierarchy = { + continue = { tier >= tier_duchy } + limit = { + tier >= tier_county + holder ?= { + OR = { + this = scope:defender + target_is_liege_or_above = scope:defender + } + } + } + save_temporary_scope_as = title_temp + if = { + limit = { + OR = { + scope:attacker.faith = { + faith_hostility_level_comparison = { prev.holder.faith >= scope:defender.faith } + } + holder = scope:defender + holder.primary_title.tier >= scope:target.tier + scope:attacker = { has_claim_on = scope:title_temp } + } + } + add_to_temporary_list = titles_taken + } + else = { + holder = { add_to_temporary_list = vassals_taken } + } + } + } + } + every_in_list = { + list = titles_taken + change_title_holder = { + holder = scope:attacker + change = scope:change + take_baronies = yes + } + } + hidden_effect = { + every_in_list = { + list = vassals_taken + change_liege = { + liege = scope:attacker + change = scope:change + } + } + } + resolve_title_and_vassal_change = scope:change + ## Grab the best county to be the capital + scope:attacker = { + ordered_in_list = { + variable = war_supported_counties_list + order_by = development_level + save_scope_as = new_capital + } + } + scope:new_capital = { + duchy = { + save_scope_as = new_capital_duchy + } + } + # Create a new unique title + create_dynamic_title = { + tier = duchy + name = ADVENTURER_PEASANT_LEADER_DUCHY_NAME + adj = ADVENTURER_PEASANT_LEADER_DUCHY_NAME_adj + } + create_title_and_vassal_change = { + type = conquest + save_scope_as = change + add_claim_on_loss = yes + } + scope:new_title = { + change_title_holder = { + holder = scope:attacker + change = scope:change + } + } + resolve_title_and_vassal_change = scope:change + #make the new title look like your landless adventurer title + hidden_effect = { + scope:new_title = { + set_de_jure_liege_title = scope:new_capital.title_province.empire + set_coa = scope:old_title + set_color_from_title = scope:new_capital + set_capital_county = scope:new_capital + } + } + scope:attacker = { + #stop being a landless adventurer + destroy_laamp_effect = { ADVENTURER = scope:attacker } + #set new capital + set_realm_capital = scope:new_capital + #increase county control and remove all county corruption modifiers + every_in_list = { + variable = war_supported_counties_list + change_county_control = 100 + remove_every_county_corruption_modifier_effect = yes + add_county_modifier = { + modifier = ep3_peasant_leader_modifier + years = 10 + } + } + clear_variable_list = war_supported_counties_list + clear_variable_list = war_met_peasant_leaders_list + return_home = yes + } + scope:defender = { + # Legitimacy effect + faction_war_end_defeat_legitimacy_effect = yes + # Struggle Catalysts + hidden_effect = { + if = { + limit = { + is_important_or_vip_struggle_character = yes + any_character_struggle = { + involvement = involved + activate_struggle_catalyst_secondary_character_involvement_either_trigger = { + CATALYST = catalyst_accepted_demand_from_faction_requesting_culture_faith_conversion + CHAR = scope:attacker + } + } + } + every_character_struggle = { + involvement = involved + limit = { + activate_struggle_catalyst_secondary_character_involvement_either_trigger = { + CATALYST = catalyst_accepted_demand_from_faction_requesting_culture_faith_conversion + CHAR = scope:attacker + } + } + activate_struggle_catalyst = { + catalyst = catalyst_accepted_demand_from_faction_requesting_culture_faith_conversion + character = scope:defender + } + } + } + } + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_white_peace_desc_defender + } + desc = county_conquest_cb_white_peace_desc + } + } + + on_white_peace = { + scope:attacker = { + show_pow_release_message_effect = yes + #boost the county control up and remove the county corruption modifiers + every_in_list = { + variable = war_supported_counties_list + change_county_control = 20 + remove_every_county_corruption_modifier_effect = yes + } + #clear all variable lists, you only get one chance! + clear_variable_list = war_supported_counties_list + clear_variable_list = war_met_peasant_leaders_list + stress_impact = { + ambitious = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + } + } + + scope:defender = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_defeat_desc_defender + } + desc = county_conquest_cb_defeat_desc + } + } + + on_defeat = { + scope:attacker = { + show_pow_release_message_effect = yes + #boost the county control up and remove the county corruption modifiers + every_in_list = { + variable = war_supported_counties_list + change_county_control = 50 + remove_every_county_corruption_modifier_effect = yes + } + #clear all variable lists, you only get one chance! + clear_variable_list = war_supported_counties_list + clear_variable_list = war_met_peasant_leaders_list + #lose the trait, because you didn't win + remove_trait = peasant_leader + } + scope:defender = { + if = { + limit = { + NOT = { #In case defender has changed + has_opinion_modifier = { + modifier = peasant_revolt_opinion + target = scope:attacker + } + } + } + add_opinion = { + modifier = peasant_revolt_opinion + target = scope:attacker + } + } + if = { + limit = { + scope:attacker = { is_imprisoned = no } + } + imprison = { + target = scope:attacker + type = dungeon + } + } + mandala_peacemaker_perk_serenity_effect = yes + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_invalidated_desc = msg_invalidate_war_title + + on_primary_attacker_death = invalidate + on_primary_defender_death = inherit + + transfer_behavior = transfer + + attacker_allies_inherit = no + defender_allies_inherit = yes + + war_name = "PEASANT_WAR_NAME" + + interface_priority = 80 + + use_de_jure_wargoal_only = yes + + attacker_wargoal_percentage = 0.8 + + max_attacker_score_from_battles = 100 + max_defender_score_from_battles = 50 + + max_ai_diplo_distance_to_title = 500 +} + +admin_barbarian_conquest_cb = { + icon = duchy_expansion + group = conquest + + combine_into_one = yes + should_show_war_goal_subview = yes + mutually_exclusive_titles = { always = yes } + + attacker_score_from_occupation_scale = 450 + defender_score_from_occupation_scale = 150 + attacker_score_from_battles_scale = 450 + defender_score_from_battles_scale = 150 + + allowed_for_character = { + NOT = { + government_has_flag = government_is_landless_adventurer + } + is_landed = yes + } + + allowed_for_character_display_regardless = { + tgp_japan_offensive_wars_ban_trigger = yes + } + + allowed_against_character = { + scope:defender = { + government_allows = administrative + } + scope:attacker = { + ALL_FALSE = { + top_liege = scope:defender.top_liege + liege = scope:defender + } + } + } + target_titles = all + target_title_tier = duchy + target_de_jure_regions_above = yes + ignore_effect = change_title_holder + + ai_only_against_neighbors = yes + + ai_score_mult = { + value = 3.5 + + # AI in struggles act insularly for wars that don't have a familial or legal basis. + multiply = struggle_wars_prioritise_struggle_targets_value + multiply = muslim_invasions_prefer_nonmuslims_ai_score_value + + add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing + } + + valid_to_start = { + scope:target = { + # You need to border the targeted area, unless it's coastal + any_in_de_jure_hierarchy = { + tier = tier_county + OR = { + is_coastal_county = yes + any_neighboring_county = { + holder = { + target_is_same_character_or_above = root + } + } + } + } + # You may never take the capital duchy + this != scope:defender.top_liege.capital_county.duchy + # If the top liege is an emperor or hegemon, we cannot target their de jure empire + trigger_if = { + limit = { + scope:defender.top_liege.primary_title.tier >= tier_empire + } + empire != scope:defender.top_liege.capital_county.empire + } + # If the top liege is a king, we cannot target their de jure kingdom + trigger_if = { + limit = { + scope:defender.top_liege.primary_title.tier = tier_kingdom + } + kingdom != scope:defender.top_liege.primary_title + } + } + } + + should_invalidate = { + NOT = { + any_in_list = { + list = target_titles + any_in_de_jure_hierarchy = { + tier = tier_county + holder = { + target_is_same_character_or_above = scope:defender + } + } + } + } + } + + on_invalidated_desc = msg_religious_war_invalidation_region_message + + on_invalidated = { + } + + cost = { + piety = { + value = 0 + add = common_cb_impious_piety_cost + } + prestige = { + value = 0 + # scale base value based on number of counties x 50 + add = { + every_in_list = { + list = target_titles + every_in_de_jure_hierarchy = { # goes down, not up + limit = { + tier = tier_county + holder.top_liege = scope:defender + } + add = 50 + } + } + desc = CB_CLAIM_COST_TARGET_TITLES + } + + multiply = common_cb_prestige_cost_multiplier + } + } + + on_declaration = { + on_declared_war = yes + } + + on_victory_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:attacker = { is_local_player = yes } } + desc = county_conquest_cb_victory_desc_attacker + } + desc = county_conquest_cb_victory_desc + } + } + + on_victory = { + scope:attacker = { show_pow_release_message_effect = yes } + + # Legitimacy + add_legitimacy_attacker_victory_effect = yes + + #EP2 accolade glory gain for winning against higher ranked enemy + scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes } + + create_title_and_vassal_change = { + type = conquest + save_scope_as = change + add_claim_on_loss = yes + } + + # EP3 Laamp possibility warning + scope:defender = { ep3_war_loss_adventurer_tt_effect = yes } + + # go through the dejure hierarchy under target titles, transfer eligible vassals and sieze counties from ineligible ones + every_in_list = { + list = target_titles + custom_tooltip = CONQUEST_CB_TITLE + + conquest_cb_title_transfer = { + RELIGIOUS_WAR = no + } + } + + every_in_list = { + list = vassals_taken + change_liege = { + liege = scope:attacker + change = scope:change + } + } + + every_in_list = { + list = titles_taken + change_title_holder = { + holder = scope:attacker + change = scope:change + take_baronies = yes + } + } + + resolve_title_and_vassal_change = scope:change + + # Prestige Progress for the Attacker + every_in_list = { + list = target_titles + scope:attacker = { + add_prestige_experience = medium_prestige_value + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + # Truce + add_truce_attacker_victory_effect = yes + + # FP1: note the victory for future memorialisation via stele (if applicable). + scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes } + + if = { # Warning that only counties are changing hands + limit = { + any_in_list = { + list = target_titles + tier = tier_duchy + } + } + random_in_list = { + list = target_titles + limit = { tier = tier_duchy } + save_scope_as = de_jure_target + } + } + if = { + limit = { + any_in_list = { + list = target_titles + tier = tier_duchy + holder = scope:defender + } + } + if = { + limit = { + scope:defender = { + any_held_title = { + tier = tier_county + NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target } + } + } + } + custom_tooltip = conquest_title_not_transferred_tt + } + else = { custom_tooltip = conquest_title_destroyed_tt } + } + else = { + if = { + limit = { + any_in_list = { + list = target_titles + tier = tier_duchy + is_title_created = yes + } + } + custom_tooltip = conquest_title_usurp_tt + } + else = { custom_tooltip = conquest_title_create_tt } + } + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_white_peace_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_white_peace_desc_defender + } + desc = county_conquest_cb_white_peace_desc + } + } + + on_white_peace = { + scope:attacker = { show_pow_release_message_effect = yes } + # Prestige loss for the attacker + + #EP2 accolade glory gain for doing pretty good against higher ranked enemy + scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes } + + scope:attacker = { + add_prestige = { + value = minor_prestige_value + multiply = -1.0 + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:attacker # not impactful as the scale are identical + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + add_truce_white_peace_effect = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + on_defeat_desc = { + first_valid = { + triggered_desc = { + trigger = { scope:defender = { is_local_player = yes } } + desc = county_conquest_cb_defeat_desc_defender + } + triggered_desc = { + trigger = { + scope:attacker = { + is_local_player = yes + has_targeting_faction = yes + } + } + desc = county_conquest_cb_defeat_desc_attacker + } + desc = county_conquest_cb_defeat_desc + } + } + + on_defeat = { + scope:attacker = { show_pow_release_message_effect = yes } + + # Legitimacy + add_legitimacy_attacker_defeat_effect = yes + + scope:defender = { + mandala_peacemaker_perk_serenity_effect = yes + #EP2 accolade glory gain for winning against higher ranked enemy + accolade_defender_war_end_glory_gain_high_effect = yes + # Prestige for Defender + add_prestige_war_defender_effect = { + PRESTIGE_VALUE = medium_prestige_value + } + } + + # Prestige loss for the attacker + scope:attacker = { + pay_short_term_gold_reparations_effect = { + GOLD_VALUE = 3 + } + add_prestige = { + value = major_prestige_value + multiply = -1.0 + } + } + + # Allies on both sides get full prestige value for helping in the war, based on their war participation. + modify_allies_of_participants_fame_values = { + WINNER = scope:defender + FAME_BASE = medium_prestige_value + IS_RELIGIOUS_WAR = no + WINNER_ALLY_FAME_SCALE = 1 + LOSER_ALLY_FAME_SCALE = 1 + } + + add_truce_attacker_defeat_effect = yes + + scope:attacker = { + save_temporary_scope_as = loser + } + on_lost_aggression_war_discontent_loss = yes + + # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold + laamp_as_mercenary_payout_tooltip_effect = yes + } + + transfer_behavior = transfer + + on_primary_attacker_death = inherit + on_primary_defender_death = inherit + + attacker_allies_inherit = yes + defender_allies_inherit = yes + + war_name = "CONQUEST_WAR_NAME" + war_name_base = "CONQUEST_WAR_NAME_BASE" + cb_name = "BARBARIAN_ADMIN_CONQUEST_DUCHY_CB_NAME" + + interface_priority = 79 + + use_de_jure_wargoal_only = yes + + attacker_wargoal_percentage = 0.5 + attacker_ticking_warscore = 0.165 + + max_defender_score_from_occupation = 150 + max_attacker_score_from_occupation = 450 +} diff --git a/N3OW/common/coat_of_arms/template_lists/coa_templates.txt b/N3OW/common/coat_of_arms/template_lists/coa_templates.txt new file mode 100644 index 00000000..bfb2269f --- /dev/null +++ b/N3OW/common/coat_of_arms/template_lists/coa_templates.txt @@ -0,0 +1,706 @@ +coat_of_arms_template_lists = { + # Root may be the set character, if in the ruler designer it will not exist yet but the saved scopes will so use them instead of checking the character + # scope:faith is the faith of the character, always set + # scope:culture is the culture of the character, always set + # scope:title is the primary title of the character, may be unset + all = { + # Simple catch all + + 3 = basic_charge_01 + 3 = basic_charge_01b + 3 = basic_ordinary_01 + 3 = basic_ordinary_01_inverted + + #500 = basic_charge_02 + #50000 = basic_charge_03 + #1 = basic_charge_04 + #50000 = basic_charge_05 + #3 = basic_charge_06 + + # Turned off + #1 = basic_charge_13 + #1 = basic_charge_13_b + #1 = border_01 + #1 = border_01_metal + #1 = basic_ordinary_02 + #1 = basic_ordinary_02_b + #1 = dynasty_godwin + #1 = dynasty_godwin_02 + + + + #3 = basic_ordinary_division_01 + #1 = basic_ordinary_division_02 + #3 = basic_ordinary_chief_01 + #1 = basic_ordinary_chief_02 + + + + + # Crosses + special_selection = { + trigger = { + coa_cross_trigger = yes + } + 1 = basic_ordinary_cross_01 + 3 = basic_ordinary_cross_02 + 1 = basic_ordinary_cross_03 + 3 = basic_ordinary_cross_04 + + 1 = basic_ordinary_saltire_01 + 1 = basic_ordinary_saltire_02 + #1 = basic_ordinary_saltire_03 + #1 = basic_ordinary_saltire_04 + } + + # Pagan catch-all + special_selection = { + trigger = { + scope:faith.religion = { + save_temporary_scope_as = religion + } + + scope:religion = { is_in_family = rf_pagan } + NOR = { + scope:religion = religion:slavic_religion + scope:religion = religion:baltic_religion + scope:religion = religion:finno_ugric_religion + scope:religion = religion:magyar_religion + scope:religion = religion:germanic_religion + scope:religion = religion:zoroastrianism_religion + scope:religion = religion:tengrism_religion + scope:religion = religion:akom_religion + scope:religion = religion:akom_religion + scope:religion = religion:waaqism_religion + scope:religion = religion:west_african_religion + scope:religion = religion:west_african_bori_religion + scope:religion = religion:west_african_roog_religion + scope:religion = religion:west_african_orisha_religion + } + } + 5000 = basic_charge_01 + #50000 = basic_charge_02 + } + # European Paganism - Single, Circle, Senester + special_selection = { + trigger = { + scope:faith.religion = { + save_temporary_scope_as = religion + } + OR = { + scope:religion = religion:slavic_religion + scope:religion = religion:baltic_religion + scope:religion = religion:finno_ugric_religion + scope:religion = religion:magyar_religion + } + } + # Weights are temps + 16000 = basic_pagan_template + 16000 = basic_pagan_template_inverted + 8000 = basic_pagan_template_senester + 8000 = basic_pagan_template_senester_inverted + 3000 = geometrical_pagan_template + 4000 = geometrical_pagan_template_inverted + 3000 = geometrical_pagan_template_senester + 2000 = circled_pagan_template + 2000 = circled_pagan_template_inverted + 2000 = circled_pagan_template_offset + 2000 = circled_pagan_template_offset_inverted + } + + # Germanic Paganism + special_selection = { + trigger = { + scope:faith.religion = religion:germanic_religion + } + 5000 = basic_pagan_template + 5000 = basic_pagan_template_inverted + 2500 = basic_pagan_template_senester + 2500 = basic_pagan_template_senester_inverted + 5000 = geometrical_pagan_template + 5000 = geometrical_pagan_template_inverted + 2500 = geometrical_pagan_template_senester + 7500 = circled_pagan_template + 7500 = circled_pagan_template_inverted + + } + + special_selection = { + trigger = { + coa_indian_trigger = yes + } + 50 = basic_charge_01 + 50 = basic_charge_01b + 50 = basic_ordinary_01 + 50 = basic_ordinary_01_inverted + 100 = indian_geometrical_template + 100 = indian_geometrical_template_inverted + 50 = indian_single_border_template + 50 = indian_single_border_template_inverted + 150 = circled_indian_template + 150 = circled_indian_template_inverted + 60 = circled_indian_template_offset + 60 = circled_indian_template_offset_inverted + } + # India proper (to tone down those very cultural specific designs vs catch all) + special_selection = { + trigger = { + exists = scope:title + scope:title = { + any_this_title_or_de_jure_above = { + OR = { + this = title:h_india + this = title:e_deccan + this = title:e_rajastan + this = title:k_gondwana + this = title:k_bihar + this = title:k_orissa + } + } + } + } + 100 = indian_single_template + 100 = indian_single_template_inverted + 100 = indian_single_template_senester + 100 = indian_single_template_senester_inverted + 100 = circled_indian_single_symbol_template + 100 = circled_indian_single_symbol_template_inverted + } + + # Tamgha users - Circle/Roundel + special_selection = { + trigger = { + scope:faith.religion = { + save_temporary_scope_as = religion + } + AND = { + OR = { + scope:faith = faith:nestorian + scope:religion = religion:tengrism_religion + scope:religion = religion:zoroastrianism_religion + scope:religion = religion:magyar_religion + AND = { + scope:religion = religion:judaism_religion + scope:culture = { has_coa_gfx = turkic_group_coa_gfx } + } + } + NOT = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_herder + } + } + } + } + 5000 = basic_tamgha_template + 5000 = basic_tamgha_template_inverted + 2500 = circled_tamgha_template + 2500 = circled_tamgha_template_inverted + 2500 = roundel_tamgha_template + 2500 = roundel_tamgha_template_inverted + + } + + special_selection = { + trigger = { + scope:faith.religion = { + save_temporary_scope_as = religion + } + AND = { + OR = { + scope:faith = faith:nestorian + scope:religion = religion:tengrism_religion + scope:religion = religion:zoroastrianism_religion + scope:religion = religion:magyar_religion + AND = { + scope:religion = religion:judaism_religion + scope:culture = { has_coa_gfx = turkic_group_coa_gfx } + } + } + government_has_flag = government_is_nomadic + } + } + 5000 = triangle_tamgha_template + 5000 = triangle_tamgha_template_inverted + } + + special_selection = { + trigger = { + scope:faith.religion = { + save_temporary_scope_as = religion + } + AND = { + OR = { + scope:faith = faith:nestorian + scope:religion = religion:tengrism_religion + scope:religion = religion:zoroastrianism_religion + scope:religion = religion:magyar_religion + AND = { + scope:religion = religion:judaism_religion + scope:culture = { has_coa_gfx = turkic_group_coa_gfx } + } + } + government_has_flag = government_is_herder + } + } + 5000 = basic_tamgha_herder_template + 5000 = basic_tamgha_herder_template_inverted + + } + # African Paganism - Single charge, geometrical patterns + special_selection = { + trigger = { + coa_african_religion_trigger = yes + } + 2000 = basic_african_template + 2000 = basic_african_template_inverted + 2000 = circled_african_template + 2000 = circled_african_template_inverted + 2500 = geometrical_african_template + 2500 = geometrical_african_template_inverted + } + # Feudal Europe + special_selection = { + trigger = { + OR = { scope:faith.religion = religion:eastern_orthodox_religion scope:faith.religion = religion:catholic_religion scope:faith.religion = religion:protestant_religion } + scope:culture = { has_coa_gfx = western_coa_gfx } + } + # A (main = charge) + # Rougly 50% of all cases, 50% of it being from bestiary, 50% of said bestiary being lions. + 2500 = hr_single_charge_template + 2500 = hr_single_charge_template_inverted + 500 = hr_three_charges_template + 500 = hr_three_charges_template_inverted + 250 = hr_six_charges_template + 250 = hr_six_charges_template_inverted + 200 = hr_charge_under_chief_template + 200 = hr_charge_under_chief_template_inverted + 200 = hr_lion_semy_template + 200 = hr_lion_semy_template_inverted + 100 = hr_three_charges_in_pale_template + 100 = hr_three_charges_in_pale_template_inverted + 100 = hr_seven_charges_template + 100 = hr_seven_charges_template_inverted + 100 = hr_ten_charges_template + 100 = hr_ten_charges_template_inverted + 100 = hr_charge_and_canton_template + 100 = hr_charge_and_canton_template_inverted + 100 = hr_escutcheon_orle_template + 100 = hr_escutcheon_orle_template_inverted + 50 = hr_semy_template + 50 = hr_semy_template_inverted + 100 = hr_canton_template + 100 = hr_canton_template_inverted + 50 = hr_charge_canton_ermine_template + 50 = hr_charge_canton_ermine_template_inverted + 10 = hr_five_charges_template + 10 = hr_five_charges_template_inverted + 10 = hr_single_charge_on_mount_template + 10 = hr_single_charge_on_mount_template_inverted + # Two charges in pale (ie Normandy) + + # B (main = ordinaries & partitions) + # Roughly 50% of all cases : 50% divisions, 50% ordinaries (not counting any accompanying charge) + 2500 = hr_geometrical_template + 2500 = hr_geometrical_template_inverted + 100 = hr_geometrical_field_canton_template + 100 = hr_geometrical_field_canton_template_inverted + 200 = hr_three_charges_in_bend_template + 200 = hr_three_charges_in_bend_template_inverted + 200 = hr_three_charges_in_chief_template + 200 = hr_three_charges_in_chief_template_inverted + 200 = hr_three_charges_in_fess_template + 200 = hr_three_charges_in_fess_template_inverted + 200 = hr_cross_ch_five_template + 200 = hr_cross_ch_five_template_inverted + 200 = hr_cross_acc_four_template + 200 = hr_cross_acc_four_template_inverted + 100 = hr_chevron_acc_three_template + 100 = hr_chevron_acc_three_template_inverted + 100 = hr_fess_acc_three_template + 100 = hr_fess_acc_three_template_inverted + 100 = hr_fess_acc_six_charges_template + 100 = hr_fess_acc_six_charges_template_inverted + 100 = hr_bend_acc_six_charges_template + 100 = hr_bend_acc_six_charges_template_inverted + 100 = hr_charge_issant_chief_template + 100 = hr_charge_issant_chief_template_inverted + 50 = hr_canton_ermine_template + 50 = hr_canton_ermine_template_inverted + + # C (mixed) + 100 = hr_vair_template + 100 = hr_ermine_template + 100 = hr_charge_within_border_template + 100 = hr_charge_within_border_template_inverted + + } + special_selection = { + trigger = { + OR = { scope:faith.religion = religion:eastern_orthodox_religion scope:faith.religion = religion:catholic_religion scope:faith.religion = religion:protestant_religion } + scope:culture = { has_coa_gfx = iberian_group_coa_gfx } + } + 1000 = hr_five_charges_template + 1000 = hr_five_charges_template_inverted + } + special_selection = { + trigger = { + OR = { scope:faith.religion = religion:eastern_orthodox_religion scope:faith.religion = religion:catholic_religion scope:faith.religion = religion:protestant_religion } + scope:culture = { has_coa_gfx = german_group_coa_gfx } + } + 500 = hr_single_charge_on_mount_template + 500 = hr_single_charge_on_mount_template_inverted + } + special_selection = { + trigger = { + OR = { scope:faith.religion = religion:eastern_orthodox_religion scope:faith.religion = religion:catholic_religion scope:faith.religion = religion:protestant_religion } + coa_french_trigger = yes + } + 200 = hr_semy_template + 200 = hr_semy_template_inverted + 200 = hr_seven_charges_template + 200 = hr_seven_charges_template_inverted + 200 = hr_ten_charges_template + 200 = hr_ten_charges_template_inverted + 100 = hr_vair_template + 100 = hr_ermine_template + 100 = hr_charge_issant_chief_template + 100 = hr_charge_issant_chief_template_inverted + 50 = hr_charge_canton_ermine_template + 50 = hr_charge_canton_ermine_template_inverted + 100 = hr_escutcheon_orle_template + 100 = hr_escutcheon_orle_template_inverted + } + + special_selection = { + trigger = { + OR = { scope:faith.religion = religion:eastern_orthodox_religion scope:faith.religion = religion:catholic_religion scope:faith.religion = religion:protestant_religion } + coa_scandinavian_trigger = yes + } + 1500 = hr_dimidiated_charge_and_geometrical + 1500 = hr_dimidiated_charge_and_geometrical_inverted + 2500 = hr_single_charge_template + 2500 = hr_single_charge_template_inverted + 1000 = hr_three_charges_template + 1000 = hr_three_charges_template_inverted + 1500 = hr_three_charges_in_pall_template + 1500 = hr_three_charges_in_pall_template_inverted + 2500 = hr_geometrical_template + 2500 = hr_geometrical_template_inverted + 1000 = hr_three_charges_arranged_in_bend_template + 1000 = hr_three_charges_arranged_in_bend_template_inverted + 1000 = hr_three_charges_arranged_in_bend_template_senester + 1000 = hr_three_charges_arranged_in_bend_template_senester_inverted + 1500 = hr_single_charge_chevron_chief + 1500 = hr_single_charge_chevron_chief_inverted + 2500 = hr_single_charge_in_bend + } + + special_selection = { + trigger = { + OR = { scope:faith.religion = religion:eastern_orthodox_religion scope:faith.religion = religion:catholic_religion scope:faith.religion = religion:protestant_religion } + scope:culture = { has_coa_gfx = polish_coa_gfx } + } + 2500 = hr_single_charge_template + 2500 = hr_single_charge_template_inverted + } + special_selection = { + trigger = { + OR = { scope:faith.religion = religion:eastern_orthodox_religion scope:faith.religion = religion:catholic_religion scope:faith.religion = religion:protestant_religion } + scope:culture = { + OR = { + has_coa_gfx = west_slavic_group_coa_gfx + has_coa_gfx = south_slavic_group_coa_gfx + has_coa_gfx = east_slavic_group_coa_gfx + has_coa_gfx = baltic_group_coa_gfx + has_coa_gfx = balto_finnic_group_coa_gfx + } + } + } + 5000 = hr_single_charge_template + 5000 = hr_single_charge_template_inverted + 2500 = hr_geometrical_template + 2500 = hr_geometrical_template_inverted + } + + # Middle East + # Islam - catch all - Persian, Turkic & others will use these only + special_selection = { + trigger = { + scope:faith.religion = religion:islam_religion + } + 2000 = circled_mena_template + 2000 = circled_mena_template_inverted + 2000 = roundel_mena_template + 2000 = roundel_mena_template_inverted + 4000 = mena_geometrical_template + 4000 = mena_geometrical_template_inverted + } + # MENA - Saracen/Mamluk heraldry - Additionnal layer centered on arabic & berber cultures + special_selection = { + trigger = { + scope:faith.religion = religion:islam_religion + scope:culture = { + OR = { + has_coa_gfx = arabic_group_coa_gfx + has_coa_gfx = berber_group_coa_gfx + } + } + } + 1000 = mena_fess_01 + 1000 = mena_fess_01_barrulets + 1000 = mena_fess_02 + 1000 = mena_fess_02_barrulets + 1000 = mena_fess_03 + 1000 = mena_fess_03_barrulets + 1000 = mena_fess_04 + 1000 = mena_fess_04_barrulets # 100000 + 1000 = mena_fess_05 + 1000 = mena_fess_05_barrulets + 1000 = mena_fess_06 + 1000 = mena_fess_06_barrulets + 1000 = mena_chief_01 + 1000 = mena_chief_01_b # 50000 + 1000 = mena_chief_03 + 1000 = mena_chief_04 + 1000 = mena_bend_01 + 1000 = mena_bend_02 + 500 = mena_fess_chief + 500 = mena_lowered_fess + 500 = mena_fess_chief_inverted + 500 = mena_lowered_fess_inverted + # larger bend for larger charge, those could be used for arabic calligraphy (ie Nasrid) + } + + special_selection = { + trigger = { + scope:culture = { has_coa_gfx = byzantine_group_coa_gfx } + } + 500 = byzantine_circled_single_symbol + 500 = byzantine_circled_single_symbol_inverted + 250 = byzantine_circled_single_symbol_mask + 250 = byzantine_circled_single_symbol_mask_inverted + 400 = byzantine_three_charges_in_pale + 400 = byzantine_three_charges_in_pale_inverted + 100 = byzantine_alpha_omega_in_pale + 100 = byzantine_alpha_omega_in_pale_inverted + 250 = byzantine_two_charges_stacked_in_pale + 250 = byzantine_two_charges_stacked_in_pale_inverted + 250 = byzantine_charges_stacked_in_chief + 250 = byzantine_charges_stacked_in_chief_inverted + 250 = byzantine_basic_charge + 250 = byzantine_basic_charge_inverted + 250 = byzantine_ordinary_cross + 250 = byzantine_ordinary_cross_inverted + } + + special_selection = { + trigger = { + scope:culture = { has_coa_gfx = japanese_coa_gfx } + } + + ### Radial Three + 360 = kamon_radial_three + 360 = kamon_radial_three_hole + 360 = kamon_radial_three_framed + 360 = kamon_radial_three_alternating + 360 = kamon_radial_three_alternating_hole + 360 = kamon_radial_three_alternating_framed + 360 = kamon_radial_three_alternating_mirrored_framed + 360 = kamon_radial_three_alternating_mirrored + 360 = kamon_radial_three_alternating_mirrored_hole + 360 = kamon_radial_three_mirrored_framed + + 360 = kamon_radial_three_inverted + 360 = kamon_radial_three_inverted_hole + 360 = kamon_radial_three_framed_inverted + 360 = kamon_radial_three_alternating_inverted + 360 = kamon_radial_three_alternating_inverted_hole + 360 = kamon_radial_three_alternating_framed_inverted + 360 = kamon_radial_three_alternating_mirrored_framed_inverted + 360 = kamon_radial_three_alternating_mirrored_inverted + 360 = kamon_radial_three_alternating_mirrored_inverted_hole + 360 = kamon_radial_three_mirrored_framed_inverted + + ### Radial Four + 630 = kamon_radial_four + 630 = kamon_radial_four_hole + 630 = kamon_radial_four_framed + + 630 = kamon_radial_four_inverted + 630 = kamon_radial_four_inverted_hole + 630 = kamon_radial_four_framed_inverted + + ### Radial Five + 630 = kamon_radial_five + 630 = kamon_radial_five_hole + 630 = kamon_radial_five_framed + + 630 = kamon_radial_five_inverted + 630 = kamon_radial_five_inverted_hole + 630 = kamon_radial_five_framed_inverted + + ### Radial Six + 315 = kamon_radial_six + 315 = kamon_radial_six_alternating + 315 = kamon_radial_six_hole + 315 = kamon_radial_six_alternating_hole + 315 = kamon_radial_six_framed + 315 = kamon_radial_six_alternating_framed + + 315 = kamon_radial_six_inverted + 315 = kamon_radial_six_alternating_inverted + 315 = kamon_radial_six_inverted_hole + 315 = kamon_radial_six_alternating_inverted_hole + 315 = kamon_radial_six_framed_inverted + 315 = kamon_radial_six_alternating_framed_inverted + + + ### Kamon Bloom + 1260 = kamon_bloom + 1260 = kamon_bloom_framed + + 1260 = kamon_bloom_inverted + 1260 = kamon_bloom_framed_inverted + + ### Kamon Parallel + 280 = kamon_parallel_horizontal_two + 280 = kamon_parallel_horizontal_two_framed + 280 = kamon_parallel_horizontal_three + 280 = kamon_parallel_horizontal_three_framed + 280 = kamon_parallel_vertical_two + 280 = kamon_parallel_vertical_two_framed + 280 = kamon_parallel_vertical_three + 280 = kamon_parallel_vertical_three_framed + + 280 = kamon_parallel_horizontal_two_inverted + 280 = kamon_parallel_horizontal_two_framed_inverted + 280 = kamon_parallel_horizontal_three_inverted + 280 = kamon_parallel_horizontal_three_framed_inverted + 280 = kamon_parallel_vertical_two_inverted + 280 = kamon_parallel_vertical_two_framed_inverted + 280 = kamon_parallel_vertical_three_inverted + 280 = kamon_parallel_vertical_three_framed_inverted + + ### Kamon Laurel + 420 = kamon_laurel + 420 = kamon_laurel_framed + 420 = kamon_laurel_block + 420 = kamon_laurel_mirrored + 420 = kamon_laurel_mirrored_framed + 420 = kamon_laurel_block_mirrored + + 420 = kamon_laurel_inverted + 420 = kamon_laurel_framed_inverted + 420 = kamon_laurel_block_inverted + 420 = kamon_laurel_mirrored_inverted + 420 = kamon_laurel_mirrored_framed_inverted + 420 = kamon_laurel_block_mirrored_inverted + + + ### Kamon Central + 1260 = kamon_central + 1260 = kamon_central_framed + + 1260 = kamon_central_inverted + 1260 = kamon_central_framed_inverted + + ### Kamon Block + 504 = kamon_aligned_four + 504 = kamon_aligned_four_framed + 504 = kamon_aligned_six + 504 = kamon_aligned_six_framed + 504 = kamon_aligned_nine + + 504 = kamon_aligned_four_inverted + 504 = kamon_aligned_four_framed_inverted + 504 = kamon_aligned_six_inverted + 504 = kamon_aligned_six_framed_inverted + 504 = kamon_aligned_nine_inverted + + ### Kamon Diamond + 630 = kamon_diamond_frame + 630 = kamon_diamond + 630 = kamon_diamond_frame_inverted + 630 = kamon_diamond_inverted + + ### Kamon Mirror + 630 = kamon_mirror_frame + 630 = kamon_mirror + 630 = kamon_mirror_frame_inverted + 630 = kamon_mirror_inverted + } + + special_selection = { + trigger = { + scope:culture = { has_coa_gfx = chinese_group_coa_gfx } + } + + 1 = chinese_seal_pictorial + + special_selection = { + trigger = { + has_recognizable_chinese_seal = no + } + 630 = chinese_seal_pictorial + 630 = chinese_seal_frame_pictorial + 630 = chinese_seal_frame_full_pictorial + 630 = chinese_seal_pictorial_frame_pictorial_vertical + 630 = chinese_seal_pictorial_frame_pictorial_vertical_full + 630 = chinese_seal_frame_pictorial_mirror + 630 = chinese_seal_frame_full_pictorial_mirror + 630 = chinese_seal_frame_divided_pictorial_mirror + 630 = chinese_seal_frame_divided_flip_pictorial_mirror + 630 = chinese_seal_pictorial_mirror + } + + special_selection = { + trigger = { + has_recognizable_chinese_seal = yes + } + 5040 = chinese_seal_name + 5040 = chinese_seal_frame_name + 5040 = chinese_seal_frame_full_name + 1260 = chinese_seal_pictorial_frame_name + 1260 = chinese_seal_pictorial_frame_name_full + 1260 = chinese_seal_pictorial_frame_offset_name + 1260 = chinese_seal_pictorial_frame_offset_name_full + 1260 = chinese_seal_frame_pictorial_name + 1260 = chinese_seal_frame_name_pictorial + 1260 = chinese_seal_frame_full_pictorial_name + 1260 = chinese_seal_frame_full_name_pictorial + 1260 = chinese_seal_frame_divided_pictorial_name + 1260 = chinese_seal_frame_divided_name_pictorial + 1260 = chinese_seal_frame_divided_flip_pictorial_name + 1260 = chinese_seal_frame_divided_flip_name_pictorial + 1260 = chinese_seal_pictorial_name + 1260 = chinese_seal_name_pictorial + } + } + + special_selection = { + trigger = { + scope:culture = { has_coa_gfx = burman_group_coa_gfx } + } + 1000 = khmer_central + 1000 = khmer_central_inverted + 1000 = khmer_central_framed + 1000 = khmer_central_framed_inverted + 1000 = khmer_vertical_two_mirror + 1000 = khmer_vertical_two_mirror_inverted + 500 = khmer_horizontal_two + 500 = khmer_horizontal_two_framed + 500 = khmer_horizontal_two_inverted + 500 = khmer_horizontal_two_framed_inverted + } + } + + religious_title = { + 100 = religious_icon_01 + 100 = religious_icon_01_metal + } + + factions = { + 100 = faction_01 + } +} \ No newline at end of file diff --git a/N3OW/common/coat_of_arms/template_lists/pattern_lists.txt b/N3OW/common/coat_of_arms/template_lists/pattern_lists.txt new file mode 100644 index 00000000..e114c333 --- /dev/null +++ b/N3OW/common/coat_of_arms/template_lists/pattern_lists.txt @@ -0,0 +1,83 @@ +pattern_texture_lists = { + most_emblems_list = { + 25 = "pattern_checkers_01.dds" + 15 = "pattern_checkers_diagonal_01.dds" + #5 = "pattern_checkers_diagonal_02.dds" + 25 = "pattern_horizontal_split_01.dds" + 10 = "pattern_horizontal_split_02.dds" + 15 = "pattern_horizontal_stripes_01.dds" + #100 = "pattern_solid.dds" + 25 = "pattern_vertical_split_01.dds" + 5 = "pattern_vertical_split_jagged_01.dds" + 10 = "pattern_vertical_stripes_01.dds" + 15 = "pattern_vertical_stripes_02.dds" + } + + christian_emblems_list = { + 50 = "pattern_cross_01.dds" + 15 = "pattern_cross_02.dds" + } + + basic_division = { + 100 = "pattern_solid.dds" + 20 = "pattern_vertical_split_01.dds" + 10 = "pattern_diagonal_split_01.dds" + 20 = "pattern_horizontal_split_01.dds" + special_selection = { + trigger = { + OR = { scope:faith.religion = religion:eastern_orthodox_religion scope:faith.religion = religion:catholic_religion scope:faith.religion = religion:protestant_religion } # Toned down for religions other than christianity + } + 5 = "pattern_checkers_diagonal_01.dds" + 10 = "pattern_checkers_01.dds" + 30 = "pattern_vertical_split_01.dds" + } + } + + mena_tierced_per_fess = { + 10 = "pattern_horizontal_bar_01.dds" + 1000 = "pattern_tricolor_horizontal_01.dds" + } + + field_cross = { + 10 = "pattern_solid.dds" + 2 = "pattern_checkers_01.dds" + 1 = "pattern_horizontal_split_01.dds" + 1 = "pattern_vertical_split_01.dds" + } + field_saltire = { + 10 = "pattern_solid.dds" + 2 = "pattern_checkers_diagonal_01.dds" + 2 = "pattern_diagonal_split_01.dds" + 2 = "pattern_diagonal_split_02.dds" + } + + ### + + # Pagan - Simple & rare divisions of the field + basic_pagan_patterns = { + 160 = "pattern_solid.dds" + 20 = "pattern_vertical_split_01.dds" + 10 = "pattern_diagonal_split_01.dds" + 20 = "pattern_horizontal_split_01.dds" + special_selection = { + trigger = { + scope:culture = { has_coa_gfx = norse_coa_gfx } + } + 40 = "pattern_diagonal_split_01.dds" + } + } + + # No division of the field + field_standalone = { + 100 = "pattern_solid.dds" + } + + # No division of the field + faction_patterns_list = { + 20 = "pattern_vertical_split_01.dds" + 30 = "pattern_diagonal_split_01.dds" + 20 = "pattern_horizontal_split_01.dds" + 5 = "pattern_checkers_01.dds" + 5 = "pattern_checkers_diagonal_01.dds" + } +} \ No newline at end of file diff --git a/N3OW/common/customizable_localization/00_adventurer_names.txt b/N3OW/common/customizable_localization/00_adventurer_names.txt new file mode 100644 index 00000000..4e459eef --- /dev/null +++ b/N3OW/common/customizable_localization/00_adventurer_names.txt @@ -0,0 +1,12498 @@ +GetAdventureNameAnimals = { + type = character + + random_valid = yes + + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + } + } + } + localization_key = bulls + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_burma + geographical_region = world_middle_east + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_korea + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = bears + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_philippines + geographical_region = world_asia_borneo + geographical_region = world_asia_sulawesi_maluku + geographical_region = world_asia_indonesia + } + } + } + } + } + localization_key = wolves + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = falcons + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOT = { + geographical_region = world_steppe_west + geographical_region = world_steppe_east + } + } + } + } + } + localization_key = lions + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = eagles + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = ravens + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_southeast_islands + geographical_region = world_asia_malaysia + } + } + } + } + } + localization_key = stags + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + NOT = { religion = faith:ashari.religion } + } + } + } + localization_key = boars + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = lynxes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = hounds + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + } + } + } + } + } + localization_key = griffins + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = dragons + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_africa + geographical_region = world_middle_east + geographical_region = world_europe_south + geographical_region = world_europe_west + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_asia_minor + geographical_region = world_asia_china + geographical_region = world_asia_southeast + + } + } + } + } + } + localization_key = panthers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_africa + } + } + } + } + localization_key = cheetahs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_africa + geographical_region = world_asia_korea + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = leopards + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = elephants + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_africa + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = crocodiles + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_africa + } + } + } + } + localization_key = hyenas + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = vipers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = cobras + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + } + } + OR = { + has_trait = humble + has_trait = craven + has_trait = content + } + } + } + } + localization_key = squirrels + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + } + } + ai_energy <= 0 + } + } + } + localization_key = badgers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_africa + } + } + } + } + localization_key = gazelles + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_rationality >= 0 + } + } + } + localization_key = herons + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = swans + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_sociability >= medium_positive_ai_value + } + } + } + localization_key = ducks + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = harriers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = sparrows + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor <= 0 + } + } + } + localization_key = nightingales + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = thrushes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_sociability >= low_positive_ai_value + } + } + } + localization_key = warblers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_greed >= medium_positive_ai_value + } + } + } + localization_key = magpies + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_africa + } + ai_greed >= low_positive_ai_value + } + } + } + localization_key = jackals + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_africa + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = mongoose + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_africa + } + NOT = { religion = faith:ashari.religion } + } + } + } + localization_key = warthogs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + } + county = { + is_coastal_county = yes + } + } + } + } + } + localization_key = pikes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + } + } + } + } + } + localization_key = roebucks + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion >= medium_positive_ai_value + } + } + } + localization_key = hedgehogs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor <= medium_negative_ai_value + } + } + } + localization_key = weasels + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + } + } + } + } + } + localization_key = polecats + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + } + } + } + } + } + localization_key = wildcats + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_europe_north + geographical_region = world_steppe_east + geographical_region = world_steppe_west + geographical_region = world_asia_east + } + } + } + } + } + localization_key = elks + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location ?= { + geographical_region = world_africa_north + } + scope:new_landless_adventurer_location ?= { + geographical_region = world_middle_east + } + } + } + localization_key = camels + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_africa + geographical_region = world_asia_korea + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = ibises + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_energy >= medium_positive_ai_value + } + } + } + localization_key = partridges + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_boldness <= medium_negative_ai_value + } + } + } + localization_key = quails + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_energy >= medium_positive_ai_value + } + } + } + localization_key = woodpeckers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = foxes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = serpents + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_steppe + } + } + } + } + } + localization_key = unicorns + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = phoenixes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + } + } + } + } + } + localization_key = wyverns + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = giants + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + faith = faith:norse_pagan + } + } + } + localization_key = trolls + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + } + } + ai_compassion < 0 + } + } + } + localization_key = ogres + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_pillar = heritage_arabic + } + } + } + } + localization_key = djinns + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor < 0 + } + } + } + localization_key = wraiths + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + } + } + } + localization_key = banshees + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + NOR = { + faith.religion = religion:islam_religion + location = { + geographical_region = world_africa + } + } + ai_compassion < 0 + ai_boldness > 0 + } + } + } + localization_key = animal_type_boar_plural + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_europe + } + } + } + } + localization_key = drakes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + NOT = { religion = faith:ashari.religion } + ai_honor > 0 + } + } + } + localization_key = dogs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + has_education_intrigue_trigger = yes + } + } + } + localization_key = cats + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + ai_rationality < 0 + location = { + NOR = { + geographical_region = world_steppe_east + geographical_region = world_steppe_west + } + } + } + } + } + localization_key = cockerels + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_boldness > 0 + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + geographical_region = world_asia_minor + geographical_region = world_asia_korea + geographical_region = world_asia_china + geographical_region = world_asia_japan + } + } + } + } + } + localization_key = manticores + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = seducer + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + } + is_male = yes + #too rude + NOT = { + faith.religion = religion:islam_religion + } + } + } + } + localization_key = cocks + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_boldness >= 0 + } + } + } + localization_key = chargers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + ai_rationality < 0 + } + } + } + localization_key = stallions + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = tanukis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = muntjacs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = gaurs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_malaysia + geographical_region = world_asia_borneo + geographical_region = world_asia_sulawesi_maluku + geographical_region = world_asia_indonesia + } + } + } + } + } + localization_key = sundas + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_north_east + geographical_region = world_asia_sakhalin_hokkaido + geographical_region = world_asia_japan + } + } + } + } + } + localization_key = kamuys + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_korea + geographical_region = world_asia_japan + } + } + } + } + } + localization_key = sikas + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_sulawesi_maluku + geographical_region = world_asia_indonesia + } + } + } + } + } + localization_key = komodos + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_sulawesi_maluku + geographical_region = world_asia_indonesia + geographical_region = world_asia_borneo + } + } + } + } + } + localization_key = cuscuses + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_korea + geographical_region = world_asia_china + } + } + } + } + } + localization_key = ussuris + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = serows + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast_mainland + } + } + } + } + } + localization_key = cranes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = oxen + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + } + } + } + } + localization_key = yaks + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = custom_panda_region + } + } + } + } + localization_key = pandas + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = gibbons + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_malaysia + geographical_region = world_asia_borneo + geographical_region = world_asia_sulawesi_maluku + geographical_region = world_asia_indonesia + } + } + } + } + } + localization_key = siamangs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = manauls + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_tibet + geographical_region = world_asia_china + geographical_region = world_asia_korea + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = bashees + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = camphruchs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + } + } + } + } + localization_key = qilins + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = tengus + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = nagas + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = onis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + } + } + } + } + localization_key = xiezhis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + } + } + } + } + localization_key = changs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = frogs + } +} + +GetAdventureNamePrefixes = { + type = character + + random_valid = yes + + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = fiery + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + is_lowborn = yes + has_trait = peasant_leader + is_healthy = no + has_trait = blind + has_trait = scaly + has_trait = beauty_bad_1 + has_trait = beauty_bad_2 + has_trait = beauty_bad_3 + has_trait = wounded_1 + has_trait = hunchbacked + has_trait = clubfooted + has_trait = one_eyed + has_trait = one_legged + has_trait = maimed + } + } + } + } + localization_key = haggard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = burning + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = iron + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = blazing + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = golden + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = silver + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = bronze + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + } + localization_key = steel + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = hardened + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = mighty + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_vengefulness > 0 + } + } + } + localization_key = fierce + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_honor > 0 + } + } + } + localization_key = noble + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_honor > 0 + } + } + } + localization_key = valiant + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + is_lowborn = yes + has_trait = peasant_leader + is_healthy = no + has_trait = blind + has_trait = scaly + has_trait = beauty_bad_1 + has_trait = beauty_bad_2 + has_trait = beauty_bad_3 + has_trait = wounded_1 + has_trait = hunchbacked + has_trait = clubfooted + has_trait = one_eyed + has_trait = one_legged + has_trait = maimed + } + } + } + } + localization_key = rugged + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_honor >= medium_positive_ai_value + } + } + } + localization_key = stern + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = redoubtable + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + OR = { + ai_compassion >= 0 + has_trait = gallant + } + } + } + } + localization_key = gallant + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_boldness >= 0 + } + } + } + localization_key = brave + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = stalwart + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = vigilant + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + prowess > decent_skill_rating + } + } + } + localization_key = sturdy + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = resolute + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_energy >= medium_positive_ai_value + } + } + } + localization_key = determined + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_honor >= 0 + } + } + } + localization_key = unyielding + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + prowess >= decent_skill_rating + } + } + } + localization_key = formidable + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_honor >= 0 + } + } + } + localization_key = steadfast + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_boldness >= 0 + } + } + } + localization_key = dauntless + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_honor >= 0 + } + } + } + localization_key = enduring + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_boldness >= 0 + } + } + } + localization_key = courageous + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + prowess >= decent_skill_rating + } + } + } + localization_key = doughty + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_boldness >= 0 + } + } + } + localization_key = bold + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_boldness >= 0 + } + } + } + localization_key = fearless + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + NOR = { + has_trait = humble + has_trait = content + has_trait = depressed_1 + has_trait = depressed_genetic + } + prestige_level >= 1 + } + } + } + localization_key = majestic + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + NOR = { + has_trait = humble + has_trait = content + has_trait = depressed_1 + has_trait = depressed_genetic + } + } + } + } + localization_key = grand + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_rationality >= medium_positive_ai_value + } + } + } + localization_key = lofty + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = sovereign + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_energy >= medium_positive_ai_value + } + } + } + localization_key = commanding + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_honor >= medium_positive_ai_value + } + } + } + localization_key = distinguished + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + NOR = { + has_trait = humble + has_trait = content + has_trait = depressed_1 + has_trait = depressed_genetic + } + prestige_level >= 1 + } + } + } + localization_key = eminent + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + NOR = { + has_trait = humble + has_trait = content + has_trait = depressed_1 + has_trait = depressed_genetic + } + prestige_level >= 1 + } + } + } + localization_key = exalted + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + NOR = { + has_trait = humble + has_trait = content + has_trait = depressed_1 + has_trait = depressed_genetic + } + prestige_level >= 1 + } + } + } + localization_key = illustrious + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = noble + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + NOR = { + has_trait = humble + has_trait = content + has_trait = depressed_1 + has_trait = depressed_genetic + } + prestige_level >= 1 + } + } + } + localization_key = renowned + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_sociability >= medium_positive_ai_value + } + } + } + localization_key = dignified + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + ai_honor >= 0 + } + } + } + localization_key = honorable + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + NOR = { + has_trait = humble + has_trait = content + has_trait = depressed_1 + has_trait = depressed_genetic + } + prestige_level >= 1 + } + } + } + localization_key = prestigious + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + NOR = { + has_trait = humble + has_trait = content + has_trait = depressed_1 + has_trait = depressed_genetic + } + prestige_level >= 1 + } + } + } + localization_key = respected + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + age >= 45 + } + } + } + localization_key = venerable + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + learning > average_skill_rating + } + } + } + localization_key = wise + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + age >= 60 + } + } + } + localization_key = ancient + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = lifestyle_mystic + } + } + } + localization_key = mystic + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + ai_honor >= 0 + has_trait = loyal + } + } + } + } + localization_key = loyal + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_rationality <= low_negative_ai_value + + } + } + } + localization_key = stormy + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_vengefulness >= low_positive_ai_value + } + } + } + localization_key = thundering + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_energy <= 0 + } + } + } + localization_key = windswept + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_energy <= 0 + } + } + } + localization_key = stone + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = forder + has_trait = lifestyle_traveler + culture = { + has_cultural_parameter = can_travel_along_rivers + } + location = { + is_riverside_province = yes + } + } + } + } + } + localization_key = river + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = rough_terrain_expert + culture = { + has_cultural_parameter = unlock_maa_mountaineer + } + culture = { + has_cultural_tradition = tradition_horn_mountain_skirmishing + } + culture = { + has_cultural_tradition = tradition_mountain_homes + } + culture = { + has_cultural_tradition = tradition_sacred_mountains + } + culture = { + has_cultural_parameter = unlock_maa_zbrojnosh + } + culture = { + has_cultural_tradition = tradition_caucasian_wolves + } + culture = { + has_cultural_tradition = tradition_amharic_highlanders + } + location = { + terrain = mountains + } + location = { + terrain = desert_mountains + } + } + } + } + } + localization_key = mountain + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = rough_terrain_expert + culture = { + has_cultural_tradition = tradition_forest_wardens + } + culture = { + has_cultural_tradition = tradition_forest_folk + } + culture = { + has_cultural_tradition = tradition_forest_fighters + } + location = { + terrain = forest + } + } + } + } + } + localization_key = forest + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_zeal > 0 + } + } + } + localization_key = dawn + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor < 0 + } + } + } + localization_key = dusk + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = winter + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = summer + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = spring + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = autumn + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_energy >= low_positive_ai_value + prestige_level >= 1 + } + } + } + localization_key = fabled + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location_has_harsh_winter_trigger = yes + } + } + } + localization_key = frostbitten + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_boldness >= 0 + } + } + } + localization_key = thunderous + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_rationality <= low_negative_ai_value + } + } + } + localization_key = turbulent + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = heroic + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_boldness >= 0 + prestige_level >= 1 + + } + } + } + localization_key = legendary + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = emerald + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_steppe_east + geographical_region = world_steppe_tarim + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = jade + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + } + } + } + } + localization_key = porcelain + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = crimson + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = silvered + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_zeal >= medium_positive_ai_value + prowess > decent_skill_rating + } + } + } + localization_key = invincible + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor >= medium_positive_ai_value + } + } + } + localization_key = resilient + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_energy <= 0 + ai_rationality <= 0 + } + } + } + localization_key = serene + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_greed >= medium_positive_ai_value + } + } + } + localization_key = ravenous + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_vengefulness >= medium_positive_ai_value + } + } + } + localization_key = tempestuous + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = red + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = blue + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = green + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion < 0 + } + } + } + localization_key = black + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion > 0 + } + } + } + localization_key = white + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_energy >= 0 + } + } + } + localization_key = great + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = scarlet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = lotus + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = amber + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = bamboo + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_japan + geographical_region = world_asia_philippines + } + } + } + } + } + localization_key = typhoon + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = azure + } +} + +GetAdventureNameBand = { + type = character + + random_valid = yes + + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + } + } + } + localization_key = brothers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + } + } + } + localization_key = sisters + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + } + } + } + localization_key = bastards + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + } + localization_key = cohort + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_learning_trigger = yes + has_trait = governor + has_trait = education_republican_knowledge_1 + has_trait = education_republican_knowledge_2 + has_trait = education_republican_knowledge_3 + has_trait = education_republican_knowledge_4 + } + } + } + } + localization_key = stewards + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_boldness >= low_positive_ai_value + } + } + } + localization_key = vanguard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor < 0 + } + } + } + localization_key = marauders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = rangers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = sentinels + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = guardians + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = brigade + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = band + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + prowess >= high_skill_rating + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + martial >= high_skill_rating + ai_compassion <= medium_negative_ai_value + } + } + } + } + localization_key = warband + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = guard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + faith_dominant_gender_male_or_equal = yes + } + } + } + localization_key = sons + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + faith_dominant_gender_male_or_equal = no + } + } + } + localization_key = daughters + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + geographical_region = world_asia_minor + } + } + } + } + } + localization_key = legion + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + faith = faith:catholic + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + } + } + localization_key = cavaliers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = adv_knights + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = squires + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + faith = faith:catholic + } + } + } + localization_key = paladins + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + faith = faith:catholic + ai_zeal >= low_positive_ai_value + OR = { + exists = global_var:cath_crusade_1 + current_date >= 1178.1.1 + } + } + } + } + localization_key = crusaders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + has_trait = tourney_participant + prowess >= high_skill_rating + } + } + } + } + localization_key = archers_adventurer + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + has_trait = tourney_participant + prowess >= high_skill_rating + } + } + } + } + localization_key = swordsmen + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + has_trait = tourney_participant + prowess >= high_skill_rating + } + } + } + } + localization_key = axemen + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + has_trait = tourney_participant + prowess >= high_skill_rating + } + } + } + } + localization_key = pikemen_adventurer + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + } + } + } + localization_key = warriors + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = soldiers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor >= 0 + } + } + } + localization_key = defenders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = champions + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor >= 0 + } + } + } + localization_key = heroes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = adventurers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = explorers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = seekers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = hunters + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = trackers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = scouts + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = riders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = horsemen + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor < 0 + } + } + } + localization_key = outlaws + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor < 0 + } + } + } + localization_key = bandits + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor < 0 + } + } + } + localization_key = rogues + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = freemen + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = host + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + age >= 50 + has_trait = depressed_1 + has_trait = depressed_genetic + piety_level < 1 + has_trait = excommunicated + has_trait = disinherited + has_trait = denounced + has_trait = cynical + dread > 0 + } + } + } + } + localization_key = dead_men + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = free_lances + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = marchers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = steelbearers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = blades + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = sellswords + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = exiles + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + localization_key = nomads + } + + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = wanderers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_greed < 0 + } + } + } + localization_key = foragers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = pilgrims + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = lifestyle_mystic + } + } + } + localization_key = mystics + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = sages + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = scholars + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + has_education_learning_trigger = yes + } + } + } + } + localization_key = acolytes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + has_education_learning_trigger = yes + } + faith = { + NOT = { has_doctrine = doctrine_theocracy_lay_clergy } + } + } + } + } + localization_key = priests + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + has_education_learning_trigger = yes + } + faith = { + has_doctrine = tenet_monasticism + } + } + } + } + localization_key = monks + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = zealots + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + faith = faith:catholic + } + } + } + localization_key = inquisitors + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = conquerors + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + age >= 60 + } + } + } + localization_key = elders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = pathfinders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = bearers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = harbingers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = messengers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = watchers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = keepers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = wardens + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = lifestyle_mystic + } + } + } + localization_key = oracles + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + } + } + } + } + localization_key = prophets + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = lifestyle_mystic + } + } + } + localization_key = mystics + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + any_claim = { + tier = tier_kingdom + } + } + } + } + localization_key = kings + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + any_claim = { + tier = tier_kingdom + } + } + } + } + localization_key = queens + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + } + } + } + localization_key = lords + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + } + } + } + localization_key = ladies + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = followers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = companions + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = men + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = camp + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion < low_negative_ai_value + ai_zeal < low_negative_ai_value + } + } + } + localization_key = devils + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion < low_negative_ai_value + ai_zeal < low_negative_ai_value + } + } + } + localization_key = accolade_demons + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion > low_positive_ai_value + ai_zeal > low_positive_ai_value + OR = { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + faith.religion = religion:islam_religion + } + } + } + } + localization_key = angels + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_stewardship_trigger = yes + has_stewardship_lifestyle_trait_trigger = yes + gold >= 500 + } + } + } + } + localization_key = treasurers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion < low_negative_ai_value + } + } + } + localization_key = reavers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = ronins + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + prowess >= high_skill_rating + } + } + } + localization_key = soheis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + OR = { + terrain = hills + terrain = mountains + } + } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = yamabushis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + } + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = youxias + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_korea + } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = mudangs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_korea + } + } + } + } + localization_key = jangseungs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + OR = { + terrain = hills + terrain = mountains + } + } + has_trait = giant + } + } + } + localization_key = yerens + } +} + +GetAdventureNameSuffix = { + type = character + + random_valid = yes + + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = cape + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = cloak + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = mantle + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = robe + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = tunic + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = vestment + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = drape + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = veil + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = accolade_banner + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = pennant + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = standard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = tabard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = sash + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + is_lowborn = yes + has_trait = peasant_leader + gold <= 0 + has_trait = generous + has_trait = humble + } + } + } + } + localization_key = bindle + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = shroud + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = pall + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = cincture + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = cassock + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = surplice + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = amice + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = habit + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = cowl + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + location = { + geographical_region = world_europe + } + } + } + } + localization_key = frock + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + location = { + geographical_region = world_europe + } + } + } + } + localization_key = jerkin + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + geographical_region = world_europe_west + } + } + } + } + localization_key = doublet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east + } + } + } + } + } + localization_key = gambeson + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = hauberk + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = brigandine + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = aketon + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + geographical_region = world_europe_west + } + } + } + } + localization_key = surcoat + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = baldric + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = girdle + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = belt + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = blade + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_steppe + geographical_region = world_europe_north + } + } + } + } + } + localization_key = aegis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + } + localization_key = rampart + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + } + localization_key = bastion + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + } + localization_key = citadel + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + } + localization_key = fortress + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + } + localization_key = palisade + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = stronghold + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + } + localization_key = keep + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + } + localization_key = tower + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = chalice + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = scepter + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = crown + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = throne + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = lance + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + geographical_region = world_europe_west + } + } + } + } + localization_key = halberd + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = mace + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_minor + geographical_region = world_europe + } + } + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + } + localization_key = flail + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = glaive + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = pike + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = accolade_sword + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = hammer + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = star + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + geographical_region = world_europe_west + + } + } + } + } + localization_key = banneret + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = cairn + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = barrow + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + drinks_alcohol_trigger = yes + location = { + geographical_region = world_europe_north + } + } + } + } + localization_key = meadhall + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location = { + geographical_region = world_europe_north + } + } + + } + localization_key = rune + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = scroll + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = tome + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + OR = { + has_education_learning_trigger = yes + has_trait = scholar + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = codex + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location ?= { + geographical_region = ghw_region_egypt_et_al + } + } + } + localization_key = obelisk + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = monolith + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = cenotaph + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = abbey + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = chapel + } + #text = { + # setup_scope = { + # save_scope_as = new_landless_adventurer + # house ?= { save_scope_as = new_landless_adventurer_house } + # location ?= { save_scope_as = new_landless_adventurer_location } + # } + # trigger = { + # OR = { + # NOT = { exists = scope:new_landless_adventurer } + # scope:new_landless_adventurer ?= { + # OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + # } + # } + # } + # localization_key = cathedral + #} + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + faith = faith:ashari + } + } + } + localization_key = minaret + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = amulet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = anvil + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + has_education_martial_trigger = yes + } + } + } + localization_key = armory + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + has_education_martial_trigger = yes + } + } + } + localization_key = barracks + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = belfry + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = brooch + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + } + localization_key = bulwark + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = camail + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_education_diplomacy_trigger = yes + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = candelabrum + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_education_diplomacy_trigger = yes + } + } + } + localization_key = canopy + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = catacomb + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = cauldron + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_education_intrigue_trigger = yes + } + } + } + localization_key = chamber + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = chantry + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + culture = culture:greek + culture = culture:roman + culture = { + any_parent_culture_or_above = { + this = culture:greek + } + } + culture = { + any_parent_culture_or_above = { + this = culture:roman + } + } + } + } + } + } + localization_key = chariot + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = cloister + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_education_stewardship_trigger = yes + } + } + } + localization_key = coffer + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = column + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = coronet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = cresset + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = crosier + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = crucible + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = crypt + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = dagger + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = diadem + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + faith.religion = religion:islam_religion + } + } + } + localization_key = dome + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + drinks_alcohol_trigger = yes + } + } + } + localization_key = draught + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = ember + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = ensign + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = ewer + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + NOT = { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + } + localization_key = fane + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = fief + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_education_diplomacy_trigger = yes + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = filigree + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = flagstone + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + geographical_region = world_europe_west + } + } + } + } + localization_key = flamberge + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_learning_trigger = yes + has_trait = scholar + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = folio + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = fortalice + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + } + localization_key = fresco + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + location.county = { + is_coastal_county = yes + } + } + } + } + localization_key = galley + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_europe_west + } + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + } + localization_key = gargoyle + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = gauntlet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = gibbet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + has_education_learning_trigger = yes + } + } + } + localization_key = glebe + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = goblet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = gorget + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = grail + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = grange + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = greave + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = groin + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = habergeon + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = haft + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + is_coastal = yes + } + } + } + } + localization_key = halyard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_europe + } + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + } + } + localization_key = hamlet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = hearth + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = heath + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = helm + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location ?= { + geographical_region = world_europe + } + } + } + localization_key = hermitage + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = hilt + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + } + } + localization_key = hoarding + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = holdfast + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + localization_key = horde + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = horn + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + is_lowborn = yes + has_trait = peasant_leader + has_trait = depressed_1 + has_trait = depressed_genetic + gold < 0 + } + } + } + } + localization_key = hovel + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = icehouse + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location ?= { + geographical_region = world_europe_west + } + } + } + localization_key = inglenook + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_europe_west + } + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + } + } + localization_key = joust + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + faith_forbids_alcohol_trigger = no + } + } + } + localization_key = keg + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = kettle + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = key + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = kiln + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = knave + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = knot + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + OR = { + this = culture:greek + any_parent_culture_or_above = { + this = culture:greek + } + } + } + } + } + } + localization_key = labyrinth + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = adventurer_lantern + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = larder + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = leather + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = lectern + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = ledger + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = libram + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = lichgate + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = loom + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_europe_west + } + } + } + } + localization_key = lute + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_southeast_mainland + } + } + } + } + } + localization_key = biwa + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast_mainland + } + } + } + } + } + localization_key = pipa + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_korea + geographical_region = world_asia_japan + } + } + } + } + } + localization_key = gayageum + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + OR = { + faith.religion = religion:buddhism_religion + faith.religion = religion:hinduism_religion + } + } + } + } + localization_key = shankha + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_korea + geographical_region = world_asia_japan + } + } + faith.religion = religion:buddhism_religion + } + } + } + localization_key = jizo + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_europe_south + } + } + } + } + localization_key = lyre + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + is_lowborn = yes + has_trait = peasant_leader + has_trait = humble + has_trait = lifestyle_gardener + } + } + } + } + localization_key = marl + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = market + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = martyrium + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = meadow + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + scope:new_landless_adventurer = { + drinks_alcohol_trigger = yes + } + } + localization_key = mead + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = meander + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = medallion + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_education_diplomacy_trigger = yes + } + } + } + localization_key = memento + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location ?= { + geographical_region = world_europe + } + } + } + localization_key = menhir + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + } + localization_key = merlon + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + } + localization_key = mews + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = milestone + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = millstone + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + ai_zeal >= medium_positive_ai_value + } + } + } + localization_key = mitre + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + } + localization_key = moat + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + OR = { + has_cultural_era_or_later = culture_era_early_medieval + this = culture:greek + this = culture:roman + any_parent_culture_or_above = { + this = culture:greek + } + any_parent_culture_or_above = { + this = culture:roman + } + } + } + } + } + } + localization_key = mosaic + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = motte + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = narthex + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = nave + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = necklace + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion >= medium_positive_ai_value + } + } + } + localization_key = nectar + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_boldness >= medium_positive_ai_value + } + } + } + localization_key = notch + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + faith = { + has_doctrine = tenet_monasticism + } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = nunnery + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location ?= { + geographical_region = world_middle_east + } + } + } + localization_key = oasis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_education_diplomacy_trigger = yes + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = ocarina + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_europe_south + geographical_region = world_asia_minor + geographical_region = world_middle_east + geographical_region = world_europe_west + } + } + } + } + localization_key = odyssey + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location ?= { + OR = { + geographical_region = world_europe_south + geographical_region = world_asia_minor + geographical_region = world_middle_east + } + } + } + } + localization_key = olive + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + OR = { + has_trait = devoted + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = oratory + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOT = { + geographical_region = world_steppe + } + } + } + } + } + localization_key = orchard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = order + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = ornament + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location ?= { + geographical_region = world_europe_west + } + } + } + localization_key = ossuary + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = paddock + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_energy <= medium_negative_ai_value + } + } + } + localization_key = pallet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = pantry + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = parapet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + } + } + } + } + } + localization_key = parchment + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + has_education_intrigue_trigger = yes + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = parlor + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + has_education_diplomacy_trigger = yes + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = pavilion + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = pendant + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = pennon + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = pentacle + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = lifestyle_hunter + } + } + } + localization_key = perch + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + has_education_diplomacy_trigger = yes + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = pergola + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location ?= { + geographical_region = world_europe_west + } + } + } + localization_key = peristyle + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = phial + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + is_coastal = yes + } + } + } + } + localization_key = pier + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = pilaster + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + ai_zeal >= low_positive_ai_value + } + } + } + localization_key = pilgrimage + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + terrain = desert_mountains + terrain = hills + } + } + } + } + } + localization_key = pinnacle + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = pit + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = plank + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = plinth + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = plot + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = plume + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_education_diplomacy_trigger = yes + } + } + } + localization_key = poise + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = portcullis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = portico + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_education_diplomacy_trigger = yes + } + } + } + localization_key = powder + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + faith = { + has_doctrine = tenet_monasticism + } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = priory + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + NOR = { + has_trait = temperate + has_trait = arrogant + has_trait = chaste + } + } + } + } + localization_key = privy + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location ?= { + geographical_region = world_europe_west + } + } + } + localization_key = proscenium + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = prospect + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + is_coastal = yes + } + } + } + } + localization_key = prow + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = pulpit + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = purse + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + OR = { + terrain = hills + terrain = mountains + terrain = desert_mountains + } + } + } + } + } + localization_key = quarry + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = quiver + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = reliquary + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = retreat + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_rationality <= medium_negative_ai_value + } + } + } + localization_key = ribald + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = riddle + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + is_coastal = yes + } + } + } + } + localization_key = rigging + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + is_river_province = yes + } + } + } + } + localization_key = rill + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = rivet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = rostrum + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = rubble + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + scope:new_landless_adventurer_location.county = { + is_coastal_county = yes + } + } + localization_key = rudder + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = saddle + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = sanctum + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = scabbard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = sceptre + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = scriptorium + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = scullery + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = seal + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = sennet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = sepulchre + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = serpentine + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = shambles + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = shard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = sheath + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = shrine + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = sigil + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = skein + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + scope:new_landless_adventurer_location.county = { + is_coastal_county = yes + } + } + localization_key = skiff + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = snare + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + } + localization_key = solar + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = sovereign + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = spear + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = specter + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + } + localization_key = spire + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = stave + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer_location ?= { + geographical_region = world_europe_west + } + } + } + localization_key = stele + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + geographical_region = world_europe_west + } + } + } + } + localization_key = misericorde + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + geographical_region = world_europe_west + } + } + } + } + localization_key = rondel + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = strap + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + } + localization_key = sundial + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = swath + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = tapestry + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + terrain = mountains + terrain = desert_mountains + } + } + } + } + } + localization_key = tarn + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = tassel + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + drinks_alcohol_trigger = yes + } + } + } + localization_key = tournament_locale_tavern + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = tempest + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = tidings + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = torch + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_innovation = innovation_trebuchet + } + } + } + } + localization_key = trebuchet + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = umbrage + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = vanguard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + } + } + } + } + } + localization_key = vellum + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = vestige + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = vial + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = vicarage + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = vigil + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = votary + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = wagon + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = ward_adventurer + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = warren + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + } + localization_key = watchtower + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_europe_north + geographical_region = world_europe_west + } + } + } + } + } + localization_key = wattle + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + culture = culture:anglo_saxon + culture = culture:english + location = { + geographical_region = world_europe_west_britannia + } + } + } + } + } + localization_key = weald + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + is_river_province = yes + } + } + } + } + localization_key = weir + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_africa + geographical_region = world_india + geographical_region = world_burma + } + county = { + is_coastal_county = yes + } + } + } + } + } + localization_key = wharf + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = wheelhouse + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_tradition = tradition_horse_lords + } + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = wicket + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = writ + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_lowborn = yes + has_trait = peasant_leader + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = yeoman + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = yoke + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = gregarious + has_trait = eccentric + has_trait = fickle + has_trait = drunkard + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = jester + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_middle_east + } + } + } + } + localization_key = scimitar + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = crescent_moon + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion > 0 + } + } + localization_key = heart + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = arrow + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = shield + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = shield + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = shield + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_sociability > 0 + } + } + localization_key = accolade_voice + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = sky + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = fire + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = rain + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = road + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location.county = { + is_riverside_county = yes + } + } + } + localization_key = crossing + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = egg + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = staff + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_tradition = tradition_horse_lords + } + } + } + localization_key = yurt + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = hat + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_sociability > 0 + } + } + localization_key = rose + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + localization_key = beard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = fecund + ai_honor <= medium_negative_ai_value + #too rude + NOT = { + faith.religion = religion:islam_religion + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = bollocks + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_korea + geographical_region = world_asia_china + } + } + } + } + } + localization_key = jian + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_east + } + } + } + } + localization_key = dao + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = naginata + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = katana_capitalized + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = kris + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_philippines + geographical_region = world_asia_indonesia + } + } + } + } + } + localization_key = kampilan + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast_islands + } + } + } + } + localization_key = barong + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast_islands + } + } + } + } + localization_key = panabas + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = parang + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = golok + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = shuriken + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = sai + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_southeast_mainland + } + faith.religion = religion:buddhism_religion + } + } + } + localization_key = shakujo + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_japan + geographical_region = world_asia_china + geographical_region = world_asia_korea + geographical_region = world_asia_malaysia + geographical_region = world_asia_philippines + geographical_region = world_asia_borneo + } + } + OR = { + faith.religion = religion:taoism_religion + faith.religion = religion:buddhism_religion + faith.religion = religion:hinduism_religion + } + } + } + } + localization_key = pagoda + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_japan + geographical_region = world_asia_china + geographical_region = world_asia_korea + geographical_region = world_asia_southeast_mainland + geographical_region = world_asia_philippines + geographical_region = world_asia_indonesia + } + } + faith.religion = religion:buddhism_religion + } + } + } + localization_key = stupa + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = torii + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = kabuto + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = obi + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = jinbaori + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = ikebana + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = batik + } +} + +GetAdventureNameWeapon = { + type = character + + random_valid = yes + + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = standard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = blade + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = lance + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + geographical_region = world_europe_west + } + } + } + } + localization_key = halberd + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = mace + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = flail + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = glaive + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = pike + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = accolade_sword + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = hammer + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = spear + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + geographical_region = world_europe_west + } + } + } + } + localization_key = misericorde + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + geographical_region = world_europe_west + } + } + } + } + localization_key = rondel + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_middle_east + } + } + } + } + localization_key = scimitar + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = torch + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = arrow + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = shield + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_korea + geographical_region = world_asia_china + } + } + } + } + } + localization_key = jian + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_east + } + } + } + } + localization_key = dao + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = naginata + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = katana_capitalized + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = kris + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_asia_philippines + geographical_region = world_asia_indonesia + } + } + } + } + } + localization_key = kampilan + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast_islands + } + } + } + } + localization_key = barong + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast_islands + } + } + } + } + localization_key = panabas + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = parang + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_southeast + } + } + } + } + localization_key = golok + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = shuriken + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + } + } + } + localization_key = sai + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_southeast_mainland + } + faith.religion = religion:buddhism_religion + } + } + } + localization_key = shakujo + } +} + +#A cut down version of the band list that sounds good after "The Sword-" +GetAdventureNameSwordBand = { + type = character + + random_valid = yes + + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + } + } + } + localization_key = bastards + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = cohort + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = vanguard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = band + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = guard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + faith_dominant_gender_male_or_equal = no + } + } + } + localization_key = daughters + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = seekers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = hunters + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = riders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + ai_zeal > low_positive_ai_value + } + } + } + localization_key = pilgrims + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = lifestyle_mystic + } + } + } + localization_key = mystics + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = sages + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = scholars + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + has_education_learning_trigger = yes + } + } + } + } + localization_key = acolytes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + has_education_learning_trigger = yes + } + faith = { + NOT = { has_doctrine = doctrine_theocracy_lay_clergy } + } + } + } + } + localization_key = priests + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + has_education_learning_trigger = yes + } + faith = { + has_doctrine = tenet_monasticism + } + } + } + } + localization_key = monks + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + age >= 60 + } + } + } + localization_key = elders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = bearers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = messengers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = keepers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + } + } + } + } + localization_key = prophets + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = lifestyle_mystic + } + } + } + localization_key = mystics + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + any_claim = { + tier = tier_kingdom + } + } + } + } + localization_key = kings + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + any_claim = { + tier = tier_kingdom + } + } + } + } + localization_key = queens + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + } + } + } + localization_key = ladies + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = companions + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = men + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion < low_negative_ai_value + ai_zeal < low_negative_ai_value + } + } + } + localization_key = devils + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion < low_negative_ai_value + ai_zeal < low_negative_ai_value + } + } + } + localization_key = accolade_demons + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion > low_positive_ai_value + ai_zeal > low_positive_ai_value + OR = { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + faith.religion = religion:islam_religion + } + } + } + } + localization_key = angels + }text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = host + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = marchers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion < low_negative_ai_value + } + } + } + localization_key = reavers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = ronins + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + prowess >= high_skill_rating + } + } + } + localization_key = soheis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + OR = { + terrain = hills + terrain = mountains + } + } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = yamabushis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + } + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = youxias + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_korea + } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = mudangs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_korea + } + } + } + } + localization_key = jangseungs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + OR = { + terrain = hills + terrain = mountains + } + } + has_trait = giant + } + } + } + localization_key = yerens + } +} + +#A cut down version of the band list that isn't offensive when it produces something like "The X of Allah" +GetAdventureNameReverentBand = { + type = character + + random_valid = yes + + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = cohort + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_learning_trigger = yes + has_trait = governor + has_trait = education_republican_knowledge_1 + has_trait = education_republican_knowledge_2 + has_trait = education_republican_knowledge_3 + has_trait = education_republican_knowledge_4 + } + } + } + } + localization_key = stewards + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_boldness >= low_positive_ai_value + } + } + } + localization_key = vanguard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor < 0 + } + } + } + localization_key = marauders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = rangers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = sentinels + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = guardians + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = brigade + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = band + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + prowess >= high_skill_rating + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + martial >= high_skill_rating + ai_compassion <= medium_negative_ai_value + } + } + } + } + localization_key = warband + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = guard + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_male = yes + faith_dominant_gender_male_or_equal = yes + } + } + } + localization_key = sons + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + faith_dominant_gender_male_or_equal = no + } + } + } + localization_key = daughters + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + geographical_region = world_asia_minor + + } + } + } + } + } + localization_key = legion + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + faith = faith:catholic + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + } + } + localization_key = cavaliers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = adv_knights + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + location = { + NOR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + } + } + localization_key = squires + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + faith = faith:catholic + } + } + } + localization_key = paladins + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + has_trait = tourney_participant + prowess >= high_skill_rating + } + } + } + } + localization_key = archers_adventurer + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + has_trait = tourney_participant + prowess >= high_skill_rating + } + } + } + } + localization_key = swordsmen + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + has_trait = tourney_participant + prowess >= high_skill_rating + } + } + } + } + localization_key = axemen + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + has_trait = tourney_participant + prowess >= high_skill_rating + } + } + } + } + localization_key = pikemen_adventurer + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + NOT = { + has_cultural_era_or_later = culture_era_late_medieval + } + } + } + } + } + localization_key = warriors + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + } + } + } + } + localization_key = soldiers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor >= 0 + } + } + } + localization_key = defenders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = champions + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_honor >= 0 + } + } + } + localization_key = heroes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = adventurers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = explorers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = seekers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = trackers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = scouts + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = riders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = horsemen + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = exiles + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = wanderers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + } + localization_key = pilgrims + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = lifestyle_mystic + } + } + } + localization_key = mystics + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = sages + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = scholars + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + has_education_learning_trigger = yes + } + } + } + } + localization_key = acolytes + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + has_education_learning_trigger = yes + } + faith = { + NOT = { has_doctrine = doctrine_theocracy_lay_clergy } + } + } + } + } + localization_key = priests + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + has_education_learning_trigger = yes + } + faith = { + has_doctrine = tenet_monasticism + } + } + } + } + localization_key = monks + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + has_education_learning_trigger = yes + } + ai_zeal >= low_positive_ai_value + } + } + } + localization_key = anointed + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + ai_zeal >= low_positive_ai_value + } + } + } + localization_key = zealots + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + faith = faith:catholic + } + } + } + localization_key = inquisitors + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = pathfinders + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = bearers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = harbingers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = messengers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = keepers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = lifestyle_mystic + } + } + } + localization_key = oracles + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_trait = lifestyle_mystic + has_trait = devoted + } + } + } + } + localization_key = prophets + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + has_trait = lifestyle_mystic + } + } + } + localization_key = mystics + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + is_female = yes + } + } + } + localization_key = ladies + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = followers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = companions + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = men + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = camp + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion > low_positive_ai_value + ai_zeal > low_positive_ai_value + OR = { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + faith.religion = religion:islam_religion + } + } + } + } + localization_key = angels + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + localization_key = host + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = free_lances + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = marchers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = steelbearers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = blades + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + OR = { + has_education_stewardship_trigger = yes + has_stewardship_lifestyle_trait_trigger = yes + gold >= 500 + } + } + } + } + localization_key = treasurers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + ai_compassion < low_negative_ai_value + } + } + } + localization_key = reavers + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = ronins + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + prowess >= high_skill_rating + } + } + } + localization_key = soheis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_japan + OR = { + terrain = hills + terrain = mountains + } + } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = yamabushis + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + } + OR = { + has_education_martial_trigger = yes + has_martial_lifestyle_trait_trigger = yes + prowess >= high_skill_rating + } + } + } + } + localization_key = youxias + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_korea + } + OR = { + has_trait = lifestyle_mystic + has_trait = scholar + has_education_learning_trigger = yes + } + } + } + } + localization_key = mudangs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_korea + } + } + } + } + localization_key = jangseungs + } + text = { + setup_scope = { + save_scope_as = new_landless_adventurer + house ?= { save_scope_as = new_landless_adventurer_house } + location ?= { save_scope_as = new_landless_adventurer_location } + } + trigger = { + OR = { + NOT = { exists = scope:new_landless_adventurer } + scope:new_landless_adventurer ?= { + location = { + geographical_region = world_asia_china + OR = { + terrain = hills + terrain = mountains + } + } + has_trait = giant + } + } + } + localization_key = yerens + } +} diff --git a/N3OW/common/customizable_localization/00_artifact_court_custom_loc.txt b/N3OW/common/customizable_localization/00_artifact_court_custom_loc.txt new file mode 100644 index 00000000..580a95f3 --- /dev/null +++ b/N3OW/common/customizable_localization/00_artifact_court_custom_loc.txt @@ -0,0 +1,2941 @@ + +ChristianRelic = { + type = character + + random_valid = yes + + text = { + trigger = { + scope:christian_relic_name = flag:nail + } + localization_key = artifact_pedestal_reliquary_christian_nail + } + + text = { + trigger = { + scope:christian_relic_name = flag:thorn + } + localization_key = artifact_pedestal_reliquary_christian_thorn + } + + text = { + trigger = { + scope:christian_relic_name = flag:sandals + } + localization_key = artifact_pedestal_reliquary_christian_sandals + } + + text = { + trigger = { + scope:christian_relic_name = flag:girdle + } + localization_key = artifact_pedestal_reliquary_christian_girdle + } + + text = { + trigger = { + scope:christian_relic_name = flag:skull + } + localization_key = artifact_pedestal_reliquary_christian_skull + } + + text = { + trigger = { + scope:christian_relic_name = flag:arm + } + localization_key = artifact_pedestal_reliquary_christian_arm + } + + text = { + trigger = { + scope:christian_relic_name = flag:loincloth + } + localization_key = artifact_pedestal_reliquary_christian_loincloth + } + + text = { + trigger = { + scope:christian_relic_name = flag:cross + } + localization_key = artifact_pedestal_reliquary_christian_cross + } + text = { + trigger = { + scope:christian_relic_name = flag:crown + } + localization_key = artifact_pedestal_crown_thorns + } + text = { + trigger = { + scope:christian_relic_name = flag:veronica + } + localization_key = artifact_pedestal_veil_veronica + } +} + +ChristianRelicName = { + type = character + + text = { + trigger = { + scope:christian_relic_name = flag:nail + } + localization_key = artifact_pedestal_reliquary_christian_nail_name + } + + text = { + trigger = { + scope:christian_relic_name = flag:thorn + } + localization_key = artifact_pedestal_reliquary_christian_thorn_name + } + + text = { + trigger = { + scope:christian_relic_name = flag:sandals + } + localization_key = artifact_pedestal_reliquary_christian_sandals_name + } + + text = { + trigger = { + scope:christian_relic_name = flag:girdle + } + localization_key = artifact_pedestal_reliquary_christian_girdle + } + + text = { + trigger = { + scope:christian_relic_name = flag:skull + } + localization_key = artifact_pedestal_reliquary_christian_skull + } + + text = { + trigger = { + scope:christian_relic_name = flag:arm + } + localization_key = artifact_pedestal_reliquary_christian_arm + } + + text = { + trigger = { + scope:christian_relic_name = flag:loincloth + } + localization_key = artifact_pedestal_reliquary_christian_loincloth + } + + text = { + trigger = { + scope:christian_relic_name = flag:cross + } + localization_key = artifact_pedestal_reliquary_christian_cross_name + } + text = { + trigger = { + scope:christian_relic_name = flag:crown + } + localization_key = artifact_pedestal_crown_thorns_name + } + text = { + trigger = { + scope:christian_relic_name = flag:veronica + } + localization_key = artifact_pedestal_veil_veronica_name + } +} + +IslamRelic = { + type = character + + text = { + trigger = { + scope:islam_relic_name = flag:hair + } + localization_key = artifact_pedestal_reliquary_islam_hair + } + + text = { + trigger = { + scope:islam_relic_name = flag:cloak + } + localization_key = artifact_pedestal_reliquary_islam_cloak + } + + text = { + trigger = { + scope:islam_relic_name = flag:hand + } + localization_key = artifact_pedestal_reliquary_islam_hand + } + + text = { + trigger = { + scope:islam_relic_name = flag:keys + } + localization_key = artifact_pedestal_reliquary_islam_keys + } + + text = { + trigger = { + scope:islam_relic_name = flag:tooth + } + localization_key = artifact_pedestal_reliquary_islam_tooth + } + + text = { + trigger = { + scope:islam_relic_name = flag:seal + } + localization_key = artifact_pedestal_reliquary_islam_seal + } + + text = { + trigger = { + scope:islam_relic_name = flag:banner + } + localization_key = artifact_pedestal_reliquary_islam_banner + } +} + +BuddhismRelic = { + type = character + + text = { + trigger = { + scope:buddhism_relic_name = flag:tooth + } + localization_key = artifact_pedestal_reliquary_buddhism_tooth + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:bone + } + localization_key = artifact_pedestal_reliquary_buddhism_bone + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:robe + } + localization_key = artifact_pedestal_reliquary_buddhism_robe + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:bowl + } + localization_key = artifact_pedestal_reliquary_buddhism_bowl + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:tongue + } + localization_key = artifact_pedestal_reliquary_buddhism_tongue + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:hair + } + localization_key = artifact_pedestal_reliquary_buddhism_hair + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:sarira + } + localization_key = artifact_pedestal_reliquary_buddhism_sarira + } + text = { + trigger = { + scope:buddhism_relic_name = flag:bo + } + localization_key = artifact_pedestal_branch_bo + } +} + +BuddhismRelicName = { + type = character + + text = { + trigger = { + scope:buddhism_relic_name = flag:tooth + } + localization_key = artifact_pedestal_reliquary_buddhism_tooth + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:bone + } + localization_key = artifact_pedestal_reliquary_buddhism_bone + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:robe + } + localization_key = artifact_pedestal_reliquary_buddhism_robe + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:bowl + } + localization_key = artifact_pedestal_reliquary_buddhism_bowl + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:tongue + } + localization_key = artifact_pedestal_reliquary_buddhism_tongue_name + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:hair + } + localization_key = artifact_pedestal_reliquary_buddhism_hair_name + } + + text = { + trigger = { + scope:buddhism_relic_name = flag:sarira + } + localization_key = artifact_pedestal_reliquary_buddhism_sarira_name + } + text = { + trigger = { + scope:buddhism_relic_name = flag:bo + } + localization_key = artifact_pedestal_branch_bo_name + } +} + +JudaismRelicName = { + type = character + + text = { + trigger = { + scope:judaism_relic_name = flag:menorah + } + localization_key = artifact_pedestal_menorah_name + } +} + +JudaismRelic = { + type = character + + text = { + trigger = { + scope:judaism_relic_name = flag:menorah + } + localization_key = artifact_pedestal_menorah_description + } +} + +RandomSaint = { # Used for statue artifact + type = character + + random_valid = yes + + text = { + localization_key = artifact_statue_religious_jesus + } + + text = { + localization_key = artifact_statue_religious_mary + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_fertility_god_name + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_wealth_god_name + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_household_god_name + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_knowledge_god_name + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_war_god_name + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_water_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_fertility_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_wealth_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_household_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_knowledge_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_war_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_fertility_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_wealth_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_household_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_knowledge_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_war_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_water_god_name + } +} + +RandomSaintName = { # Used for other artifacts + type = character + + random_valid = yes + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_fertility_god_name + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_wealth_god_name + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_household_god_name + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_knowledge_god_name + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_war_god_name + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_water_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_fertility_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_wealth_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_household_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_knowledge_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_war_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_fertility_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_wealth_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_household_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_knowledge_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_war_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_water_god_name + } +} + +RandomSaintNamePossessive = { + type = character + + random_valid = yes + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_fertility_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_wealth_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_household_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_knowledge_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_war_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + } + } + localization_key = west_christian_water_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_fertility_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_wealth_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_household_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_knowledge_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_war_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_fertility_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_wealth_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_household_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_knowledge_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_war_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_water_god_name_possessive + } +} + +PredeterminedSaintName = { # Used for icons and any future artifacts that uses the decoration_saint artifact feature + type = character + + random_valid = yes + + text = { + trigger = { var:saint ?= flag:brigid } + localization_key = west_christian_fertility_god_name + } + + text = { + trigger = { var:saint ?= flag:matthew } + localization_key = west_christian_wealth_god_name + } + + text = { + trigger = { var:saint ?= flag:joseph } + localization_key = west_christian_household_god_name + } + + text = { + trigger = { var:saint ?= flag:catherine } + localization_key = west_christian_knowledge_god_name + } + + text = { + trigger = { var:saint ?= flag:george } + localization_key = west_christian_war_god_name + } + + text = { + trigger = { var:saint ?= flag:nicholas } + localization_key = west_christian_water_god_name + } + + text = { + trigger = { var:saint ?= flag:marina } + localization_key = east_christian_fertility_god_name + } + + text = { + trigger = { var:saint ?= flag:matthew } + localization_key = east_christian_wealth_god_name + } + + text = { + trigger = { var:saint ?= flag:joseph } + localization_key = east_christian_household_god_name + } + + text = { + trigger = { var:saint ?= flag:mark } + localization_key = east_christian_knowledge_god_name + } + + text = { + trigger = { var:saint ?= flag:maurice } + localization_key = east_christian_war_god_name + } + text = { + trigger = { + var:saint ?= flag:fallback + religion = religion:christianity_religion + } + localization_key = west_christian_fallback_god_name + } + text = { + trigger = { + var:saint ?= flag:fallback + religion != religion:christianity_religion + } + localization_key = generic_religious_figure_fallback_name + fallback = yes + } +} + +MuhammadSword = { + type = character + + random_valid = yes + + text = { + trigger = { + scope:muhammad_sword_name = flag:aladb + } + localization_key = artifact_wall_sword_muhammad_aladb + } + + text = { + trigger = { + scope:muhammad_sword_name = flag:almathur + } + localization_key = artifact_wall_sword_muhammad_almathur + } + + text = { + trigger = { + scope:muhammad_sword_name = flag:arrasub + } + localization_key = artifact_wall_sword_muhammad_arrasub + } + + text = { + trigger = { + scope:muhammad_sword_name = flag:albattar + } + localization_key = artifact_wall_sword_muhammad_albattar + } + + text = { + trigger = { + scope:muhammad_sword_name = flag:haft + } + localization_key = artifact_wall_sword_muhammad_haft + } + + text = { + trigger = { + scope:muhammad_sword_name = flag:qali + } + localization_key = artifact_wall_sword_muhammad_qali + } + + text = { + trigger = { + scope:muhammad_sword_name = flag:dhu + } + localization_key = artifact_wall_sword_muhammad_dhu + } + + text = { + trigger = { + scope:muhammad_sword_name = flag:mikhdham + } + localization_key = artifact_wall_sword_muhammad_mikhdham + } + + text = { + trigger = { + scope:muhammad_sword_name = flag:alqadib + } + localization_key = artifact_wall_sword_muhammad_alqadib + } +} + +BranchTree = { + type = character + + random_valid = yes + + text = { + trigger = { + scope:branch_name = flag:haoma + } + localization_key = artifact_pedestal_branch_haoma + } + + text = { + trigger = { + scope:branch_name = flag:cypress + } + localization_key = artifact_pedestal_branch_cypress + } + + text = { + trigger = { + scope:branch_name = flag:thor + } + localization_key = artifact_pedestal_branch_thor + } + + text = { + trigger = { + scope:branch_name = flag:uppsala + } + localization_key = artifact_pedestal_branch_uppsala + } + + text = { + trigger = { + scope:branch_name = flag:alatyr + } + localization_key = artifact_pedestal_branch_alatyr + } + + text = { + trigger = { + scope:branch_name = flag:somb + } + localization_key = artifact_pedestal_branch_somb + } + + text = { + trigger = { + scope:branch_name = flag:kalpavriksha + } + localization_key = artifact_pedestal_branch_kalpavriksha + } + + text = { + trigger = { + scope:branch_name = flag:general + } + localization_key = artifact_pedestal_branch_general + } +} + +GetFarRegion = { + type = character + + random_valid = yes + + text = { + trigger = { + NOT = { + any_county_in_region = { + region = world_tibet + this = scope:owner.capital_county + } + } + } + localization_key = artifact_book_topic_travels_china + } + + text = { + trigger = { + NOR = { + any_county_in_region = { + region = world_africa_west + this = scope:owner.capital_county + } + any_county_in_region = { + region = world_africa_east + this = scope:owner.capital_county + } + } + } + localization_key = artifact_book_topic_travels_africa + } + + text = { + trigger = { + NOT = { + any_county_in_region = { + region = world_india + this = scope:owner.capital_county + } + } + } + localization_key = artifact_book_topic_travels_india + } + + text = { + trigger = { + NOT = { + any_county_in_region = { + region = world_steppe + this = scope:owner.capital_county + } + } + } + localization_key = artifact_book_topic_travels_steppe + } +} + +RulerSkill = { + type = character + + random_valid = yes + + text = { + trigger = { + prowess >= 15 + } + + localization_key = artifact_sculpture_warrior + } + text = { + localization_key = artifact_sculpture_ruler + } +} + +# Book + +ArtifactBookDescType = { + type = artifact + + text = { #This desc is only for subjects related to actions tied to a title in the game + trigger = { + OR = { + has_artifact_feature = book_topic_unification + has_artifact_feature = book_topic_creation + has_artifact_feature = book_topic_restoration + } + } + localization_key = artifact_book_title_based_desc + } + + text = { #These books needs a subject-introduction to the topic and have no freestanding loc string for the topic - version 1 + trigger = { + artifact_book_topic_preface_trigger = yes + } + localization_key = artifact_book_other_desc_1 + } + + text = { #These books needs a subject-introduction to the topic and have no freestanding loc string for the topic - version 2 + trigger = { + artifact_book_topic_preface_trigger = yes + } + localization_key = artifact_book_other_desc_2 + } + + text = { #These books needs a subject-introduction to the topic and have no freestanding loc string for the topic - version 3 + trigger = { + artifact_book_topic_preface_trigger = yes + } + localization_key = artifact_book_other_desc_3 + } + + text = { #These books needs a subject-introduction to the topic and have no freestanding loc string for the topic - version 4 + trigger = { + artifact_book_topic_preface_trigger = yes + } + localization_key = artifact_book_other_desc_4 + } + + text = { #These books needs a subject-introduction to the topic and have no freestanding loc string for the topic - version 5 + trigger = { + artifact_book_topic_preface_trigger = yes + } + weight_multiplier = { + base = 0.1 + } + localization_key = artifact_book_other_desc_5 + } + + text = { #These books work on their own and have freestanding strings for the topic + trigger = { + artifact_book_topic_preface_trigger = no + } + fallback = yes + localization_key = artifact_book_no_preface_desc + } +} + +# We use this custom loc key in the inspiration tooltip and in events +ArtifactBookSubject = { + type = character + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:martial + } + AND = { + exists = var:book_subject + var:book_subject = flag:martial + } + } + } + localization_key = feature_book_subject_martial + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:diplomacy + } + AND = { + exists = var:book_subject + var:book_subject = flag:diplomacy + } + } + } + localization_key = feature_book_subject_diplomacy + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:learning + } + AND = { + exists = var:book_subject + var:book_subject = flag:learning + } + } + } + localization_key = feature_book_subject_learning + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:stewardship + } + AND = { + exists = var:book_subject + var:book_subject = flag:stewardship + } + } + } + localization_key = feature_book_subject_stewardship + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:intrigue + } + AND = { + exists = var:book_subject + var:book_subject = flag:intrigue + } + } + } + localization_key = feature_book_subject_intrigue + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:medicine + } + AND = { + exists = var:book_subject + var:book_subject = flag:medicine + } + } + } + localization_key = feature_book_subject_medicine + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:reveler + } + AND = { + exists = var:book_subject + var:book_subject = flag:reveler + } + } + } + localization_key = feature_book_subject_reveler + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:blademaster + } + AND = { + exists = var:book_subject + var:book_subject = flag:blademaster + } + } + } + localization_key = feature_book_subject_blademaster + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:hunter + } + AND = { + exists = var:book_subject + var:book_subject = flag:hunter + } + } + } + localization_key = feature_book_subject_hunter + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:mystic + } + AND = { + exists = var:book_subject + var:book_subject = flag:mystic + } + } + } + localization_key = feature_book_subject_mystic + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:herbalist + } + AND = { + exists = var:book_subject + var:book_subject = flag:herbalist + } + } + } + localization_key = feature_book_subject_herbalist + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:cannibal + } + AND = { + exists = var:book_subject + var:book_subject = flag:cannibal + } + } + } + localization_key = feature_book_subject_cannibal + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:torturer + } + AND = { + exists = var:book_subject + var:book_subject = flag:torturer + } + } + } + localization_key = feature_book_subject_torturer + } + + text = { # this one is used only until the inspiration is funded + trigger = { + exists = var:book_subject + var:book_subject = flag:witch + inspiration = { NOT = { exists = inspiration_sponsor } } + } + localization_key = feature_book_subject_witch_not_funded + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:witch + } + AND = { + exists = var:book_subject + var:book_subject = flag:witch + } + } + } + localization_key = feature_book_subject_witch_tooltip + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:deviant + } + AND = { + exists = var:book_subject + var:book_subject = flag:deviant + } + } + } + localization_key = feature_book_subject_deviant + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:lunatic + } + AND = { + exists = var:book_subject + var:book_subject = flag:lunatic + } + } + } + localization_key = feature_book_subject_lunatic + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:empire + } + AND = { + exists = var:book_subject + var:book_subject = flag:empire + } + } + } + localization_key = feature_book_subject_empire + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:kingdom + } + AND = { + exists = var:book_subject + var:book_subject = flag:kingdom + } + } + } + localization_key = feature_book_subject_kingdom + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:dynasty + } + AND = { + exists = var:book_subject + var:book_subject = flag:dynasty + } + } + } + localization_key = feature_book_subject_dynasty + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:relationship + } + AND = { + exists = var:book_subject + var:book_subject = flag:relationship + } + } + } + localization_key = feature_book_subject_relationship + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:mystical_animal + } + AND = { + exists = var:book_subject + var:book_subject = flag:mystical_animal + } + } + } + localization_key = feature_book_subject_mystical_animal + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:animals + } + AND = { + exists = var:book_subject + var:book_subject = flag:animals + } + } + } + localization_key = feature_book_subject_animals + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:childhood + } + AND = { + exists = var:book_subject + var:book_subject = flag:childhood + } + } + } + localization_key = feature_book_subject_childhood + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:alchemy + } + AND = { + exists = var:book_subject + var:book_subject = flag:alchemy + } + } + } + localization_key = feature_book_subject_alchemy + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:family_epic + } + AND = { + exists = var:book_subject + var:book_subject = flag:family_epic + } + } + } + localization_key = feature_book_subject_family_epic + } + + text = { + trigger = { + OR = { + AND = { + exists = scope:subject + scope:subject = flag:family_epic_great + } + AND = { + exists = var:book_subject + var:book_subject = flag:family_epic_great + } + } + } + localization_key = feature_book_subject_family_epic_great + } +} + +# These custom loc keys are used in the desc for the artifact itself +ArtifactArticleBookContentQuality = { + type = character + + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 80 + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 80 + } + } + } + localization_key = artifact_book_content_quality_excellent_article + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 60 + scope:book_content_quality < 80 + + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 60 + var:book_content_quality < 80 + } + } + } + localization_key = artifact_book_content_quality_deep_article + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 40 + scope:book_content_quality < 60 + + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 40 + var:book_content_quality < 60 + } + } + } + localization_key = artifact_book_content_quality_insightful_article + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 25 + scope:book_content_quality < 40 + + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 25 + var:book_content_quality < 40 + } + } + } + localization_key = artifact_book_content_quality_adequate_article + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality < 25 + } + AND = { + exists = var:book_content_quality + var:book_content_quality < 25 + } + } + } + localization_key = artifact_book_content_quality_modest_article + fallback = yes + } +} + +ArtifactBookContentQuality = { + type = character + + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 80 + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 80 + } + } + } + localization_key = artifact_book_content_quality_excellent + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 60 + scope:book_content_quality < 80 + + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 60 + var:book_content_quality < 80 + } + } + } + localization_key = artifact_book_content_quality_deep + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 40 + scope:book_content_quality < 60 + + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 40 + var:book_content_quality < 60 + } + } + } + localization_key = artifact_book_content_quality_insightful + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 25 + scope:book_content_quality < 40 + + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 25 + var:book_content_quality < 40 + } + } + } + localization_key = artifact_book_content_quality_adequate + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality < 25 + } + AND = { + exists = var:book_content_quality + var:book_content_quality < 25 + } + } + } + localization_key = artifact_book_content_quality_modest + fallback = yes + } +} + +ArtifactAdverbBookContentQuality = { + type = character + + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 80 + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 80 + } + } + } + localization_key = artifact_book_content_quality_excellent_adverb + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 60 + scope:book_content_quality < 80 + + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 60 + var:book_content_quality < 80 + } + } + } + localization_key = artifact_book_content_quality_deep_adverb + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 40 + scope:book_content_quality < 60 + + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 40 + var:book_content_quality < 60 + } + } + } + localization_key = artifact_book_content_quality_insightful_adverb + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality >= 25 + scope:book_content_quality < 40 + + } + AND = { + exists = var:book_content_quality + var:book_content_quality >= 25 + var:book_content_quality < 40 + } + } + } + localization_key = artifact_book_content_quality_adequate_adverb + } + text = { + trigger = { + OR = { + AND = { + exists = scope:book_content_quality + scope:book_content_quality < 25 + } + AND = { + exists = var:book_content_quality + var:book_content_quality < 25 + } + } + } + localization_key = artifact_book_content_quality_modest_adverb + fallback = yes + } +} + +# ANIMAL + +# Used in the title of the artifact +ArtifactAnimalType = { + type = artifact + + text = { + trigger = { has_artifact_feature = animal_hide_type_cat } + localization_key = animal_type_cat + } + + text = { + trigger = { has_artifact_feature = animal_hide_type_dog } + localization_key = animal_type_dog + } + + text = { + trigger = { has_artifact_feature = animal_hide_type_fox } + localization_key = animal_type_fox + } + + text = { + trigger = { has_artifact_feature = animal_hide_type_hare } + localization_key = animal_type_hare + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_wolf + has_artifact_feature = animal_hide_type_wolf + } + } + localization_key = animal_type_wolf + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_hyena + has_artifact_feature = animal_hide_type_hyena + } + } + localization_key = animal_type_hyena + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_lynx + has_artifact_feature = animal_hide_type_lynx + } + } + localization_key = animal_type_lynx + } + + text = { # Stag - Fallow + trigger = { + OR = { + has_artifact_feature = animal_skull_type_stag + has_artifact_feature = animal_hide_type_stag + } + var:animal_type ?= flag:stag + } + localization_key = animal_type_stag + } + + text = { # Reindeer + trigger = { + OR = { + has_artifact_feature = animal_skull_type_stag + has_artifact_feature = animal_hide_type_stag + } + var:animal_type ?= flag:reindeer + } + localization_key = animal_type_reindeer + } + + text = { # Hart - Red + trigger = { + OR = { + has_artifact_feature = animal_skull_type_hart + has_artifact_feature = animal_hide_type_hart + } + } + localization_key = animal_type_hart + } + + text = { # Elk - Moose + trigger = { + OR = { + has_artifact_feature = animal_skull_type_elk + has_artifact_feature = animal_hide_type_elk + } + } + localization_key = animal_type_elk + } + + text = { # Antelope + trigger = { + OR = { + has_artifact_feature = animal_skull_type_antelope + has_artifact_feature = animal_hide_type_antelope + } + var:animal_type ?= flag:antelope + } + localization_key = animal_type_antelope + } + + text = { # Saiga + trigger = { + OR = { + has_artifact_feature = animal_skull_type_antelope + has_artifact_feature = animal_hide_type_antelope + } + var:animal_type ?= flag:saiga + } + localization_key = animal_type_saiga + } + + text = { # Gazelle + trigger = { + OR = { + has_artifact_feature = animal_skull_type_gazelle + has_artifact_feature = animal_hide_type_gazelle + } + } + localization_key = animal_type_gazelle + } + + text = { # Roe + trigger = { + OR = { + has_artifact_feature = animal_skull_type_roe + has_artifact_feature = animal_hide_type_roe + } + } + localization_key = animal_type_roe + } + + text = { + trigger = { has_artifact_feature = animal_skull_type_horse } + localization_key = animal_type_horse + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_rabbit + has_artifact_feature = animal_hide_type_rabbit + } + } + localization_key = animal_type_rabbit + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_boar + has_artifact_feature = animal_hide_type_boar + } + } + localization_key = animal_type_boar + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_lion + has_artifact_feature = animal_hide_type_lion + } + } + localization_key = animal_type_lion + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_tiger + has_artifact_feature = animal_hide_type_tiger + } + } + localization_key = animal_type_tiger + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_leopard + has_artifact_feature = animal_hide_type_leopard + } + } + localization_key = animal_type_leopard + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_bear + has_artifact_feature = animal_hide_type_bear + } + } + localization_key = animal_type_bear + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_aurochs + has_artifact_feature = animal_hide_type_aurochs + } + } + localization_key = animal_type_aurochs + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_bison + has_artifact_feature = animal_hide_type_bison + } + } + localization_key = animal_type_bison + } + + text = { + trigger = { + OR = { + has_artifact_feature = animal_skull_type_unicorn + has_artifact_feature = animal_hide_type_unicorn + } + } + localization_key = animal_type_unicorn + } + + text = { + trigger = { has_artifact_feature = animal_hide_type_dragon } + localization_key = animal_type_dragon + } +} + +ArtifactAnimalAdjective = { + type = artifact + random_valid = yes + text = { + trigger = { + hunt_animal_type_small_trigger = { VAR = var:animal_type } + } + localization_key = artifact_animal_adjective_great + } + text = { + trigger = { + NOT = { + hunt_animal_type_small_trigger = { VAR = var:animal_type } + } + } + localization_key = artifact_animal_adjective_mighty + } + text = { + trigger = { + NOT = { + hunt_animal_type_herbivore_trigger = { VAR = var:animal_type } + } + } + localization_key = artifact_animal_man_eating + } + text = { + trigger = { + trigger_if = { + limit = { exists = var:legendary } + var:animal_type ?= flag:leopard + } + trigger_else = { + OR = { + var:animal_type ?= flag:bear + var:animal_type ?= flag:boar + } + } + } + localization_key = artifact_animal_black + } + text = { + trigger = { + exists = var:legendary + NOT = { var:animal_type ?= flag:leopard } + } + localization_key = artifact_animal_white + } + text = { + trigger = { + NOT = { + hunt_animal_type_herbivore_trigger = { VAR = var:animal_type } + } + } + localization_key = artifact_animal_cursed + } + text = { + trigger = { + NOT = { + hunt_animal_type_herbivore_trigger = { VAR = var:animal_type } + } + } + localization_key = artifact_animal_feral + } + text = { + trigger = { + NOT = { + hunt_animal_type_herbivore_trigger = { VAR = var:animal_type } + } + } + localization_key = artifact_animal_terrifying + } + text = { + trigger = { + NOT = { + hunt_animal_type_herbivore_trigger = { VAR = var:animal_type } + } + } + localization_key = artifact_animal_fearsome + } + text = { + trigger = { + NOT = { + hunt_animal_type_herbivore_trigger = { VAR = var:animal_type } + } + } + localization_key = artifact_animal_notorious + } + text = { + trigger = { + NOT = { + hunt_animal_type_herbivore_trigger = { VAR = var:animal_type } + } + } + localization_key = artifact_animal_stalking + } + text = { + trigger = { exists = var:legendary } + localization_key = artifact_animal_fabled + } + text = { + trigger = { exists = var:legendary } + localization_key = artifact_animal_elusive + } + text = { + trigger = { exists = var:legendary } + localization_key = artifact_animal_ancient + } + text = { + trigger = { + NOT = { + hunt_animal_type_small_trigger = { VAR = var:animal_type } + } + } + localization_key = artifact_animal_renowned + } + text = { + localization_key = artifact_animal_wild + } + text = { + trigger = { + NOT = { + hunt_animal_type_herbivore_trigger = { VAR = var:animal_type } + } + } + localization_key = artifact_animal_beastly + } +} + +ArtifactSmallHideAcquisitionMethod = { + type = artifact + + text = { # If it's a cat or a dog you probably preserved a loved pet + trigger = { + OR = { + has_artifact_feature = animal_hide_type_cat + has_artifact_feature = animal_hide_type_dog + } + } + localization_key = artifact_small_hide_acquisition_pet + } + + text = { # Otherwise it was hunted + trigger = { + NOR = { + has_artifact_feature = animal_hide_type_cat + has_artifact_feature = animal_hide_type_dog + } + } + localization_key = artifact_small_hide_acquisition_hunt + } +} + +RandomDivinity = { + type = character + + random_valid = yes + + text = { + localization_key = artifact_sculpture_religious_highgod + } + text = { + localization_key = artifact_sculpture_religious_health + } + text = { + localization_key = artifact_sculpture_religious_fertility + } + text = { + localization_key = artifact_sculpture_religious_wealth + } + text = { + localization_key = artifact_sculpture_religious_war + } + text = { + localization_key = artifact_sculpture_religious_knowledge + } +} + + +# ALCHEMY + +ArtifactElixirTypeDesc = { + type = artifact + + random_valid = yes + + text = { + trigger = { + has_artifact_feature = elixir_youth + } + localization_key = feature_elixir_youth_desc + } + text = { + trigger = { + has_artifact_feature = elixir_immortality + } + localization_key = feature_elixir_immortality_desc + } +} + + +# FLOWER + +ArtifactFlowerSpecies = { + type = character + + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_aster + } + localization_key = flower_type_aster + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_orchid + } + localization_key = flower_type_orchid + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_rose + } + localization_key = flower_type_rose + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_poppy + } + localization_key = flower_type_poppy + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_tulip + } + localization_key = flower_type_tulip + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_crocus + } + localization_key = flower_type_crocus + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_narcissus + } + localization_key = flower_type_narcissus + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_snapdragon + } + localization_key = flower_type_snapdragon + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_carnation + } + localization_key = flower_type_carnation + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_foxglove + } + localization_key = flower_type_foxglove + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_iris + } + localization_key = flower_type_iris + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_geranium + } + localization_key = flower_type_geranium + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_lily + } + localization_key = flower_type_lily + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_lavender + } + localization_key = flower_type_lavender + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_peony + } + localization_key = flower_type_peony + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_violet + } + localization_key = flower_type_violet + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_delphinium + } + localization_key = flower_type_delphinium + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_jasmine + } + localization_key = flower_type_jasmine + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_chrysanthemum + } + localization_key = flower_type_chrysanthemum + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_lotus + } + localization_key = flower_type_lotus + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_lotus + } + localization_key = flower_type_lotus + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_gardenia + } + localization_key = flower_type_gardenia + } + text = { + trigger = { + exists = scope:flower_species + scope:flower_species = flag:flower_type_hibiscus + } + localization_key = flower_type_hibiscus + } +} + +ArtifactFlowerSpeciesPlural = { + parent = ArtifactFlowerSpecies + suffix = "_plural" +} + +ArtifactVariableFlowerSpecies = { + type = artifact + + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_aster + } + localization_key = flower_type_aster + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_orchid + } + localization_key = flower_type_orchid + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_rose + } + localization_key = flower_type_rose + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_poppy + } + localization_key = flower_type_poppy + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_tulip + } + localization_key = flower_type_tulip + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_crocus + } + localization_key = flower_type_crocus + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_narcissus + } + localization_key = flower_type_narcissus + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_snapdragon + } + localization_key = flower_type_snapdragon + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_carnation + } + localization_key = flower_type_carnation + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_foxglove + } + localization_key = flower_type_foxglove + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_iris + } + localization_key = flower_type_iris + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_geranium + } + localization_key = flower_type_geranium + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_lily + } + localization_key = flower_type_lily + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_lavender + } + localization_key = flower_type_lavender + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_peony + } + localization_key = flower_type_peony + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_violet + } + localization_key = flower_type_violet + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_delphinium + } + localization_key = flower_type_delphinium + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_jasmine + } + localization_key = flower_type_jasmine + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_chrysanthemum + } + localization_key = flower_type_chrysanthemum + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_lotus + } + localization_key = flower_type_lotus + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_lotus + } + localization_key = flower_type_lotus + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_gardenia + } + localization_key = flower_type_gardenia + } + text = { + trigger = { + exists = var:flower_species + var:flower_species = flag:flower_type_hibiscus + } + localization_key = flower_type_hibiscus + } +} + +RandomSaintBone = { + type = character + + random_valid = yes + + text = { localization_key = bone_type_knuckle } + + text = { localization_key = bone_type_shin } + + text = { localization_key = bone_type_kneecap } + + text = { localization_key = bone_type_femur } + + text = { localization_key = bone_type_clavicle } + + text = { localization_key = bone_type_rib } + + text = { localization_key = bone_type_vertebra } + + text = { localization_key = bone_type_jaw } + + text = { localization_key = bone_type_toe } + + text = { localization_key = bone_type_scapula } + + text = { localization_key = bone_type_finger } + + text = { localization_key = bone_type_thumb } + + text = { localization_key = bone_type_hip } + + text = { localization_key = bone_type_humerus } + + text = { localization_key = bone_type_tibia } + + text = { localization_key = bone_type_ankle } +} + +RandomWeaponTitle1 = { #artifact.4010 - expanding a weapon's name through battles won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_valor } + + text = { localization_key = artifact_title_virtue } + + text = { localization_key = artifact_title_pain } + + text = { localization_key = artifact_title_judgement } +} + +RandomWeaponTitle2 = { #artifact.4010 - expanding a weapon's name through battles won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_merciless } + + text = { localization_key = artifact_title_brutal } + + text = { localization_key = artifact_title_victorious } + + text = { localization_key = artifact_title_famed } +} + +RandomWeaponTitle3 = { #artifact.4010 - expanding a weapon's name through battles won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_lion } + + text = { localization_key = artifact_title_dragon } + + text = { localization_key = artifact_title_raven } + + text = { localization_key = artifact_title_hero } +} + +RandomWeaponTitle4 = { #artifact.4010 - expanding a weapon's name through battles won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_legendary } + + text = { localization_key = artifact_title_miraculous } + + text = { localization_key = artifact_title_mythical } + + text = { localization_key = artifact_title_fabled } +} + +RandomArmorTitle1 = { #artifact.4020 - expanding an armor's name through battles won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_impenetrable } + + text = { localization_key = artifact_title_secure } + + text = { localization_key = artifact_title_solid } + + text = { localization_key = artifact_title_shiny } +} + +RandomArmorTitle2 = { #artifact.4020 - expanding an armor's name through battles won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_patience } + + text = { localization_key = artifact_title_grace } + + text = { localization_key = artifact_title_mercy } + + text = { localization_key = artifact_title_strength } +} + +RandomArmorTitle3 = { #artifact.4020 - expanding an armor's name through battles won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_legendary } + + text = { localization_key = artifact_title_miraculous } + + text = { localization_key = artifact_title_invincible } + + text = { localization_key = artifact_title_glorious } +} + +RandomArmorTitle4 = { #artifact.4020 - expanding an armor's name through battles won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_sun } + + text = { localization_key = artifact_title_hero } + + text = { localization_key = artifact_title_immortal } + + text = { localization_key = artifact_title_brave } +} + +RandomDuelTitle1 = { #artifact.4080 - expanding a weapon's name through duels won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_quick } + + text = { localization_key = artifact_title_darting } + + text = { localization_key = artifact_title_flashing } + + text = { localization_key = artifact_title_flickering } +} + +RandomDuelTitle2 = { #artifact.4080 - expanding a weapon's name through duels won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_shades } + + text = { localization_key = artifact_title_lightning } + + text = { localization_key = artifact_title_thunder } + + text = { localization_key = artifact_title_stream } +} + +RandomDuelTitle3 = { #artifact.4080 - expanding a weapon's name through duels won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_implacable } + + text = { localization_key = artifact_title_heroic } + + text = { localization_key = artifact_title_amazing } + + text = { localization_key = artifact_title_fearsome } +} + +RandomDuelTitle4 = { #artifact.4080 - expanding a weapon's name through duels won + type = artifact + + random_valid = yes + + text = { localization_key = artifact_title_snakes } + + text = { localization_key = artifact_title_themerciless } + + text = { localization_key = artifact_title_glory } + + text = { localization_key = artifact_title_immortal } +} + +EpistleReciever = { #For Muhammads Letters + type = artifact + random_valid = yes + text = { + localization_key = epistle_syria + } + text = { + localization_key = epistle_arabia + } + text = { + localization_key = epistle_persia + } + text = { + localization_key = epistle_byzantium + } + text = { + localization_key = epistle_bahrain + } +} + +RandomIconTopic = { + type = character + + random_valid = yes + + text = { + localization_key = theotokos + } + + text = { + localization_key = ladder_heaven + } + + text = { + localization_key = pantokrator + } + + text = { + localization_key = annunciation + } + + text = { + localization_key = saint_peter + } + + text = { + localization_key = saint_paul + } + + text = { + localization_key = saint_theodore + } + + text = { + localization_key = saint_basil + } + + text = { + localization_key = moses + } + + text = { + localization_key = archangel_michael + } + + text = { + localization_key = crucifixion + } +} diff --git a/N3OW/common/customizable_localization/00_building_custom_localization.txt b/N3OW/common/customizable_localization/00_building_custom_localization.txt new file mode 100644 index 00000000..cdcab4f6 --- /dev/null +++ b/N3OW/common/customizable_localization/00_building_custom_localization.txt @@ -0,0 +1,2694 @@ +BaronyTownType = { + type = landed_title + + text = { + trigger = { + title_province = { + county = { + development_level > medium_development_level + } + } + } + localization_key = barony_town_type_city + } + + text = { + trigger = { + title_province = { + fort_level > 0 + } + } + localization_key = barony_town_type_castle_town + } + + text = { + trigger = { + title_province = { + county = { + development_level <= medium_development_level + development_level >= bad_development_level + } + } + } + localization_key = barony_town_type_town + } + + text = { + trigger = { + title_province = { + county = { + development_level < bad_development_level + } + } + } + localization_key = barony_town_type_village + } +} + +GetFaithGrandTemple = { # Get name of Grand Temple in religion + type = character + + text = { + trigger = { OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } + localization_key = building_holy_site_cathedral_01 + } + + text = { + trigger = { faith.religion = religion:islam_religion } + localization_key = building_holy_site_mosque_01 + } + + text = { + trigger = { always = yes } + localization_key = building_type_holy_site_other_grand_temple_01 + } +} + +GetFaithTemple = { # Get name of regular temple in religion + type = character + + text = { + trigger = { OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } + localization_key = building_temple_church + } + + text = { + trigger = { faith.religion = religion:islam_religion } + localization_key = building_temple_mosque + } + + text = { + trigger = { faith.religion = religion:buddhism_religion } + localization_key = building_temple_monastery + } + text = { + trigger = { always = yes } + localization_key = building_temple_temple + } +} + +# To be used in a province scope +# Notice it uses a random valid for some variety +GetGuildType = { + type = province + + random_valid = yes + + text = { # Plain guild + trigger = { + has_building = guild_halls_01 + } + localization_key = building_guild_halls + } + + text = { # Carver's guild + trigger = { + has_building = guild_halls_02 + } + localization_key = building_carvers_guild + } + + text = { # Carpenter's guild + trigger = { + has_building = guild_halls_03 + } + localization_key = building_carpenters_guild + } + + text = { # Hunter's guild + trigger = { + has_building = guild_halls_04 + } + localization_key = building_hunters_guild + } + + text = { # Mason's guild + trigger = { + has_building = guild_halls_05 + } + localization_key = building_masons_guild + } + + text = { # Tailor's guild + trigger = { + has_building = guild_halls_06 + } + localization_key = building_tailors_guild + } + + text = { # Glassworker's guild + trigger = { + has_building = guild_halls_07 + } + localization_key = building_glassworkers_guild + } + + text = { # Artisan's guild + trigger = { + has_building = guild_halls_08 + } + localization_key = building_artisans_guild + } + + text = { # Fallback fishmongers + trigger = { + OR = { + is_coastal = yes + is_riverside_province = yes + } + } + localization_key = building_fishmonger_guild + } + + text = { # Fallback not-really-guilds / smiths + trigger = { + always = yes + } + localization_key = building_fallback_guild + } +} + +# Get name of a special building in a province +# To be used in a province scope +GetSpecialBuildingNameFromProvince = { + type = province + + text = { # Mahabodhi Temple + trigger = { + has_special_building = yes + #this = province:1276 # Gaya + has_building = holy_site_mahabodhi_temple_01 + } + localization_key = building_holy_site_mahabodhi_temple_01 + } + + text = { # Imam Ali Mosque + trigger = { + has_special_building = yes + #this = province:5993 # An-Najaf + has_building = holy_site_imam_ali_mosque_01 + } + localization_key = building_holy_site_imam_ali_mosque_01 + } + + text = { # Great Mosque of Mecca + trigger = { + has_special_building = yes + #this = province:6223 # Mecca + has_building = holy_site_great_mosque_of_mecca_01 + } + localization_key = building_holy_site_great_mosque_of_mecca_01 + } + + text = { # Great Mosque of Cordoba + trigger = { + has_special_building = yes + #this = province:1995 # Cordoba + has_building = holy_site_great_mosque_of_cordoba_01 + } + localization_key = building_holy_site_great_mosque_of_cordoba_01 + } + + text = { # Great Mosque of Djenne + trigger = { + has_special_building = yes + #this = province:6711 # Jenne-Jeno + has_building = holy_site_great_mosque_of_djenne_01 + } + localization_key = building_holy_site_great_mosque_of_djenne_01 + } + + text = { # Great Mosque of Samarra + trigger = { + has_special_building = yes + #this = province:4805 # Jenne-Jeno + has_building = holy_site_great_mosque_of_samarra_01 + } + localization_key = building_holy_site_great_mosque_of_samarra_01 + } + + text = { # Cologne Cathedral + trigger = { + has_special_building = yes + #this = province:2088 # Cologne + has_building = holy_site_cologne_cathedral_01 + } + localization_key = building_holy_site_cologne_cathedral_01 + } + + text = { # Canterbury Cathedral 1 + trigger = { + has_special_building = yes + #this = province:1503 # Canterbury + has_building = holy_site_canterbury_cathedral_01 + } + localization_key = building_holy_site_canterbury_cathedral_01 + } + + text = { # Canterbury Cathedral 2 + trigger = { + has_special_building = yes + #this = province:1503 # Canterbury + has_building = holy_site_canterbury_cathedral_02 + } + localization_key = building_holy_site_canterbury_cathedral_02 + } + + text = { # Canterbury Cathedral 3 + trigger = { + has_special_building = yes + #this = province:1503 # Canterbury + has_building = holy_site_canterbury_cathedral_03 + } + localization_key = building_holy_site_canterbury_cathedral_03 + } + + text = { # Prophetic Mosque + trigger = { + has_special_building = yes + #this = province:6212 # Medina + has_building = holy_site_prophetic_mosque_01 + } + localization_key = building_holy_site_prophetic_mosque_01 + } + + text = { # Doge's Palace + trigger = { + has_special_building = yes + #this = province:2517 # Venice + has_building = doges_palace_01 + } + localization_key = building_doges_palace_01 + } + + text = { # Walls of Genoa + trigger = { + has_special_building = yes + #this = province:2466 # Genoa + has_building = walls_of_genoa_01 + } + localization_key = building_walls_of_genoa_01 + } + + text = { # Visby Ringmur + trigger = { + has_special_building = yes + #this = province:369 # Visby + has_building = visby_ringmur_01 + } + localization_key = building_visby_ringmur_01 + } + + text = { # Walls of Benin + trigger = { + has_special_building = yes + #this = province:8072 # Benin City + has_building = walls_of_benin_01 + } + localization_key = building_walls_of_benin_01 + } + + text = { # Theodosian Walls - Duchy Capital Building + trigger = { + has_special_building = yes + #this = province:496 # Constantinople + has_building = theodosian_walls_01 + } + localization_key = building_theodosian_walls_01 + } + + text = { # Aurelian Walls - Duchy Capital Building + trigger = { + has_special_building = yes + #this = province:2575 # Rome + has_building = aurelian_walls_01 + } + localization_key = building_aurelian_walls_01 + } + + text = { # The Colosseum + trigger = { + has_special_building = yes + #this = province:2575 # Rome + has_building = the_colosseum_01 + } + localization_key = building_the_colosseum_01 + } + + text = { # The Iron Pillar of Delhi + trigger = { + has_special_building = yes + #this = province:1365 # Indraprastha + has_building = iron_pillar_of_delhi_01 + } + localization_key = building_iron_pillar_of_delhi_01 + } + + text = { # The Iron Pillar of Dhar + trigger = { + has_special_building = yes + #this = province:1149 # Dhara + has_building = iron_pillar_of_dhar_01 + } + localization_key = building_iron_pillar_of_dhar_01 + } + + text = { # The Pyramids + trigger = { + has_special_building = yes + #this = province:6057 # Giza + has_building = the_pyramids_01 + } + localization_key = building_the_pyramids_01 + } + + text = { # Stonehenge + trigger = { + has_special_building = yes + #this = province:1561 + has_building = stonehenge_01 + } + localization_key = building_stonehenge_01 + } + + text = { # Offa's Dyke + trigger = { + has_special_building = yes + #OR = { + # this = province:1643 # Cheshire + # this = province:1646 # Shropshire + # this = province:1648 # Bishop's Castle + # this = province:1580 # Gloucester + # this = province:1632 # Hereford + # this = province:1633 # Wigmore + # this = province:1634 # Clifford + #} + has_building = offas_dyke_01 + } + localization_key = building_offas_dyke_01 + } + + text = { # Hadrian's Wall + trigger = { + has_special_building = yes + #OR = { + # this = province:1609 # Bamburgh + # this = province:1611 # Hexham + # this = province:1635 # Carlisle + # this = province:8780 # Wigton + #} + has_building = hadrians_wall_01 + } + localization_key = building_hadrians_wall_01 + } + + text = { # Petra + trigger = { + has_special_building = yes + #this = province:5971 # Baidha-Petra + has_building = petra_01 + } + localization_key = building_petra_01 + } + + text = { # Bamian Buddhas + trigger = { + has_special_building = yes + #this = province:4343 # Kabul + has_building = buddhas_of_bamian_01 + } + localization_key = building_buddhas_of_bamian_01 + } + + text = { # Alhambra + trigger = { + has_special_building = yes + #this = province:1978 # Granada + has_building = alhambra_01 + } + localization_key = building_alhambra_01 + } + + text = { # Alhambra + trigger = { + has_special_building = yes + #this = province:1978 # Granada + has_building = alhambra_02 + } + localization_key = building_alhambra_02 + } + + text = { # Citadel of Aleppo + trigger = { + has_special_building = yes + #this = province:5934 # Halab + has_building = citadel_of_aleppo_01 + } + localization_key = building_citadel_of_aleppo_01 + } + + text = { # Citadel of Aleppo + trigger = { + has_special_building = yes + #this = province:5934 # Halab + has_building = citadel_of_aleppo_02 + } + localization_key = building_citadel_of_aleppo_02 + } + + text = { # House of Wisdom + trigger = { + has_special_building = yes + #this = province:4828 # Baghdad + has_building = house_of_wisdom_01 + } + localization_key = building_house_of_wisdom_01 + } + + text = { # Tower of London + trigger = { + has_special_building = yes + #this = province:1527 # London + has_building = the_tower_of_london_01 + } + localization_key = building_the_tower_of_london_01 + } + + text = { # London Bridge + trigger = { + has_special_building = yes + #this = province:1526 # Southwark + has_building = london_bridge_01 + } + localization_key = building_type_london_bridge_01 + } + + text = { # Notre Dame + trigger = { + has_special_building = yes + #this = province:2333 # Paris + has_building = notre_dame_01 + } + localization_key = building_notre_dame_01 + } + + text = { # Brihadeeswarar Temple + trigger = { + has_special_building = yes + #this = province:1115 # Cholamandalam + has_building = brihadeeswarar_temple_01 + } + localization_key = building_brihadeeswarar_temple_01 + } + + text = { # Shwedagon Pagoda + trigger = { + has_special_building = yes + #this = province:9598 # Dagon + has_building = shwedagon_pagoda_01 + } + localization_key = building_shwedagon_pagoda_01 + } + + text = { # Ananda Temple + trigger = { + has_special_building = yes + #this = province:9550 # Pagan + has_building = ananda_temple_01 + } + localization_key = building_ananda_temple_01 + } + + text = { # The Friday Mosque + trigger = { + has_special_building = yes + #this = province:4106 # Isfahan + has_building = the_friday_mosque_01 + } + localization_key = building_the_friday_mosque_01 + } + + text = { # Kjajuraho + trigger = { + has_special_building = yes + #this = province:1298 # Chanderi + has_building = khajuraho_01 + } + localization_key = building_khajuraho_01 + } + + text = { # Palace of Aachen + trigger = { + has_special_building = yes + #this = province:2092 # Aachen + has_building = palace_of_aachen_01 + } + localization_key = building_palace_of_aachen_01 + } + + text = { # Hagia Sophia + trigger = { + has_special_building = yes + #this = province:496 # Constantinople + has_building = hagia_sophia_01 + } + localization_key = building_hagia_sophia_01 + } + + text = { # Hagia Sophia + trigger = { + has_special_building = yes + #this = province:496 # Constantinople + has_building = hagia_sophia_02 + } + localization_key = building_hagia_sophia_02 + } + + text = { # Dome of the Rock + trigger = { + has_special_building = yes + #this = province:5965 # Jerusalem + has_building = dome_of_the_rock_01 + } + localization_key = building_dome_of_the_rock_01 + } + + text = { # Temple in Jerusalem + trigger = { + has_special_building = yes + #this = province:5965 # Jerusalem + has_building = temple_in_jerusalem_01 + } + localization_key = building_temple_in_jerusalem_01 + } + + text = { # Rammelsberg Mines 1 + trigger = { + #this = province:2918 # Goslar + has_special_building = yes + has_building = rammelsberg_mines_01 + } + localization_key = building_rammelsberg_mines_01 + } + + text = { # Rammelsberg Mines 2 + trigger = { + #this = province:2918 # Goslar + has_special_building = yes + has_building = rammelsberg_mines_02 + } + localization_key = building_rammelsberg_mines_02 + } + + text = { # Rammelsberg Mines 3 + trigger = { + #this = province:2918 # Goslar + has_special_building = yes + has_building = rammelsberg_mines_03 + } + localization_key = building_rammelsberg_mines_03 + } + + text = { # Rammelsberg Mines 4 + trigger = { + #this = province:2918 # Goslar + has_special_building = yes + has_building = rammelsberg_mines_04 + } + localization_key = building_rammelsberg_mines_04 + } + + text = { # Kutna Hora Mines 1 + trigger = { + #this = province:4161 # Caslav + has_special_building = yes + has_building = kutna_hora_mines_01 + } + localization_key = building_kutna_hora_mines_01 + } + + text = { # Kutna Hora Mines 2 + trigger = { + #this = province:4161 # Caslav + has_special_building = yes + has_building = kutna_hora_mines_02 + } + localization_key = building_kutna_hora_mines_02 + } + + text = { # Kutna Hora Mines 3 + trigger = { + #this = province:4161 # Caslav + has_special_building = yes + has_building = kutna_hora_mines_03 + } + localization_key = building_kutna_hora_mines_03 + } + + text = { # Kutna Hora Mines 4 + trigger = { + #this = province:4161 # Caslav + has_special_building = yes + has_building = kutna_hora_mines_04 + } + localization_key = building_kutna_hora_mines_04 + } + + text = { # Kremnica Mines 1 + trigger = { + #this = province:3814 # Turoc + has_special_building = yes + has_building = kremnica_mines_01 + } + localization_key = building_kremnica_mines_01 + } + + text = { # Kremnica Mines 2 + trigger = { + #this = province:3814 # Turoc + has_special_building = yes + has_building = kremnica_mines_02 + } + localization_key = building_kremnica_mines_02 + } + + text = { # Kremnica Mines 3 + trigger = { + #this = province:3814 # Turoc + has_special_building = yes + has_building = kremnica_mines_03 + } + localization_key = building_kremnica_mines_03 + } + + text = { # Kremnica Mines 4 + trigger = { + #this = province:3814 # Turoc + has_special_building = yes + has_building = kremnica_mines_04 + } + localization_key = building_kremnica_mines_04 + } + + text = { # Falun Mines 1 + trigger = { + #this = province:350 # Falun + has_special_building = yes + has_building = falun_mines_01 + } + localization_key = building_falun_mines_01 + } + + text = { # Falun Mines 2 + trigger = { + #this = province:350 # Falun + has_special_building = yes + has_building = falun_mines_02 + } + localization_key = building_falun_mines_02 + } + + text = { # Falun Mines 3 + trigger = { + #this = province:350 # Falun + has_special_building = yes + has_building = falun_mines_03 + } + localization_key = building_falun_mines_03 + } + + text = { # Falun Mines 4 + trigger = { + #this = province:350 # Falun + has_special_building = yes + has_building = falun_mines_04 + } + localization_key = building_falun_mines_04 + } + + text = { # Konasamudram Mines 1 + trigger = { + has_special_building = yes + has_building = konasamudram_mines_01 + } + localization_key = building_konasamudram_mines_01 + } + + text = { # Konasamudram Mines 2 + trigger = { + has_special_building = yes + has_building = konasamudram_mines_02 + } + localization_key = building_konasamudram_mines_02 + } + + text = { # Konasamudram Mines 3 + trigger = { + has_special_building = yes + has_building = konasamudram_mines_03 + } + localization_key = building_konasamudram_mines_03 + } + + text = { # Konasamudram Mines 4 + trigger = { + has_special_building = yes + has_building = konasamudram_mines_04 + } + localization_key = building_konasamudram_mines_04 + } + + text = { # Forest of Dean Mines 1 + trigger = { + has_special_building = yes + has_building = dean_mines_01 + } + localization_key = building_dean_mines_01 + } + + text = { # Forest of Dean Mines 2 + trigger = { + has_special_building = yes + has_building = dean_mines_02 + } + localization_key = building_dean_mines_02 + } + + text = { # Forest of Dean Mines 3 + trigger = { + has_special_building = yes + has_building = dean_mines_03 + } + localization_key = building_dean_mines_03 + } + + text = { # Forest of Dean Mines 4 + trigger = { + has_special_building = yes + has_building = dean_mines_04 + } + localization_key = building_dean_mines_04 + } + + text = { # Phnom Dek Mines 1 + trigger = { + has_special_building = yes + has_building = phnom_dek_mines_01 + } + localization_key = building_phnom_dek_mines_01 + } + + text = { # Phnom Dek Mines 2 + trigger = { + has_special_building = yes + has_building = phnom_dek_mines_02 + } + localization_key = building_phnom_dek_mines_02 + } + + text = { # Phnom Dek Mines 3 + trigger = { + has_special_building = yes + has_building = phnom_dek_mines_03 + } + localization_key = building_phnom_dek_mines_03 + } + + text = { # Phnom Dek Mines 4 + trigger = { + has_special_building = yes + has_building = phnom_dek_mines_04 + } + localization_key = building_phnom_dek_mines_04 + } + + text = { # Schwarz Mines 1 + trigger = { + #this = province:2950 # Innsbruck + has_special_building = yes + has_building = schwaz_mines_01 + } + localization_key = building_schwaz_mines_01 + } + + text = { # Schwarz Mines 2 + trigger = { + #this = province:2950 # Innsbruck + has_special_building = yes + has_building = schwaz_mines_02 + } + localization_key = building_schwaz_mines_02 + } + + text = { # Schwarz Mines 3 + trigger = { + #this = province:2950 # Innsbruck + has_special_building = yes + has_building = schwaz_mines_03 + } + localization_key = building_schwaz_mines_03 + } + + text = { # Schwarz Mines 4 + trigger = { + #this = province:2950 # Innsbruck + has_special_building = yes + has_building = schwaz_mines_04 + } + localization_key = building_schwaz_mines_04 + } + + text = { # Argentiera Mines 1 + trigger = { + #this = province:2653 # Cagliari + has_special_building = yes + has_building = argentiera_mines_01 + } + localization_key = building_argentiera_mines_01 + } + + text = { # Argentiera Mines 2 + trigger = { + #this = province:2653 # Cagliari + has_special_building = yes + has_building = argentiera_mines_02 + } + localization_key = building_argentiera_mines_02 + } + + text = { # Argentiera Mines 3 + trigger = { + #this = province:2653 # Cagliari + has_special_building = yes + has_building = argentiera_mines_03 + } + localization_key = building_argentiera_mines_03 + } + + text = { # Argentiera Mines 4 + trigger = { + #this = province:2653 # Cagliari + has_special_building = yes + has_building = argentiera_mines_04 + } + localization_key = building_argentiera_mines_04 + } + + text = { # Srebrenica Mines 1 + trigger = { + has_special_building = yes + has_building = srebrenica_mines_01 + } + localization_key = building_srebrenica_mines_01 + } + + text = { # Srebrenica Mines 2 + trigger = { + has_special_building = yes + has_building = srebrenica_mines_02 + } + localization_key = building_srebrenica_mines_02 + } + + text = { # Srebrenica Mines 3 + trigger = { + has_special_building = yes + has_building = srebrenica_mines_03 + } + localization_key = building_srebrenica_mines_03 + } + + text = { # Srebrenica Mines 4 + trigger = { + has_special_building = yes + has_building = srebrenica_mines_04 + } + localization_key = building_srebrenica_mines_04 + } + + text = { # Kollur Diamond Mines 1 + trigger = { + #this = province:7912 # Ellur + has_special_building = yes + has_building = kollur_mines_01 + } + localization_key = building_kollur_mines_01 + } + + text = { # Kollur Diamond Mines 2 + trigger = { + #this = province:7912 # Ellur + has_special_building = yes + has_building = kollur_mines_02 + } + localization_key = building_kollur_mines_02 + } + + text = { # Kollur Diamond Mines 3 + trigger = { + #this = province:7912 # Ellur + has_special_building = yes + has_building = kollur_mines_03 + } + localization_key = building_kollur_mines_03 + } + + text = { # Kollur Diamond Mines 4 + trigger = { + #this = province:7912 # Ellur + has_special_building = yes + has_building = kollur_mines_04 + } + localization_key = building_kollur_mines_04 + } + + text = { # Siderokausia Mines 1 + trigger = { + #this = province:491 # Polygyros + has_special_building = yes + has_building = siderokausia_mines_01 + } + localization_key = building_siderokausia_mines_01 + } + + text = { # Siderokausia Mines 2 + trigger = { + #this = province:491 # Polygyros + has_special_building = yes + has_building = siderokausia_mines_02 + } + localization_key = building_siderokausia_mines_02 + } + + text = { # Siderokausia Mines 3 + trigger = { + #this = province:491 # Polygyros + has_special_building = yes + has_building = siderokausia_mines_03 + } + localization_key = building_siderokausia_mines_03 + } + + text = { # Siderokausia Mines 4 + trigger = { + #this = province:491 # Polygyros + has_special_building = yes + has_building = siderokausia_mines_04 + } + localization_key = building_siderokausia_mines_04 + } + + text = { # Zawar Mines 1 + trigger = { + has_special_building = yes + has_building = zawar_mines_01 + } + localization_key = building_zawar_mines_01 + } + + text = { # Zawar Mines 2 + trigger = { + has_special_building = yes + has_building = zawar_mines_02 + } + localization_key = building_zawar_mines_02 + } + + text = { # SideZawarrokausia Mines 3 + trigger = { + has_special_building = yes + has_building = zawar_mines_03 + } + localization_key = building_zawar_mines_03 + } + + text = { # Zawar Mines 4 + trigger = { + has_special_building = yes + has_building = zawar_mines_04 + } + localization_key = building_zawar_mines_04 + } + + text = { # Pansjhir Mines 1 + trigger = { + has_special_building = yes + has_building = pansjhir_mines_01 + } + localization_key = building_pansjhir_mines_01 + } + + text = { # Pansjhir Mines 2 + trigger = { + has_special_building = yes + has_building = pansjhir_mines_02 + } + localization_key = building_pansjhir_mines_02 + } + + text = { # Pansjhir Mines 3 + trigger = { + has_special_building = yes + has_building = pansjhir_mines_03 + } + localization_key = building_pansjhir_mines_03 + } + + text = { # Pansjhir Mines 4 + trigger = { + has_special_building = yes + has_building = pansjhir_mines_04 + } + localization_key = building_pansjhir_mines_04 + } + + text = { # Nishapur Mines 1 + trigger = { + has_special_building = yes + has_building = nishapur_mines_01 + } + localization_key = building_nishapur_mines_01 + } + + text = { # Nishapur Mines 2 + trigger = { + has_special_building = yes + has_building = nishapur_mines_02 + } + localization_key = building_nishapur_mines_02 + } + + text = { # Nishapur Mines 3 + trigger = { + has_special_building = yes + has_building = nishapur_mines_03 + } + localization_key = building_nishapur_mines_03 + } + + text = { # Nishapur Mines 4 + trigger = { + has_special_building = yes + has_building = nishapur_mines_04 + } + localization_key = building_nishapur_mines_04 + } + + text = { # Ratnapura Mines 1 + trigger = { + has_special_building = yes + has_building = ratnapura_mines_01 + } + localization_key = building_ratnapura_mines_01 + } + + text = { # Ratnapura Mines 2 + trigger = { + has_special_building = yes + has_building = ratnapura_mines_02 + } + localization_key = building_ratnapura_mines_02 + } + + text = { # Ratnapura Mines 3 + trigger = { + has_special_building = yes + has_building = ratnapura_mines_03 + } + localization_key = building_ratnapura_mines_03 + } + + text = { # Ratnapura Mines 4 + trigger = { + has_special_building = yes + has_building = ratnapura_mines_04 + } + localization_key = building_ratnapura_mines_04 + } + + text = { # Mogok Mines 1 + trigger = { + has_special_building = yes + has_building = mogok_mines_01 + } + localization_key = building_mogok_mines_01 + } + + text = { # Mogok Mines 2 + trigger = { + has_special_building = yes + has_building = mogok_mines_02 + } + localization_key = building_mogok_mines_02 + } + + text = { # Mogok Mines 3 + trigger = { + has_special_building = yes + has_building = mogok_mines_03 + } + localization_key = building_mogok_mines_03 + } + + text = { # Mogok Mines 4 + trigger = { + has_special_building = yes + has_building = mogok_mines_04 + } + localization_key = building_mogok_mines_04 + } + + text = { # Wadi Al-Allaq Mines 1 + trigger = { + has_special_building = yes + has_building = allaq_mines_01 + } + localization_key = building_allaq_mines_01 + } + + text = { # Wadi Al-Allaq Mines 2 + trigger = { + has_special_building = yes + has_building = allaq_mines_02 + } + localization_key = building_allaq_mines_02 + } + + text = { # Wadi Al-Allaq Mines 3 + trigger = { + has_special_building = yes + has_building = allaq_mines_03 + } + localization_key = building_allaq_mines_03 + } + + text = { # Wadi Al-Allaq Mines 4 + trigger = { + has_special_building = yes + has_building = allaq_mines_04 + } + localization_key = building_allaq_mines_04 + } + + text = { # Takkeda Mines 1 + trigger = { + has_special_building = yes + has_building = takkeda_mines_01 + } + localization_key = building_takkeda_mines_01 + } + + text = { # Takkeda Mines 2 + trigger = { + has_special_building = yes + has_building = takkeda_mines_02 + } + localization_key = building_takkeda_mines_02 + } + + text = { # Takkeda Mines 3 + trigger = { + has_special_building = yes + has_building = takkeda_mines_03 + } + localization_key = building_takkeda_mines_03 + } + + text = { # Takkeda Mines 4 + trigger = { + has_special_building = yes + has_building = takkeda_mines_04 + } + localization_key = building_takkeda_mines_04 + } + + text = { # Turda Mines 1 + trigger = { + has_special_building = yes + has_building = turda_mines_01 + } + localization_key = building_turda_mines_01 + } + + text = { # Turda Mines 2 + trigger = { + has_special_building = yes + has_building = turda_mines_02 + } + localization_key = building_turda_mines_02 + } + + text = { # Turda Mines 3 + trigger = { + has_special_building = yes + has_building = turda_mines_03 + } + localization_key = building_turda_mines_03 + } + + text = { # Turda Mines 4 + trigger = { + has_special_building = yes + has_building = turda_mines_04 + } + localization_key = building_turda_mines_04 + } + + text = { # Taghaza Mines 1 + trigger = { + has_special_building = yes + has_building = taghaza_mines_01 + } + localization_key = building_taghaza_mines_01 + } + + text = { # Taghaza Mines 2 + trigger = { + has_special_building = yes + has_building = taghaza_mines_02 + } + localization_key = building_taghaza_mines_02 + } + + text = { # Taghaza Mines 3 + trigger = { + has_special_building = yes + has_building = taghaza_mines_03 + } + localization_key = building_taghaza_mines_03 + } + + text = { # Taghaza Mines 4 + trigger = { + has_special_building = yes + has_building = taghaza_mines_04 + } + localization_key = building_taghaza_mines_04 + } + + text = { # Phocaea Mines 1 + trigger = { + has_special_building = yes + has_building = phocaea_mines_01 + } + localization_key = building_phocaea_mines_01 + } + + text = { # Phocaea Mines 2 + trigger = { + has_special_building = yes + has_building = phocaea_mines_02 + } + localization_key = building_phocaea_mines_02 + } + + text = { # Phocaea Mines 3 + trigger = { + has_special_building = yes + has_building = phocaea_mines_03 + } + localization_key = building_phocaea_mines_03 + } + + text = { # Phocaea Mines 4 + trigger = { + has_special_building = yes + has_building = phocaea_mines_04 + } + localization_key = building_phocaea_mines_04 + } + + text = { # Verespatak Mines 1 + trigger = { + has_special_building = yes + has_building = verespatak_mines_01 + } + localization_key = building_verespatak_mines_01 + } + + text = { # Verespatak Mines 2 + trigger = { + has_special_building = yes + has_building = verespatak_mines_02 + } + localization_key = building_verespatak_mines_02 + } + + text = { # Verespatak Mines 3 + trigger = { + has_special_building = yes + has_building = verespatak_mines_03 + } + localization_key = building_verespatak_mines_03 + } + + text = { # Verespatak Mines 4 + trigger = { + has_special_building = yes + has_building = verespatak_mines_04 + } + localization_key = building_verespatak_mines_04 + } + + text = { # Suvarnadvipa Mines 1 + trigger = { + has_special_building = yes + has_building = suvarnadvipa_mines_01 + } + localization_key = building_suvarnadvipa_mines_01 + } + + text = { # Suvarnadvipa Mines 2 + trigger = { + has_special_building = yes + has_building = suvarnadvipa_mines_02 + } + localization_key = building_suvarnadvipa_mines_02 + } + + text = { # Suvarnadvipa Mines 3 + trigger = { + has_special_building = yes + has_building = suvarnadvipa_mines_03 + } + localization_key = building_suvarnadvipa_mines_03 + } + + text = { # Suvarnadvipa Mines 4 + trigger = { + has_special_building = yes + has_building = suvarnadvipa_mines_04 + } + localization_key = building_suvarnadvipa_mines_04 + } + + text = { # Khetri Mines 1 + trigger = { + has_special_building = yes + has_building = khetri_mines_01 + } + localization_key = building_khetri_mines_01 + } + + text = { # Khetri Mines 2 + trigger = { + has_special_building = yes + has_building = khetri_mines_02 + } + localization_key = building_khetri_mines_02 + } + + text = { # Khetri Mines 3 + trigger = { + has_special_building = yes + has_building = khetri_mines_03 + } + localization_key = building_khetri_mines_03 + } + + text = { # Khetri Mines 4 + trigger = { + has_special_building = yes + has_building = khetri_mines_04 + } + localization_key = building_khetri_mines_04 + } + + text = { # Trepca Mines 1 + trigger = { + has_special_building = yes + has_building = trepca_mines_01 + } + localization_key = building_trepca_mines_01 + } + + text = { # Trepca Mines 2 + trigger = { + has_special_building = yes + has_building = trepca_mines_02 + } + localization_key = building_trepca_mines_02 + } + + text = { # Trepca Mines 3 + trigger = { + has_special_building = yes + has_building = trepca_mines_03 + } + localization_key = building_trepca_mines_03 + } + + text = { # Trepca Mines 4 + trigger = { + has_special_building = yes + has_building = trepca_mines_04 + } + localization_key = building_trepca_mines_04 + } + + text = { # Rudnik Mines 1 + trigger = { + has_special_building = yes + has_building = rudnik_mines_01 + } + localization_key = building_rudnik_mines_01 + } + + text = { # Rudnik Mines 2 + trigger = { + has_special_building = yes + has_building = rudnik_mines_02 + } + localization_key = building_rudnik_mines_02 + } + + text = { # Rudnik Mines 3 + trigger = { + has_special_building = yes + has_building = rudnik_mines_03 + } + localization_key = building_rudnik_mines_03 + } + + text = { # Rudnik Mines 4 + trigger = { + has_special_building = yes + has_building = rudnik_mines_04 + } + localization_key = building_rudnik_mines_04 + } + + text = { # Ijil Mines 1 + trigger = { + has_special_building = yes + has_building = ijil_mines_01 + } + localization_key = building_ijil_mines_01 + } + + text = { # Ijil Mines 2 + trigger = { + has_special_building = yes + has_building = ijil_mines_02 + } + localization_key = building_ijil_mines_02 + } + + text = { # Ijil Mines 3 + trigger = { + has_special_building = yes + has_building = ijil_mines_03 + } + localization_key = building_ijil_mines_03 + } + + text = { # Ijil Mines 4 + trigger = { + has_special_building = yes + has_building = ijil_mines_04 + } + localization_key = building_ijil_mines_04 + } + + text = { # Cevennes Mines 1 + trigger = { + has_special_building = yes + has_building = cevennes_mines_01 + } + localization_key = building_cevennes_mines_01 + } + + text = { # Cevennes Mines 2 + trigger = { + has_special_building = yes + has_building = cevennes_mines_02 + } + localization_key = building_cevennes_mines_02 + } + + text = { # Cevennes Mines 3 + trigger = { + has_special_building = yes + has_building = cevennes_mines_03 + } + localization_key = building_cevennes_mines_03 + } + + text = { # Cevennes Mines 4 + trigger = { + has_special_building = yes + has_building = cevennes_mines_04 + } + localization_key = building_cevennes_mines_04 + } + + text = { # Khotan Mines 1 + trigger = { + has_special_building = yes + has_building = hetian_mines_01 + } + localization_key = building_hetian_mines_01 + } + + text = { # Khotan Mines 2 + trigger = { + has_special_building = yes + has_building = hetian_mines_02 + } + localization_key = building_hetian_mines_02 + } + + text = { # Khotan Mines 3 + trigger = { + has_special_building = yes + has_building = hetian_mines_03 + } + localization_key = building_hetian_mines_03 + } + + text = { # Khotan Mines 4 + trigger = { + has_special_building = yes + has_building = hetian_mines_04 + } + localization_key = building_hetian_mines_04 + } + + text = { # Dushan Mines 1 + trigger = { + has_special_building = yes + has_building = dushan_mines_01 + } + localization_key = building_hetian_mines_01 + } + + text = { # Dushan Mines 2 + trigger = { + has_special_building = yes + has_building = dushan_mines_02 + } + localization_key = building_dushan_mines_02 + } + + text = { # Dushan Mines 3 + trigger = { + has_special_building = yes + has_building = hetian_mines_03 + } + localization_key = building_dushan_mines_03 + } + + text = { # Dushan Mines 4 + trigger = { + has_special_building = yes + has_building = dushan_mines_04 + } + localization_key = building_dushan_mines_04 + } + + text = { # Xiuyan Mines 1 + trigger = { + has_special_building = yes + has_building = xiuyan_mines_01 + } + localization_key = building_xiuyan_mines_01 + } + + text = { # Xiuyan Mines 2 + trigger = { + has_special_building = yes + has_building = xiuyan_mines_02 + } + localization_key = building_xiuyan_mines_02 + } + + text = { # Xiuyan Mines 3 + trigger = { + has_special_building = yes + has_building = xiuyan_mines_03 + } + localization_key = building_xiuyan_mines_03 + } + + text = { # Xiuyan Mines 4 + trigger = { + has_special_building = yes + has_building = xiuyan_mines_04 + } + localization_key = building_xiuyan_mines_04 + } + + text = { # Itoigawa Mines 1 + trigger = { + has_special_building = yes + has_building = itoigawa_mines_01 + } + localization_key = building_itoigawa_mines_01 + } + + text = { # Itoigawa Mines 2 + trigger = { + has_special_building = yes + has_building = itoigawa_mines_02 + } + localization_key = building_itoigawa_mines_02 + } + + text = { # Itoigawa Mines 3 + trigger = { + has_special_building = yes + has_building = itoigawa_mines_03 + } + localization_key = building_itoigawa_mines_03 + } + + text = { # Itoigawa Mines 4 + trigger = { + has_special_building = yes + has_building = itoigawa_mines_04 + } + localization_key = building_itoigawa_mines_04 + } + + text = { # Lantian Mines 1 + trigger = { + has_special_building = yes + has_building = lantian_mines_01 + } + localization_key = building_lantian_mines_01 + } + + text = { # Lantian Mines 2 + trigger = { + has_special_building = yes + has_building = lantian_mines_02 + } + localization_key = building_lantian_mines_02 + } + + text = { # Lantian Mines 3 + trigger = { + has_special_building = yes + has_building = lantian_mines_03 + } + localization_key = building_lantian_mines_03 + } + + text = { # Lantian Mines 4 + trigger = { + has_special_building = yes + has_building = lantian_mines_04 + } + localization_key = building_lantian_mines_04 + } + + text = { # Fengtian Mines 1 + trigger = { + has_special_building = yes + has_building = fengtian_mines_01 + } + localization_key = building_fengtian_mines_01 + } + + text = { # Fengtian Mines 2 + trigger = { + has_special_building = yes + has_building = fengtian_mines_02 + } + localization_key = building_fengtian_mines_02 + } + + text = { # Fengtian Mines 3 + trigger = { + has_special_building = yes + has_building = fengtian_mines_03 + } + localization_key = building_fengtian_mines_03 + } + + text = { # Hpakant Mines 1 + trigger = { + has_special_building = yes + has_building = hpakant_mines_01 + } + localization_key = building_hpakant_mines_01 + } + + text = { # Hpakant Mines 2 + trigger = { + has_special_building = yes + has_building = hpakant_mines_02 + } + localization_key = building_hpakant_mines_02 + } + + text = { # Hpakant Mines 3 + trigger = { + has_special_building = yes + has_building = hpakant_mines_03 + } + localization_key = building_hpakant_mines_03 + } + + text = { # Hpakant Mines 4 + trigger = { + has_special_building = yes + has_building = hpakant_mines_04 + } + localization_key = building_hpakant_mines_04 + } + + text = { # Malinese Gold Mines 1 + trigger = { + has_special_building = yes + has_building = mali_mines_01 + } + localization_key = building_mali_mines_01 + } + + text = { # Malinese Gold Mines 2 + trigger = { + has_special_building = yes + has_building = mali_mines_02 + } + localization_key = building_mali_mines_02 + } + + text = { # Malinese Gold Mines 3 + trigger = { + has_special_building = yes + has_building = mali_mines_03 + } + localization_key = building_mali_mines_03 + } + + text = { # Malinese Gold Mines 4 + trigger = { + has_special_building = yes + has_building = mali_mines_04 + } + localization_key = building_mali_mines_04 + } + + text = { # Hall of Heroes 1 + trigger = { + has_special_building = yes + has_building = hall_of_heroes_01 + } + localization_key = building_hall_of_heroes_01 + } + + text = { # Hall of Heroes 2 + trigger = { + has_special_building = yes + has_building = hall_of_heroes_02 + } + localization_key = building_hall_of_heroes_02 + } + + text = { # Hall of Heroes 3 + trigger = { + has_special_building = yes + has_building = hall_of_heroes_03 + } + localization_key = building_hall_of_heroes_03 + } + + text = { # Hall of Heroes 4 + trigger = { + has_special_building = yes + has_building = hall_of_heroes_04 + } + localization_key = building_hall_of_heroes_04 + } + + text = { # Hall of Heroes 5 + trigger = { + has_special_building = yes + has_building = hall_of_heroes_05 + } + localization_key = building_hall_of_heroes_05 + } + + text = { # Drassanes + trigger = { + has_special_building = yes + has_building = drassanes_01 + } + localization_key = building_drassanes_01 + } + + text = { # Wallss of York + trigger = { + has_special_building = yes + has_building = york_walls_01 + } + localization_key = building_york_walls_01 + } + + text = { # Great Mosque of Damascus + trigger = { + has_special_building = yes + has_building = damascus_mosque_01 + } + localization_key = building_damascus_mosque_01 + } + + text = { # Jokhang Temple + trigger = { + has_special_building = yes + has_building = jokhang_01 + } + localization_key = building_jokhang_01 + } + + text = { # Wartburg + trigger = { + has_special_building = yes + has_building = wartburg_01 + } + localization_key = building_wartburg_01 + } + + text = { # Beta Giyorgis + trigger = { + has_special_building = yes + has_building = beta_giyorgis_01 + } + localization_key = building_beta_giyorgis_01 + } + + text = { # Holy Wisdom of God Cathedral + trigger = { + has_special_building = yes + has_building = holy_wisdom_01 + } + localization_key = building_holy_wisdom_01 + } + + text = { # Santa Reparata + trigger = { + has_special_building = yes + has_building = duomo_florence_01 + } + localization_key = building_duomo_florence_01 + } + + text = { # St John Baptistery + trigger = { + has_special_building = yes + has_building = duomo_florence_02 + } + localization_key = building_duomo_florence_02 + } + + text = { # Santa Maria del Fiore + trigger = { + has_special_building = yes + OR = { + has_building = duomo_florence_03 + has_building = duomo_florence_04 + } + } + localization_key = building_duomo_florence_03 + } + + text = { # Konark Sun Temple + trigger = { + has_special_building = yes + has_building = konark_temple_01 + } + localization_key = building_konark_temple_01 + } + + text = { # Kairouan Basins + trigger = { + has_special_building = yes + has_building = kairouan_basins_01 + } + localization_key = building_kairouan_basins_01 + } + + text = { # Ghana Palace + trigger = { + has_special_building = yes + has_building = ghana_palace_01 + } + localization_key = building_ghana_palace_01 + } + + text = { # Visegrad Castle + trigger = { + has_special_building = yes + has_building = visegrad_castle_01 + } + localization_key = building_visegrad_castle_01 + } + + text = { # Archcollegiate Church of St. Mary and St. Alexius in Tum + trigger = { + has_special_building = yes + OR = { + has_building = wawel_cathedral_01 + has_building = wawel_cathedral_02 + has_building = wawel_cathedral_03 + } + } + localization_key = building_wawel_cathedral_01 + } + + text = { # Vatapi Caves + trigger = { + has_special_building = yes + has_building = vatapi_caves_01 + } + localization_key = building_vatapi_caves_01 + } + + text = { # Golden Fort of Jaisalmer + trigger = { + has_special_building = yes + has_building = jaisalmer_fort_01 + } + localization_key = building_jaisalmer_fort_01 + } + + text = { # Koganeyama Mines 1 + trigger = { + has_special_building = yes + has_building = koganeyama_mines_01 + } + localization_key = building_koganeyama_mines_01 + } + + text = { # Koganeyama Mines 2 + trigger = { + has_special_building = yes + has_building = koganeyama_mines_02 + } + localization_key = building_koganeyama_mines_02 + } + + text = { # Koganeyama Mines 3 + trigger = { + has_special_building = yes + has_building = koganeyama_mines_03 + } + localization_key = building_koganeyama_mines_03 + } + + text = { # Koganeyama Mines 4 + trigger = { + has_special_building = yes + has_building = koganeyama_mines_04 + } + localization_key = building_koganeyama_mines_04 + } + + text = { # Tsushima Mines 1 + trigger = { + has_special_building = yes + has_building = tsushima_mines_01 + } + localization_key = building_tsushima_mines_01 + } + + text = { # Tsushima Mines 2 + trigger = { + has_special_building = yes + has_building = tsushima_mines_02 + } + localization_key = building_tsushima_mines_02 + } + + text = { # Tsushima Mines 3 + trigger = { + has_special_building = yes + has_building = tsushima_mines_03 + } + localization_key = building_tsushima_mines_03 + } + + text = { # Tsushima Mines 4 + trigger = { + has_special_building = yes + has_building = tsushima_mines_04 + } + localization_key = building_tsushima_mines_04 + } + + text = { # Sado Mines 1 + trigger = { + has_special_building = yes + has_building = sado_mines_01 + } + localization_key = building_sado_mines_01 + } + + text = { # Sado Mines 2 + trigger = { + has_special_building = yes + has_building = sado_mines_02 + } + localization_key = building_sado_mines_02 + } + + text = { # Sado Mines 3 + trigger = { + has_special_building = yes + has_building = sado_mines_03 + } + localization_key = building_sado_mines_03 + } + + text = { # Sado Mines 4 + trigger = { + has_special_building = yes + has_building = sado_mines_04 + } + localization_key = building_sado_mines_04 + } + + text = { # Tada Mines 1 + trigger = { + has_special_building = yes + has_building = tada_mines_01 + } + localization_key = building_tada_mines_01 + } + + text = { # Tada Mines 2 + trigger = { + has_special_building = yes + has_building = tada_mines_02 + } + localization_key = building_tada_mines_02 + } + + text = { # Tada Mines 3 + trigger = { + has_special_building = yes + has_building = tada_mines_03 + } + localization_key = building_tada_mines_03 + } + + text = { # Tada Mines 4 + trigger = { + has_special_building = yes + has_building = tada_mines_04 + } + localization_key = building_tada_mines_04 + } + + ### UNIVERSITIES + + text = { # Generic University + trigger = { + has_special_building = yes + has_building = generic_university + } + localization_key = building_generic_university + } + + text = { # Al Azhar University + trigger = { + has_special_building = yes + has_building = al_azhar_university + } + localization_key = building_al_azhar_university + } + + text = { # Sankore University + trigger = { + has_special_building = yes + has_building = sankore_university + } + localization_key = building_sankore_university + } + + text = { # Siena University + trigger = { + has_special_building = yes + has_building = siena_university + } + localization_key = building_siena_university + } + + text = { # Nalanda University + trigger = { + has_special_building = yes + has_building = nalanda_university + } + localization_key = building_nalanda_university + } + + text = { # Nalanda University + trigger = { + has_special_building = yes + has_building = nalanda_university + } + localization_key = building_nalanda_university + } + + text = { # Somapura University + trigger = { + has_special_building = yes + has_building = nalanda_university + } + localization_key = building_somapura_university_01 + } + + text = { # Somapura University + trigger = { + has_special_building = yes + OR = { + has_building = cluny_abbey_01 + has_building = cluny_abbey_02 + } + } + localization_key = building_cluny_abbey_01 + } + + #Al qarawiyyin University + text = { + trigger = { + has_special_building = yes + has_building = al_qarawiyyin_university_01 + } + localization_key = building_al_qarawiyyin_university_01 + } + + + ### MISC + + text = { # Sicilian Parliament + trigger = { + has_special_building = yes + has_building = special_sicilian_parliament_01 + } + localization_key = building_special_sicilian_parliament_01 + } + + text = { # Greenhouse + trigger = { + has_special_building = yes + has_building = special_greenhouse_01 + } + localization_key = building_special_greenhouse_01 + } + + text = { # Hotin Fortress 1 + trigger = { + has_special_building = yes + has_building = hotin_fort_01 + #this = province:5040 + } + localization_key = building_hotin_fort_01 + } + + text = { # Hotin Fortress 2 + trigger = { + has_special_building = yes + has_building = hotin_fort_02 + #this = province:5040 + } + localization_key = building_hotin_fort_02 + } + + text = { # Heddal Stave Church + trigger = { + has_special_building = yes + has_building = heddal_stave_church_01 + #this = province:286 # Tunsberg + } + localization_key = building_heddal_stave_church_01 + } + + text = { # Temple of Uppsala 1 + trigger = { + has_special_building = yes + has_building = temple_of_uppsala_01 + #this = province:341 # Sigtuna + } + localization_key = building_temple_of_uppsala_01 + } + + text = { # Temple of Uppsala 2 + trigger = { + has_special_building = yes + has_building = temple_of_uppsala_02 + #this = province:341 # Sigtuna + } + localization_key = building_temple_of_uppsala_02 + } + + text = { # Lund Cathedral + trigger = { + has_special_building = yes + has_building = lund_cathedral_01 + #this = province:70 # Lund + } + localization_key = building_lund_cathedral_01 + } + + text = { # Danevirke + trigger = { + has_special_building = yes + has_building = danevirke_01 + #this = province:62 # Hedeby + } + localization_key = building_danevirke_01 + } + + text = { # Roman Wall of Lugo + trigger = { + has_special_building = yes + has_building = roman_wall_of_lugo_01 + #this = province:1792 # Lugo + } + localization_key = building_roman_wall_of_lugo_01 + } + + text = { # Gibraltar + trigger = { + has_special_building = yes + has_building = rock_of_gibraltar_01 + #this = province:1845 # Algeciras + } + localization_key = building_rock_of_gibraltar_01 + } + + text = { # Gibraltar + trigger = { + has_special_building = yes + has_building = aljaferia_palace_01 + #this = province:1887 # Zaragoza + } + localization_key = building_aljaferia_palace_01 + } + + text = { # Tower of Hercules + trigger = { + has_special_building = yes + has_building = tower_of_hercules_01 + #this = province:1787 # Coruna + } + localization_key = building_tower_of_hercules_01 + } + + text = { # City Walls of Toledo + trigger = { + has_special_building = yes + has_building = city_wall_of_toledo_01 + #this = province:1919 # Toledo + } + localization_key = building_city_wall_of_toledo_01 + } + + text = { # Alcazar of Segovia + trigger = { + has_special_building = yes + has_building = alcazar_of_segovia_01 + #this = province:1924 # Segovia + } + localization_key = building_alcazar_of_segovia_01 + } + + text = { # Basilica Santiago + trigger = { + has_special_building = yes + has_building = holy_site_basilica_santiago_01 + #this = province:1785 # Santiago + } + localization_key = building_holy_site_basilica_santiago_01 + } + + text = { # Cilician Gates + trigger = { + has_special_building = yes + has_building = cilician_gates + } + localization_key = building_cilician_gates + } + + text = { # Fairy Chimneys + trigger = { + has_special_building = yes + has_building = fairy_chimneys + } + localization_key = building_fairy_chimneys + } + + text = { # Church of Saint Sophia, Ohrid + trigger = { + has_special_building = yes + has_building = sofia_ohrid + } + localization_key = building_sofia_ohrid + } + + text = { # Hosios Loukas + trigger = { + has_special_building = yes + has_building = hosios_loukas + } + localization_key = building_hosios_loukas + } + + text = { # Cattolica di Stilo + trigger = { + has_special_building = yes + has_building = cattolica_stilo + } + localization_key = building_cattolica_stilo + } + + text = { # Etchmiadzin Cathedral + trigger = { + has_special_building = yes + has_building = etchmiadzin_cathedral + } + localization_key = building_etchmiadzin_cathedral + } + + text = { # Jvari Monastery + trigger = { + has_special_building = yes + has_building = jvari_monastery + } + localization_key = building_jvari_monastery + } + + text = { # Saint Chatherine's Monastery + trigger = { + has_special_building = yes + has_building = saint_catherine + } + localization_key = building_saint_catherine + } + + text = { # Sant'Apollinare Nuovo + trigger = { + has_special_building = yes + has_building = apollinare_nuovo + } + localization_key = building_apollinare_nuovo + } + + text = { # Mt. Athos + trigger = { + has_special_building = yes + OR = { + has_building = mount_athos_01 + has_building = mount_athos_02 + has_building = mount_athos_03 + } + } + localization_key = building_mount_athos_01 + } + + text = { # Meteora + trigger = { + has_special_building = yes + OR = { + has_building = meteora_01 + has_building = meteora_02 + } + } + localization_key = building_meteora_01 + } + + text = { # Despots' Palace at Mystras + trigger = { + has_special_building = yes + has_building = despot_palace + } + localization_key = building_despot_palace + } + + text = { # Maiden's Tower + trigger = { + has_special_building = yes + has_building = maiden_tower + } + localization_key = building_maiden_tower + } + + text = { # Patras Castle + trigger = { + has_special_building = yes + has_building = patras_castle + + } + localization_key = building_patras_castle + } + + text = { # Sumela Monastery + trigger = { + has_special_building = yes + OR = { + has_building = sumela_monastery_01 + has_building = sumela_monastery_02 + } + } + localization_key = building_sumela_monastery_01 + } + + text = { # Church of St. Lazarus + trigger = { + has_special_building = yes + has_building = saint_lazarus + } + localization_key = building_saint_lazarus + } + + text = { # Kassiopi Castle + trigger = { + has_special_building = yes + has_building = kassiopi_castle + } + localization_key = building_kassiopi_castle + } + + text = { # Hagios Demetrios + trigger = { + has_special_building = yes + has_building = hagios_demetrios + } + localization_key = building_hagios_demetrios + } + + text = { # Church of the Theotokos + trigger = { + has_special_building = yes + has_building = church_of_the_theotokos + } + localization_key = building_church_of_the_theotokos + } + + text = { # Parthenon + trigger = { + has_special_building = yes + has_building = parthenon + } + localization_key = building_parthenon + } + + text = { # Sancutary of Imam Reza + trigger = { + has_special_building = yes + has_building = imam_reza_shrine_01 + #this = province:4012 # Tus + } + localization_key = building_imam_reza_shrine_01 + } + + text = { # Dome of Soltaniyeh + trigger = { + has_special_building = yes + has_building = soltaniyeh_01 + #this = province:4325 # Zanjan + } + localization_key = building_soltaniyeh_01 + } + + text = { # Ruins of the Palace of Ctesiphon 1 + trigger = { + has_special_building = yes + has_building = palace_of_ctesiphon_01 + #this = province:4796 # An-Nahrawan + } + localization_key = building_palace_of_ctesiphon_01 + } + + text = { # Ruins of the Palace of Ctesiphon 2 + trigger = { + has_special_building = yes + has_building = palace_of_ctesiphon_02 + #this = province:4796 # An-Nahrawan + } + localization_key = building_palace_of_ctesiphon_02 + } + + text = { # Falak-ol-Aflak + trigger = { + has_special_building = yes + has_building = falak_ol_aflak_citadel_01 + #this = province:4261 # Saburkhawasht #actually Khorramabad, Saburkhawasht or Shapurkhast + } + localization_key = building_falak_ol_aflak_citadel_01 + } + + text = { # Minarets of Jam + trigger = { + has_special_building = yes + has_building = minarets_and_remains_of_jam_01 + #this = province:4225 # Firuzkuh #AKA Chagcharan + } + localization_key = building_minarets_and_remains_of_jam_01 + } + + text = { # Great Wall of Gorgan + trigger = { + has_special_building = yes + has_building = great_wall_of_gorgan_01 + #this = province:4030 # Bakrabad and 4031 #Abaskun + } + localization_key = building_great_wall_of_gorgan_01 + } + + text = { # Lake Maharloo + trigger = { + has_special_building = yes + has_building = maharloo_lake_01 + #this = province:4177 # Shiraz-farsi + } + localization_key = building_maharloo_lake_01 + } + + text = { # Rainbow Mountains + trigger = { + has_special_building = yes + has_building = rainbow_mountains_01 + #this = province:4540 # Ahar + } + localization_key = building_rainbow_mountains_01 + } + + text = { # Mount Damavand + trigger = { + has_special_building = yes + has_building = mount_damavand_01 + #this = province:4316 # Firrim + } + localization_key = building_mount_damavand_01 + } + + text = { # Tomb of Batsheba + trigger = { + has_special_building = yes + has_building = tomb_of_cyrus_01 + #this = province:4118 # Istakhr + } + localization_key = building_tomb_of_cyrus_01 + } + + text = { # Ark of Bukhara + trigger = { + has_special_building = yes + has_building = ark_of_bukhara_01 + #this = province:4394 # Bukhara + } + localization_key = building_ark_of_bukhara_01 + } + + text = { # Shah-i-Zinda 1 + trigger = { + has_special_building = yes + has_building = shah_i_zinda_01 + #this = province:4404 # Samarqand / Samarkand + } + localization_key = building_shah_i_zinda_01 + } + + text = { # Shah-i-Zinda 2 + trigger = { + has_special_building = yes + has_building = shah_i_zinda_02 + #this = province:4404 # Samarqand / Samarkand + } + localization_key = building_shah_i_zinda_02 + } + + text = { # Alamut Castle 1 + trigger = { + has_special_building = yes + has_building = alamut_castle_01 + #this = province:4323 # Qazwin / Qazvin + } + localization_key = building_alamut_castle_01 + } + + text = { # Alamut Castle 2 + trigger = { + has_special_building = yes + has_building = alamut_castle_02 + #this = province:4323 # Qazwin / Qazvin + } + localization_key = building_alamut_castle_02 + } + + text = { # Generic Assassin's Fortress + trigger = { + has_special_building = yes + has_building = assassin_castle_01 + #this = province:any_mountain_or_desertmountain_province + } + localization_key = building_assassin_castle_01 + } + + text = { # Event Tower of Silence (typically a duchy building, this is a special for FP3 events) + trigger = { + has_special_building = yes + has_building = event_tower_of_silence_01 + #this = province:any_zoroastrian_faith + } + localization_key = building_event_tower_of_silence_01 + } + + text = { # Mount Fuji + trigger = { + has_special_building = yes + has_building = mount_fuji_01 + } + localization_key = building_mount_fuji_01 + } + + text = { # Mount Baekdu + trigger = { + has_special_building = yes + has_building = mount_baekdu_01 + } + localization_key = building_mount_baekdu_01 + } +} + +GetLocationFaithTemple = { # Get name of regular temple in religion + type = province + + text = { + trigger = { OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } + localization_key = building_temple_church + } + + text = { + trigger = { faith.religion = religion:islam_religion } + localization_key = building_temple_mosque + } + + text = { + trigger = { always = yes } + localization_key = building_temple_temple + } +} diff --git a/N3OW/common/customizable_localization/00_divinity_custom_loc.txt b/N3OW/common/customizable_localization/00_divinity_custom_loc.txt new file mode 100644 index 00000000..95a5d6f4 --- /dev/null +++ b/N3OW/common/customizable_localization/00_divinity_custom_loc.txt @@ -0,0 +1,2420 @@ + +ToleranceValue = { + type = character + + text = { + localization_key = tolerance_righteous + + trigger = { + faith = { + faith_hostility_level = { + target = scope:second.faith + value = faith_fully_accepted_level + } + } + } + } + text = { + localization_key = tolerance_astray + + trigger = { + faith = { + faith_hostility_level = { + target = scope:second.faith + value = faith_astray_level + } + } + } + } + text = { + localization_key = tolerance_sinister + + trigger = { + faith = { + faith_hostility_level = { + target = scope:second.faith + value = faith_hostile_level + } + } + } + } + text = { + localization_key = tolerance_evil + + trigger = { + faith = { + faith_hostility_level = { + target = scope:second.faith + value = faith_evil_level + } + } + } + } +} + +ToleranceValueConcept = { + type = character + + text = { + localization_key = FAITH_HOSTILITY_RIGHTEOUS + + trigger = { + faith = { + faith_hostility_level = { + target = scope:second.faith + value = faith_fully_accepted_level + } + } + } + } + text = { + localization_key = FAITH_HOSTILITY_ASTRAY + + trigger = { + faith = { + faith_hostility_level = { + target = scope:second.faith + value = faith_astray_level + } + } + } + } + text = { + localization_key = FAITH_HOSTILITY_HOSTILE + + trigger = { + faith = { + faith_hostility_level = { + target = scope:second.faith + value = faith_hostile_level + } + } + } + } + text = { + localization_key = FAITH_HOSTILITY_EVIL + + trigger = { + faith = { + faith_hostility_level = { + target = scope:second.faith + value = faith_evil_level + } + } + } + } +} + +MyPriestTitle = { + type = character + + text = { + trigger = { + exists = cp:councillor_court_chaplain + cp:councillor_court_chaplain = { + is_female = no + } + } + localization_key = male_priest_title + } + text = { + trigger = { + exists = cp:councillor_court_chaplain + cp:councillor_court_chaplain = { + is_female = yes + } + } + localization_key = female_priest_title + } + text = { + trigger = { + always = no + } + localization_key = neuter_priest_title + fallback = yes + } +} + +PriestTitle = { + type = character + + text = { + trigger = { is_female = no } + localization_key = male_priest_title + } + text = { + trigger = { is_female = yes } + localization_key = female_priest_title + } + text = { + trigger = { always = no } + localization_key = neuter_priest_title + fallback = yes + } +} + +# For use when refering to a priest of unspecified gender, or the concept of priests in general. +DefaultPriestTitle = { + type = character + + text = { + trigger = { + faith = { + OR = { + has_doctrine = doctrine_clerical_gender_male_only + AND = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_male_dominated + } + } + } + } + localization_key = male_priest_title + } + + text = { + trigger = { + faith = { + OR = { + has_doctrine = doctrine_clerical_gender_female_only + AND = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_female_dominated + } + } + } + } + localization_key = female_priest_title + } + + text = { + trigger = { + faith = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_equal + } + } + localization_key = neuter_priest_title + fallback = yes + } +} + +DefaultPriestTitlePlural = { + type = character + + text = { + trigger = { + faith = { + OR = { + has_doctrine = doctrine_clerical_gender_male_only + AND = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_male_dominated + } + } + } + } + localization_key = male_priest_title_plural + } + + text = { + trigger = { + faith = { + OR = { + has_doctrine = doctrine_clerical_gender_female_only + AND = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_female_dominated + } + } + } + } + localization_key = female_priest_title_plural + } + + text = { + trigger = { + faith = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_equal + } + } + localization_key = neuter_priest_title_plural + fallback = yes + } +} + +# For use when refering to a priest of unspecified gender, or the concept of priests in general. +DefaultPriestWomenMen = { + type = character + + text = { + trigger = { + faith = { + OR = { + has_doctrine = doctrine_clerical_gender_male_only + AND = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_male_dominated + } + } + } + } + localization_key = CHARACTER_MEN + } + + text = { + trigger = { + faith = { + OR = { + has_doctrine = doctrine_clerical_gender_female_only + AND = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_female_dominated + } + } + } + } + localization_key = CHARACTER_WOMEN + } + + text = { + trigger = { + faith = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_equal + } + } + localization_key = CHARACTER_MEN + fallback = yes + } +} + +DefaultBishopTitle = { + type = character + + text = { + trigger = { + faith = { + OR = { + has_doctrine = doctrine_clerical_gender_male_only + AND = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_male_dominated + } + } + } + } + localization_key = male_bishop_title + } + + text = { + trigger = { + faith = { + OR = { + has_doctrine = doctrine_clerical_gender_female_only + AND = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_female_dominated + } + } + } + } + localization_key = female_bishop_title + } + + text = { + trigger = { + faith = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_equal + } + } + localization_key = neuter_bishop_title + fallback = yes + } +} + +DefaultBishopTitlePlural = { + type = character + + text = { + trigger = { + faith = { + OR = { + has_doctrine = doctrine_clerical_gender_male_only + AND = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_male_dominated + } + } + } + } + localization_key = male_bishop_title_plural + } + + text = { + trigger = { + faith = { + OR = { + has_doctrine = doctrine_clerical_gender_female_only + AND = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_female_dominated + } + } + } + } + localization_key = female_bishop_title_plural + } + + text = { + trigger = { + faith = { + has_doctrine = doctrine_clerical_gender_either + has_doctrine = doctrine_gender_equal + } + } + localization_key = neuter_bishop_title_plural + fallback = yes + } +} + +#Returns Heathen for Pagans and Infidels for other Faiths. +GetUnbelieverName = { + type = character + + text = { + trigger = { + faith = { + has_doctrine = pagan_hostility_doctrine + } + } + localization_key = unbeliever_heathen + } + text = { + trigger = { + faith = { + NOT = { has_doctrine = pagan_hostility_doctrine } + } + } + localization_key = unbeliever_infidel + } +} + + +#Returns Heathens for Pagans and Infidels for other Faiths. +GetUnbelieverNamePlural = { + type = character + + text = { + trigger = { + faith = { + has_doctrine = pagan_hostility_doctrine + } + } + localization_key = unbeliever_heathen_plural + } + text = { + trigger = { + faith = { + NOT = { has_doctrine = pagan_hostility_doctrine } + } + } + localization_key = unbeliever_infidel_plural + } +} + +GetUnbelieverTerm = { + type = character + + text = { + trigger = { + is_infidel_trigger = { WHO = scope:second TARGET = root} + } + localization_key = unbeliever_infidel + } + text = { + trigger = { + is_heathen_trigger = { WHO = scope:second TARGET = root} + } + localization_key = unbeliever_heathen + } + text = { + trigger = { + is_heretic_trigger = { WHO = scope:second TARGET = root} + } + localization_key = unbeliever_heretic + } + text = { + trigger = { always = yes } + localization_key = unbeliever_unbeliever + } +} + +GetUnbelieverTermPlural = { + type = character + parent = GetUnbelieverTerm + suffix = _plural +} + +GetUnbelieverTermAdjective = { + type = character + + text = { + trigger = { + is_infidel_trigger = { WHO = scope:second TARGET = root} + } + localization_key = unbeliever_infidel_adj + } + text = { + trigger = { + is_heathen_trigger = { WHO = scope:second TARGET = root} + } + localization_key = unbeliever_heathen_adj + } + text = { + trigger = { + is_heretic_trigger = { WHO = scope:second TARGET = root} + } + localization_key = unbeliever_heretic_adj + } + text = { + trigger = { always = yes } + localization_key = unbeliever_unbeliever_adj + } +} + +GetUnbelieverAndForeignerTerm = { + type = character + + text = { + trigger = { + is_infidel_trigger = { WHO = scope:second TARGET = root} + scope:second.culture != root.culture + } + localization_key = unbeliever_foreign_infidel + } + text = { + trigger = { + is_heathen_trigger = { WHO = scope:second TARGET = root} + scope:second.culture != root.culture + } + localization_key = unbeliever_foreign_heathen + } + text = { + trigger = { + is_heretic_trigger = { WHO = scope:second TARGET = root} + scope:second.culture != root.culture + } + localization_key = unbeliever_foreign_heretic + } + text = { + trigger = { + is_infidel_trigger = { WHO = scope:second TARGET = root} + } + localization_key = unbeliever_infidel + } + text = { + trigger = { + is_heathen_trigger = { WHO = scope:second TARGET = root} + } + localization_key = unbeliever_heathen + } + text = { + trigger = { + is_heretic_trigger = { WHO = scope:second TARGET = root} + } + localization_key = unbeliever_heretic + } + text = { + fallback = yes + localization_key = unbeliever_believer + } +} + +#Intended to be used only for faith_creation.1001, and references scopes defined in that event. +GetFaithCreationReaction = { + type = character + + text = { + trigger = { + root = scope:second + } + localization_key = faith_creation.1001.o.personal + } + text = { + trigger = { + scope:second = { + faith = { + save_temporary_scope_as = reformed_faith + } + } + faith = { + religion = scope:reformed_faith.religion + faith_hostility_level = { + target = scope:reformed_faith + value > 1 + } + } + + } + localization_key = faith_creation.1001.o.heretical + } + text = { + trigger = { + scope:second = { + faith = { + save_temporary_scope_as = reformed_faith + } + } + scope:reformed_faith = { + OR = { + has_doctrine_parameter = great_holy_wars_active + has_doctrine_parameter = great_holy_wars_active_if_reformed + } + OR = { + has_doctrine_parameter = cannibalism_legal + has_doctrine_parameter = human_sacrifice_active + } + } + NOR = { + faith = { + has_doctrine_parameter = cannibalism_legal + has_doctrine_parameter = human_sacrifice_active + } + } + } + localization_key = faith_creation.1001.o.frightened + } + text = { + trigger = { + scope:second = { + faith = { + save_temporary_scope_as = reformed_faith + } + } + faith = { + OR = { + has_doctrine_parameter = great_holy_wars_active + AND = { + has_doctrine_parameter = great_holy_wars_active_if_reformed + NOT = { has_doctrine_parameter = unreformed } + } + } + faith_hostility_level = { + target = scope:reformed_faith + value > 1 + } + } + } + localization_key = faith_creation.1001.o.crusader + } + text = { + trigger = { + scope:second = { + faith = { + save_temporary_scope_as = reformed_faith + } + } + faith = { + faith_hostility_level = { + target = scope:reformed_faith + value <= 1 + } + } + } + localization_key = faith_creation.1001.o.interested + } + text = { + localization_key = faith_creation.1001.o.uninterested + } +} + +GetAfterLifeDestination = { + type = character + + text = { + trigger = { + faith = { + has_doctrine_parameter = reincarnation_resistance_to_conversion + } + } + localization_key = character_afterlife_reincarnation + } + + text = { + trigger = { + num_sinful_traits > num_virtuous_traits + } + localization_key = character_afterlife_negative + } + + text = { + localization_key = character_afterlife_positive + } +} + +# GetActualBishopTitlePossessive should be updated synchronously with this +GetActualBishopTitle = { + type = character + + # 'Early Out' keys for Head of Faith/Landed Rulers. + text = { + trigger = { + exists = faith.religious_head + this = faith.religious_head + } + localization_key = religious_head_name + } + +# text = { # No longer relevant now that we scope directly to the court owner +# trigger = { +# is_playable_character = yes +# } +# localization_key = ruler_title_name +# } + + # Religion-By-Religion Titles for Bishops based on Liege's Tier. + # Zunism + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:zun_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_zunism_religion_kingdom + } + text = { + trigger = { + highest_held_title_tier < tier_kingdom + faith.religion = faith:zun_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_zunism_religion_duchy + } + + # Zoroastrianism + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + fp3_custom_divinity_for_zoroastrianism_faiths = yes + } + localization_key = councillor_court_chaplain_zoroastrianism_religion_kingdom + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + fp3_custom_divinity_for_zoroastrianism_faiths = yes + } + localization_key = councillor_court_chaplain_zoroastrianism_religion_kingdom_female + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + fp3_custom_divinity_for_zoroastrianism_faiths = yes + } + localization_key = councillor_court_chaplain_zoroastrianism_religion_duchy + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + fp3_custom_divinity_for_zoroastrianism_faiths = yes + } + localization_key = councillor_court_chaplain_zoroastrianism_religion_duchy_female + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + fp3_custom_divinity_for_zoroastrianism_faiths = yes + } + localization_key = councillor_court_chaplain_zoroastrianism_religion_county + } + # African Roog + text = { + trigger = { + faith.religion = faith:west_african_roog_pagan.religion + } + localization_key = councillor_court_chaplain_west_african_roog_religion_duchy + } + # African Bori + text = { + trigger = { + faith.religion = faith:west_african_bori_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_west_african_bori_religion_duchy + } + text = { + trigger = { + faith.religion = faith:west_african_bori_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_west_african_bori_religion_duchy_female + } + # African + text = { + trigger = { + faith.religion = faith:west_african_pagan.religion + } + localization_key = councillor_court_chaplain_west_african_religion_duchy + } + + # Tengrism + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:tengri_pagan.religion + } + localization_key = councillor_court_chaplain_tengrism_religion_kingdom + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:tengri_pagan.religion + } + localization_key = councillor_court_chaplain_tengrism_religion_duchy + } + + #Taoism + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = religion:taoism_religion + } + localization_key = councillor_court_chaplain_taoism_religion_kingdom + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = religion:taoism_religion + } + localization_key = councillor_court_chaplain_taoism_religion_duchy + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = religion:taoism_religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_taoism_religion_county + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = religion:taoism_religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_taoism_religion_county_female + } + + #Finno-Ugric + text = { + trigger = { + faith.religion = faith:finnish_pagan.religion + } + localization_key = councillor_court_chaplain_finno_ugric_religion_duchy + } + + #Slavic + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:slavic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_slavic_religion_kingdom + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:slavic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_slavic_religion_kingdom_female + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:slavic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_slavic_religion_duchy + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:slavic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_slavic_religion_duchy_female + } + + #Baltic + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:baltic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_baltic_religion_duchy + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:baltic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_baltic_religion_duchy_female + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + OR = { + faith.religion = faith:baltic_pagan.religion + faith.religion = faith:slavic_pagan.religion + faith.religion = faith:finnish_pagan.religion + faith.religion = faith:zun_pagan.religion + } + } + localization_key = councillor_court_chaplain_baltic_religion_county + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + OR = { + faith.religion = faith:baltic_pagan.religion + faith.religion = faith:slavic_pagan.religion + faith.religion = faith:finnish_pagan.religion + faith.religion = faith:zun_pagan.religion + } + } + localization_key = councillor_court_chaplain_baltic_religion_county_female + } + + #Magyarism + text = { + trigger = { + faith.religion = faith:magyar_pagan.religion + } + localization_key = councillor_court_chaplain_magyarism_religion_county + } + + #Judaism + text = { + trigger = { + highest_held_title_tier >= tier_empire + faith.religion = faith:rabbinism.religion + } + localization_key = councillor_court_chaplain_judaism_religion_empire + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:rabbinism.religion + } + localization_key = councillor_court_chaplain_judaism_religion_kingdom + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:rabbinism.religion + } + localization_key = councillor_court_chaplain_judaism_religion_duchy + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:rabbinism.religion + } + localization_key = councillor_court_chaplain_judaism_religion_county + } + + #Hellenic + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:hellenic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_hellenism_religion_kingdom + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:hellenic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_hellenism_religion_kingdom_female + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:hellenic_pagan.religion + } + localization_key = councillor_court_chaplain_hellenism_religion_duchy + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:hellenic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_hellenism_religion_county + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:hellenic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_hellenism_religion_county_female + } + + #Norse + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:norse_pagan.religion + } + localization_key = councillor_court_chaplain_germanic_religion_kingdom + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:norse_pagan.religion + } + localization_key = councillor_court_chaplain_germanic_religion_duchy + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:norse_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_germanic_religion_county + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:norse_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_germanic_religion_county_female + } + + #Dualism + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:manichean.religion + } + localization_key = councillor_court_chaplain_dualism_religion_county + } + + #Bon + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:bon.religion + } + localization_key = councillor_court_chaplain_bon_religion_kingdom + } + + # Japanese Buddhism + text = { + trigger = { + culture = { has_cultural_pillar = language_japonic } + religion = religion:buddhism_religion + } + localization_key = councillor_court_chaplain_japanese_buddhism_religion + } + + # Korean Buddhism + text = { + trigger = { + highest_held_title_tier = tier_county + culture = { + OR = { + has_cultural_pillar = heritage_korean + has_cultural_pillar = heritage_buyeo + } + } + religion = religion:buddhism_religion + } + localization_key = councillor_court_chaplain_buddhist_korean_county + } + text = { + trigger = { + highest_held_title_tier = tier_duchy + culture = { + OR = { + has_cultural_pillar = heritage_korean + has_cultural_pillar = heritage_buyeo + } + } + religion = religion:buddhism_religion + } + localization_key = councillor_court_chaplain_buddhist_korean_duchy + } + text = { + trigger = { + highest_held_title_tier = tier_kingdom + culture = { + OR = { + has_cultural_pillar = heritage_korean + has_cultural_pillar = heritage_buyeo + } + } + OR = { + faith = faith:dhyana + AND = { + faith = { has_doctrine = tenet_no_mind } + religion = religion:buddhism_religion + } + } + } + localization_key = councillor_court_chaplain_seon_korean_kingdom + } + text = { + trigger = { + highest_held_title_tier = tier_kingdom + culture = { + OR = { + has_cultural_pillar = heritage_korean + has_cultural_pillar = heritage_buyeo + } + } + religion = religion:buddhism_religion + } + localization_key = councillor_court_chaplain_buddhist_korean_kingdom + } + text = { + trigger = { + highest_held_title_tier >= tier_empire + culture = { + OR = { + has_cultural_pillar = heritage_korean + has_cultural_pillar = heritage_buyeo + } + } + OR = { + faith = faith:dhyana + AND = { + faith = { has_doctrine = tenet_no_mind } + religion = religion:buddhism_religion + } + } + } + localization_key = councillor_court_chaplain_seon_korean_empire + } + text = { + trigger = { + highest_held_title_tier >= tier_empire + culture = { + OR = { + has_cultural_pillar = heritage_korean + has_cultural_pillar = heritage_buyeo + } + } + religion = religion:buddhism_religion + } + localization_key = councillor_court_chaplain_buddhist_korean_empire + } + + #Buddhism/Hinduism/Jainism + text = { + trigger = { + highest_held_title_tier >= tier_empire + OR = { + faith.religion = faith:theravada.religion + faith.religion = faith:vaishnavism.religion + faith.religion = faith:digambara.religion + } + } + localization_key = councillor_court_chaplain_buddhism_religion_empire + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + OR = { + faith.religion = faith:theravada.religion + faith.religion = faith:vaishnavism.religion + faith.religion = faith:digambara.religion + } + } + localization_key = councillor_court_chaplain_buddhism_religion_kingdom + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + OR = { + faith.religion = faith:theravada.religion + faith.religion = faith:vaishnavism.religion + faith.religion = faith:digambara.religion + faith.religion = faith:bon.religion + } + } + localization_key = councillor_court_chaplain_buddhism_religion_duchy + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + OR = { + faith.religion = faith:theravada.religion + faith.religion = faith:vaishnavism.religion + faith.religion = faith:digambara.religion + faith.religion = faith:bon.religion + } + } + localization_key = councillor_court_chaplain_buddhism_religion_county + } + + #Shia + text = { + trigger = { highest_held_title_tier >= tier_empire faith = faith:ismaili } + localization_key = councillor_court_chaplain_ismaili_empire + } + text = { + trigger = { highest_held_title_tier >= tier_kingdom faith = faith:ismaili } + localization_key = councillor_court_chaplain_ismaili_kingdom + } + text = { + trigger = { highest_held_title_tier < tier_duchy faith = faith:ismaili } + localization_key = councillor_court_chaplain_ismaili_county + } + + #Islam + text = { + trigger = { highest_held_title_tier >= tier_empire faith.religion = faith:ashari.religion } + localization_key = councillor_court_chaplain_islam_empire + } + text = { + trigger = { highest_held_title_tier >= tier_kingdom faith.religion = faith:ashari.religion } + localization_key = councillor_court_chaplain_islam_kingdom + } + text = { + trigger = { highest_held_title_tier >= tier_duchy faith.religion = faith:ashari.religion } + localization_key = councillor_court_chaplain_islam_duchy + } + text = { + trigger = { highest_held_title_tier < tier_duchy faith.religion = faith:ashari.religion } + localization_key = councillor_court_chaplain_islam_county + } + + #Yazidi + text = { + trigger = { highest_held_title_tier >= tier_empire faith.religion = faith:yazidi.religion } + localization_key = councillor_court_chaplain_yazidi_empire + } + text = { + trigger = { highest_held_title_tier >= tier_kingdom faith.religion = faith:yazidi.religion } + localization_key = councillor_court_chaplain_yazidi_kingdom + } + text = { + trigger = { highest_held_title_tier >= tier_duchy faith.religion = faith:yazidi.religion } + localization_key = councillor_court_chaplain_yazidi_duchy + } + text = { + trigger = { highest_held_title_tier < tier_duchy faith.religion = faith:yazidi.religion } + localization_key = councillor_court_chaplain_yazidi_county + } + + #Orthodox + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_empire + } + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_empire_female + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_kingdom + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_kingdom_female + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_duchy + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_county + } + + #Christian + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + faith.religion = faith:catholic.religion + } + localization_key = councillor_court_chaplain_christian_empire + } + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + faith.religion = faith:catholic.religion + } + localization_key = councillor_court_chaplain_christian_empire_female + } + text = { + trigger = { highest_held_title_tier >= tier_kingdom faith.religion = faith:catholic.religion } + localization_key = councillor_court_chaplain_christian_kingdom + } + text = { + trigger = { highest_held_title_tier >= tier_duchy faith.religion = faith:catholic.religion } + localization_key = councillor_court_chaplain_christian_duchy + } + text = { + trigger = { highest_held_title_tier < tier_duchy faith.religion = faith:catholic.religion } + localization_key = councillor_court_chaplain_christian_county + } + + #Basque Paganism + text = { + trigger = { + religion = religion:basque_religion + } + localization_key = council_basque_priest + } + + # Shinto + text = { + trigger = { + religion = religion:shintoism_religion + } + localization_key = councillor_court_chaplain_shintoism_religion + } + + #Paganism + text = { + trigger = { + faith = { has_doctrine = pagan_hostility_doctrine } + highest_held_title_tier >= tier_kingdom + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_paganism_religion_kingdom + } + text = { + trigger = { + faith = { has_doctrine = pagan_hostility_doctrine } + highest_held_title_tier >= tier_kingdom + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_paganism_religion_kingdom_female + } + text = { + trigger = { + faith = { has_doctrine = pagan_hostility_doctrine } + highest_held_title_tier >= tier_duchy + } + localization_key = councillor_court_chaplain_paganism_religion_duchy + } + text = { + trigger = { + faith = { has_doctrine = pagan_hostility_doctrine } + highest_held_title_tier < tier_duchy + } + localization_key = councillor_court_chaplain_paganism_religion_county + } + + #Fallback + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_theocrat_empire + } + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_theocrat_empire_female + } + text = { + trigger = { highest_held_title_tier >= tier_kingdom } + localization_key = councillor_court_chaplain_theocrat_kingdom + } + text = { + trigger = { highest_held_title_tier >= tier_duchy } + localization_key = councillor_court_chaplain_theocrat_duchy + } + text = { + trigger = { highest_held_title_tier < tier_duchy } + localization_key = councillor_court_chaplain_theocrat_county + } +} + +# GetActualBishopTitle should be updated synchronously with this +GetActualBishopTitlePossessive = { + type = character + + # Religion-By-Religion Titles for Bishops based on Liege's Tier. + # Zunism + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:zun_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_zunism_religion_kingdom_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_kingdom + faith.religion = faith:zun_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_zunism_religion_duchy_possessive + } + + # Zoroastrianism + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:mazdayasna.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_zoroastrianism_religion_kingdom_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:mazdayasna.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_zoroastrianism_religion_kingdom_female_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:mazdayasna.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_zoroastrianism_religion_duchy_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:mazdayasna.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_zoroastrianism_religion_duchy_female_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:mazdayasna.religion + } + localization_key = councillor_court_chaplain_zoroastrianism_religion_county_possessive + } + # African Roog + text = { + trigger = { + faith.religion = faith:west_african_roog_pagan.religion + } + localization_key = councillor_court_chaplain_west_african_roog_religion_duchy_possessive + } + # African Bori + text = { + trigger = { + faith.religion = faith:west_african_bori_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_west_african_bori_religion_duchy_possessive + } + text = { + trigger = { + faith.religion = faith:west_african_bori_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_west_african_bori_religion_duchy_female_possessive + } + # African + text = { + trigger = { + faith.religion = faith:west_african_pagan.religion + } + localization_key = councillor_court_chaplain_west_african_religion_duchy_possessive + } + + # Tengrism + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:tengri_pagan.religion + } + localization_key = councillor_court_chaplain_tengrism_religion_kingdom_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:tengri_pagan.religion + } + localization_key = councillor_court_chaplain_tengrism_religion_duchy_possessive + } + + #Taoism + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = religion:taoism_religion + } + localization_key = councillor_court_chaplain_taoism_religion_kingdom_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = religion:taoism_religion + } + localization_key = councillor_court_chaplain_taoism_religion_duchy_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = religion:taoism_religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_taoism_religion_county_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = religion:taoism_religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_taoism_religion_county_female_possessive + } + + #Finno-Ugric + text = { + trigger = { + faith.religion = faith:finnish_pagan.religion + } + localization_key = councillor_court_chaplain_finno_ugric_religion_duchy_possessive + } + + #Slavic + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:slavic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_slavic_religion_kingdom_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:slavic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_slavic_religion_kingdom_female_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:slavic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_slavic_religion_duchy_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:slavic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_slavic_religion_duchy_female_possessive + } + + #Baltic + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:baltic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_baltic_religion_duchy_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:baltic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_baltic_religion_duchy_female_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + OR = { + faith.religion = faith:baltic_pagan.religion + faith.religion = faith:slavic_pagan.religion + faith.religion = faith:finnish_pagan.religion + faith.religion = faith:zun_pagan.religion + } + } + localization_key = councillor_court_chaplain_baltic_religion_county_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + OR = { + faith.religion = faith:baltic_pagan.religion + faith.religion = faith:slavic_pagan.religion + faith.religion = faith:finnish_pagan.religion + faith.religion = faith:zun_pagan.religion + } + } + localization_key = councillor_court_chaplain_baltic_religion_county_female_possessive + } + + #Magyarism + text = { + trigger = { + faith.religion = faith:magyar_pagan.religion + } + localization_key = councillor_court_chaplain_magyarism_religion_county_possessive + } + + #Judaism + text = { + trigger = { + highest_held_title_tier >= tier_empire + faith.religion = faith:rabbinism.religion + } + localization_key = councillor_court_chaplain_judaism_religion_empire_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:rabbinism.religion + } + localization_key = councillor_court_chaplain_judaism_religion_kingdom_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:rabbinism.religion + } + localization_key = councillor_court_chaplain_judaism_religion_duchy_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:rabbinism.religion + } + localization_key = councillor_court_chaplain_judaism_religion_county_possessive + } + + #Hellenic + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:hellenic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_hellenism_religion_kingdom_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:hellenic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_hellenism_religion_kingdom_female_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:hellenic_pagan.religion + } + localization_key = councillor_court_chaplain_hellenism_religion_duchy_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:hellenic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_hellenism_religion_county_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:hellenic_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_hellenism_religion_county_female_possessive + } + + #Norse + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:norse_pagan.religion + } + localization_key = councillor_court_chaplain_germanic_religion_kingdom_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + faith.religion = faith:norse_pagan.religion + } + localization_key = councillor_court_chaplain_germanic_religion_duchy_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:norse_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_germanic_religion_county_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:norse_pagan.religion + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_germanic_religion_county_female_possessive + } + + #Dualism + text = { + trigger = { + highest_held_title_tier < tier_duchy + faith.religion = faith:manichean.religion + } + localization_key = councillor_court_chaplain_dualism_religion_county_possessive + } + + #Bon + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + faith.religion = faith:bon.religion + } + localization_key = councillor_court_chaplain_bon_religion_kingdom_possessive + } + + #Buddhism/Hinduism/Jainism + text = { + trigger = { + highest_held_title_tier >= tier_empire + OR = { + faith.religion = faith:theravada.religion + faith.religion = faith:vaishnavism.religion + faith.religion = faith:digambara.religion + } + } + localization_key = councillor_court_chaplain_buddhism_religion_empire_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + OR = { + faith.religion = faith:theravada.religion + faith.religion = faith:vaishnavism.religion + faith.religion = faith:digambara.religion + } + } + localization_key = councillor_court_chaplain_buddhism_religion_kingdom_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + OR = { + faith.religion = faith:theravada.religion + faith.religion = faith:vaishnavism.religion + faith.religion = faith:digambara.religion + faith.religion = faith:bon.religion + } + } + localization_key = councillor_court_chaplain_buddhism_religion_duchy_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + OR = { + faith.religion = faith:theravada.religion + faith.religion = faith:vaishnavism.religion + faith.religion = faith:digambara.religion + faith.religion = faith:bon.religion + } + } + localization_key = councillor_court_chaplain_buddhism_religion_county_possessive + } + + #Shia + text = { + trigger = { highest_held_title_tier >= tier_empire faith = faith:ismaili } + localization_key = councillor_court_chaplain_ismaili_empire_possessive + } + text = { + trigger = { highest_held_title_tier >= tier_kingdom faith = faith:ismaili } + localization_key = councillor_court_chaplain_ismaili_kingdom_possessive + } + text = { + trigger = { highest_held_title_tier < tier_duchy faith = faith:ismaili } + localization_key = councillor_court_chaplain_ismaili_county_possessive + } + + #Islam + text = { + trigger = { highest_held_title_tier >= tier_empire faith.religion = faith:ashari.religion } + localization_key = councillor_court_chaplain_islam_empire_possessive + } + text = { + trigger = { highest_held_title_tier >= tier_kingdom faith.religion = faith:ashari.religion } + localization_key = councillor_court_chaplain_islam_kingdom_possessive + } + text = { + trigger = { highest_held_title_tier >= tier_duchy faith.religion = faith:ashari.religion } + localization_key = councillor_court_chaplain_islam_duchy_possessive + } + text = { + trigger = { highest_held_title_tier < tier_duchy faith.religion = faith:ashari.religion } + localization_key = councillor_court_chaplain_islam_county_possessive + } + + #Yazidi + text = { + trigger = { highest_held_title_tier >= tier_empire faith.religion = faith:yazidi.religion } + localization_key = councillor_court_chaplain_yazidi_empire_possessive + } + text = { + trigger = { highest_held_title_tier >= tier_kingdom faith.religion = faith:yazidi.religion } + localization_key = councillor_court_chaplain_yazidi_kingdom_possessive + } + text = { + trigger = { highest_held_title_tier >= tier_duchy faith.religion = faith:yazidi.religion } + localization_key = councillor_court_chaplain_yazidi_duchy_possessive + } + text = { + trigger = { highest_held_title_tier < tier_duchy faith.religion = faith:yazidi.religion } + localization_key = councillor_court_chaplain_yazidi_county_possessive + } + + #Orthodox + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_empire_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_empire_female_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_kingdom_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_kingdom_female_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_duchy + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_duchy_possessive + } + text = { + trigger = { + highest_held_title_tier < tier_duchy + OR = { + faith = faith:orthodox + faith.religion = faith:manichean.religion + } + } + localization_key = councillor_court_chaplain_orthodox_county_possessive + } + + #Christian + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + faith.religion = faith:catholic.religion + } + localization_key = councillor_court_chaplain_christian_empire_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + faith.religion = faith:catholic.religion + } + localization_key = councillor_court_chaplain_christian_empire_female_possessive + } + text = { + trigger = { highest_held_title_tier >= tier_kingdom faith.religion = faith:catholic.religion } + localization_key = councillor_court_chaplain_christian_kingdom_possessive + } + text = { + trigger = { highest_held_title_tier >= tier_duchy faith.religion = faith:catholic.religion } + localization_key = councillor_court_chaplain_christian_duchy_possessive + } + text = { + trigger = { highest_held_title_tier < tier_duchy faith.religion = faith:catholic.religion } + localization_key = councillor_court_chaplain_christian_county_possessive + } + # Shinto + text = { + trigger = { + religion = religion:shintoism_religion + } + localization_key = councillor_court_chaplain_shintoism_religion_possessive + } + + #Paganism + text = { + trigger = { + faith = { has_doctrine = pagan_hostility_doctrine } + highest_held_title_tier >= tier_kingdom + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_paganism_religion_kingdom_possessive + } + text = { + trigger = { + faith = { has_doctrine = pagan_hostility_doctrine } + highest_held_title_tier >= tier_kingdom + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_paganism_religion_kingdom_female_possessive + } + text = { + trigger = { + faith = { has_doctrine = pagan_hostility_doctrine } + highest_held_title_tier >= tier_duchy + } + localization_key = councillor_court_chaplain_paganism_religion_duchy_possessive + } + text = { + trigger = { + faith = { has_doctrine = pagan_hostility_doctrine } + highest_held_title_tier < tier_duchy + } + localization_key = councillor_court_chaplain_paganism_religion_county_possessive + } + + #Fallback + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = yes + } + } + } + localization_key = councillor_court_chaplain_theocrat_empire_possessive + } + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOT = { # Required formatting to include male/female check as well as vacancy + cp:councillor_court_chaplain ?= { + is_female = no + } + } + } + localization_key = councillor_court_chaplain_theocrat_empire_female_possessive + } + text = { + trigger = { highest_held_title_tier >= tier_kingdom } + localization_key = councillor_court_chaplain_theocrat_kingdom_possessive + } + text = { + trigger = { highest_held_title_tier >= tier_duchy } + localization_key = councillor_court_chaplain_theocrat_duchy_possessive + } + text = { + trigger = { highest_held_title_tier < tier_duchy } + localization_key = councillor_court_chaplain_theocrat_county_possessive + } +} + +GetBirthOmen = { + type = character + random_valid = yes + + text = { + localization_key = birth_omen_caul + } + text = { + localization_key = birth_omen_finger + } + text = { + localization_key = birth_omen_birthmark + } +} + +GetTaltosTerm = { + type = character + + text = { + trigger = { religion = religion:magyar_religion } + localization_key = chosen_one_taltos + } + text = { + trigger = { + always = no + } + localization_key = chosen_one_fallback + fallback = yes + } +} + +GetReligiousRite = { + type = character + + text = { + localization_key = rite_mass + trigger = { faith = { religion = religion:christianity_religion } } + } + text = { + localization_key = rite_prayer + trigger = { + faith = { + OR = { + religion = religion:islam_religion + religion = religion:judaism_religion + religion = { is_in_family = rf_eastern } + } + } + } + } + + + + text = { + trigger = { + always = no + } + fallback = yes + localization_key = rite_worship + } +} + +# Doctrine Parameters +GetRiteEcumenismFullOrEmpty = { + type = character + + text = { + trigger = { + faith = { has_doctrine = special_doctrine_ecumenical_christian } + } + localization_key = GetRiteEcumenismFullOrEmpty_full + } + text = { + trigger = { + NOT = { + faith = { has_doctrine = special_doctrine_ecumenical_christian } + } + } + localization_key = GetRiteEcumenismFullOrEmpty_empty + } +} + +# Does the character's faith have Armed Pilgrimages or Struggle & Submission? +ghw_from_which_tenet = { + type = character + + text = { + trigger = { + faith = { has_doctrine = tenet_armed_pilgrimages } + } + localization_key = ghw_from_which_tenet_armed_pilgrimages + } + + text = { + trigger = { + faith = { has_doctrine = tenet_struggle_submission } + } + localization_key = ghw_from_which_tenet_struggle_submission + } + + text = { + trigger = { + faith = { has_doctrine = tenet_warmonger } + } + localization_key = ghw_from_which_tenet_warmonger + } +} + +# Which institutions would be exempt from tax in this faith? +GetFaithTaxExemptInstitution = { + type = character + + # Theocratic clergy faiths exempt the Church. + text = { + trigger = { + faith = { has_doctrine_parameter = theocracy_temple_lease } + } + localization_key = faithtaxexemption_the_church + } + + # Lay clergy faiths exempt charities. + text = { + trigger = { + faith = { has_doctrine_parameter = lay_clergy } + } + fallback = yes + localization_key = faithtaxexemption_charities + } +} diff --git a/N3OW/common/customizable_localization/00_food_custom_loc.txt b/N3OW/common/customizable_localization/00_food_custom_loc.txt new file mode 100644 index 00000000..4840fae8 --- /dev/null +++ b/N3OW/common/customizable_localization/00_food_custom_loc.txt @@ -0,0 +1,3597 @@ +#RegionalDrink +#RegionalAlcoholicDrink +#get_region_root_vegetable & get_region_root_vegetable_plural +#RegionalEdibleAnimal +#RegionalEdibleMeat +#FavoriteTreat +#FavoriteTreatDemand +#FavoriteTreatUppercase +#GetLocalStreetFood & GetLocalStreetFoodPlural +#GetFoodDetail +#GetExpensiveMeal +#GetExpensiveMealAlt +#GetExpensiveDessert +#GetExpensiveDessertInTheFace +#GetExpensiveDrink +#GetExpensiveDrink_Singular +#RegionalFish + +#NOTE! All of these nouns should work with "a" (not "an") +RegionalDrink = { + type = character + random_valid = yes + + text = { + localization_key = wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe + } + } + } + #Byzantine wines + text = { + localization_key = macedonian_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe_south_east + } + } + } + text = { + localization_key = byzantine_cypriot + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe_south_east + geographical_region = world_asia_minor + } + } + } + } + text = { + localization_key = cretan_muscat + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe_south_east + geographical_region = world_asia_minor + } + } + } + } + text = { + localization_key = rumney + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe_south_east + } + } + } + text = { + localization_key = malvasia + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe_south_east + } + } + } + text = { + localization_key = retsina + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe_south_east + } + } + } + text = { + localization_key = mead + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe_north + } + } + } + text = { + localization_key = expensive_drink_spiced_wine_singular + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + } + } + text = { + localization_key = tea + trigger = { + exists = liege + location = { + NOT = { geographical_region = world_europe } + } + } + } + + text = { + localization_key = soma + trigger = { + exists = liege + location = { + geographical_region = world_india + } + } + } + + text = { + localization_key = lychee_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_asia_china + } + } + } + + text = { + localization_key = rice_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_asia_china + } + } + } + + text = { + localization_key = millet_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_asia_china + } + } + } + + text = { + localization_key = sorghum_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_asia_china + } + } + } + + text = { + localization_key = plum_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_asia_china + } + } + } + + text = { + localization_key = expensive_drink_violet_sharbah + trigger = { + OR = { + faith = { + religion_tag = islam_religion # As an alternative to alcohol + } + location = { + OR = { + geographical_region = world_middle_east + geographical_region = world_africa_east + geographical_region = world_africa_north + } + } + } + } + } + + text = { + localization_key = huangjiu + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_east } + } + } + + text = { + localization_key = sake + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_east } + } + } + + text = { + localization_key = toddy + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_southeast } + } + } + + text = { + localization_key = tuba + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_southeast } + } + } + + text = { + localization_key = koumiss + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_asia_north_east + geographical_region = world_steppe_east + } + } + } + } +} + +RegionalAlcoholicDrink = { + type = character + random_valid = yes + + text = { + localization_key = wine + } + + text = { + localization_key = mead + } + + text = { + localization_key = palm_wine + trigger = { + OR = { + culture = { has_cultural_pillar = heritage_burman } + culture = { has_cultural_pillar = heritage_dravidian } + location = { geographical_region = world_europe_south_east } + } + } + } + text = { + localization_key = slivovitz + trigger = { + OR = { + culture = { has_cultural_pillar = heritage_west_slavic } + culture = { has_cultural_pillar = heritage_east_slavic } + culture = { has_cultural_pillar = heritage_south_slavic } + } + } + } + #Byzantine wines + text = { + localization_key = macedonian_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe_south_east + } + } + } + text = { + localization_key = byzantine_cypriot + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe_south_east + geographical_region = world_asia_minor + } + } + } + } + text = { + localization_key = cretan_muscat + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe_south_east + geographical_region = world_asia_minor + } + } + } + } + text = { + localization_key = rumney + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe_south_east + } + } + } + text = { + localization_key = malvasia + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe_south_east + } + } + } + text = { + localization_key = retsina + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe_south_east + } + } + } + text = { + localization_key = shiraz_white + trigger = { location = { geographical_region = world_middle_east } } + } + text = { + localization_key = tharra + trigger = { culture = { has_cultural_pillar = heritage_indo_aryan } } + } + text = { + localization_key = arrack + trigger = { + OR = { + culture = { has_cultural_pillar = heritage_dravidian } + location = { + OR = { + geographical_region = world_middle_east + geographical_region = world_asia_southeast + } + } + culture = { has_cultural_pillar = heritage_indo_aryan } + } + } + } + text = { + localization_key = sack_wine + trigger = { location = { geographical_region = world_europe_west_iberia } } + } + text = { + localization_key = prunelle_liquer + trigger = { culture = { has_cultural_pillar = language_frankish } } + } + text = { + localization_key = rice_wine + trigger = { + location = { + OR = { + geographical_region = world_asia_north_east + geographical_region = world_asia_korea + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_southeast_mainland + } + } + } + } + text = { + localization_key = lychee_wine + trigger = { + location = { geographical_region = world_asia_china } + } + } + + text = { + localization_key = huangjiu + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_east } + } + } + + text = { + localization_key = sake + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + OR = { + location = { geographical_region = world_asia_japan } + culture = { has_cultural_pillar = heritage_japonic } + } + } + } + + text = { + localization_key = toddy + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_southeast } + } + } + + text = { + localization_key = tuba + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_southeast } + } + } + + text = { + localization_key = koumiss + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_asia_north_east + geographical_region = world_steppe_east + } + } + } + } +} + +#Coupled with select_root_vegetable_effect +get_region_root_vegetable = { + type = character + random_valid = yes + + text = { + trigger = { location.var:root_vegetable = flag:onion } + localization_key = root_vegetable_onion + } + text = { + trigger = { location.var:root_vegetable = flag:carrot } + localization_key = root_vegetable_carrot + } + text = { + trigger = { location.var:root_vegetable = flag:parsnip } + localization_key = root_vegetable_parsnip + } + text = { + trigger = { location.var:root_vegetable = flag:turnip } + localization_key = root_vegetable_turnip + } + text = { + trigger = { location.var:root_vegetable = flag:yam } + localization_key = root_vegetable_yam + } + text = { + trigger = { location.var:root_vegetable = flag:kokoro } + localization_key = root_vegetable_kokoro + } + text = { + trigger = { location.var:root_vegetable = flag:ginger } + localization_key = root_vegetable_ginger + } + text = { + trigger = { location.var:root_vegetable = flag:taro } + localization_key = root_vegetable_taro + } + text = { + trigger = { location.var:root_vegetable = flag:daikon_radish } + localization_key = root_vegetable_daikon_radish + } + text = { + trigger = { location.var:root_vegetable = flag:lotus_root } + localization_key = root_vegetable_lotus_root + } + text = { + trigger = { location.var:root_vegetable = flag:burdock_root } + localization_key = root_vegetable_burdock_root + } + text = { + trigger = { location.var:root_vegetable = flag:arrowroot } + localization_key = root_vegetable_arrowroot + } +} + +get_region_root_vegetable_plural = { + type = character + random_valid = yes + + text = { + trigger = { location.var:root_vegetable = flag:onion } + localization_key = root_vegetable_onion_plural + } + text = { + trigger = { location.var:root_vegetable = flag:carrot } + localization_key = root_vegetable_carrot_plural + } + text = { + trigger = { location.var:root_vegetable = flag:parsnip } + localization_key = root_vegetable_parsnip_plural + } + text = { + trigger = { location.var:root_vegetable = flag:turnip } + localization_key = root_vegetable_turnip_plural + } + text = { + trigger = { location.var:root_vegetable = flag:yam } + localization_key = root_vegetable_yam_plural + } + text = { + trigger = { location.var:root_vegetable = flag:kokoro } + localization_key = root_vegetable_kokoro_plural + } + text = { + trigger = { location.var:root_vegetable = flag:ginger } + localization_key = root_vegetable_ginger_plural + } + text = { + trigger = { location.var:root_vegetable = flag:taro } + localization_key = root_vegetable_taro_plural + } + text = { + trigger = { location.var:root_vegetable = flag:daikon_radish } + localization_key = root_vegetable_daikon_radish_plural + } + text = { + trigger = { location.var:root_vegetable = flag:lotus_root } + localization_key = root_vegetable_lotus_root_plural + } + text = { + trigger = { location.var:root_vegetable = flag:burdock_root } + localization_key = root_vegetable_burdock_root_plural + } + text = { + trigger = { location.var:root_vegetable = flag:arrowroot } + localization_key = root_vegetable_arrowroot_plural + } +} + +# Not coupled with anything! Do you hate having to use an effect to set your root vegetable? Me too! +## All the same logic, none of the same fuss - basically, the above custom_loc is for use with an artefact and not just generally. +RegionalRootVegetable = { + type = character + random_valid = yes + + # Onion + text = { + # You can find these anywhere. + ## Much like ogres. + localization_key = root_vegetable_onion + } + # Carrot + text = { + trigger = { + location = { province_has_vegetable_carrot_trigger = yes } + } + localization_key = root_vegetable_carrot + } + # Parsnip + text = { + trigger = { + location = { province_has_vegetable_parsnip_trigger = yes } + } + localization_key = root_vegetable_parsnip + } + # Turnip + text = { + trigger = { + location = { province_has_vegetable_turnip_trigger = yes } + } + localization_key = root_vegetable_turnip + } + # Yam + text = { + trigger = { + location = { province_has_vegetable_yams_trigger = yes } + } + localization_key = root_vegetable_yam + } + # Kokoro + text = { + trigger = { + location = { province_has_vegetable_kokoro_trigger = yes } + } + localization_key = root_vegetable_kokoro + } + # Ginger + text = { + trigger = { + location = { province_has_vegetable_ginger_trigger = yes } + } + localization_key = root_vegetable_ginger + } + # Taro + text = { + trigger = { + location = { province_has_vegetable_taro_trigger = yes } + } + localization_key = root_vegetable_taro + } + # Daikon Radish + text = { + trigger = { + location = { province_has_vegetable_daikon_radish_trigger = yes } + } + localization_key = root_vegetable_daikon_radish + } + # Lotus Root + text = { + trigger = { + location = { province_has_vegetable_lotus_root_trigger = yes } + } + localization_key = root_vegetable_lotus_root + } + # Burdock Root + text = { + trigger = { + location = { province_has_vegetable_burdock_root_trigger = yes } + } + localization_key = root_vegetable_burdock_root + } + # Arrowroot + text = { + trigger = { + location = { province_has_vegetable_arrowroot_trigger = yes } + } + localization_key = root_vegetable_arrowroot + } +} +RegionalRootVegetablePlural = { + type = character + random_valid = yes + + # Onion + text = { + # You can find these anywhere. + ## Much like ogres. + localization_key = root_vegetable_onion_plural + } + # Carrot + text = { + trigger = { + location = { province_has_vegetable_carrot_trigger = yes } + } + localization_key = root_vegetable_carrot_plural + } + # Parsnip + text = { + trigger = { + location = { province_has_vegetable_parsnip_trigger = yes } + } + localization_key = root_vegetable_parsnip_plural + } + # Turnip + text = { + trigger = { + location = { province_has_vegetable_turnip_trigger = yes } + } + localization_key = root_vegetable_turnip_plural + } + # Yam + text = { + trigger = { + location = { province_has_vegetable_yams_trigger = yes } + } + localization_key = root_vegetable_yam_plural + } + # Kokoro + text = { + trigger = { + location = { province_has_vegetable_kokoro_trigger = yes } + } + localization_key = root_vegetable_kokoro_plural + } + # Ginger + text = { + trigger = { + location = { province_has_vegetable_ginger_trigger = yes } + } + localization_key = root_vegetable_ginger_plural + } + # Taro + text = { + trigger = { + location = { province_has_vegetable_taro_trigger = yes } + } + localization_key = root_vegetable_taro_plural + } + # Daikon Radish + text = { + trigger = { + location = { province_has_vegetable_daikon_radish_trigger = yes } + } + localization_key = root_vegetable_daikon_radish_plural + } + # Lotus Root + text = { + trigger = { + location = { province_has_vegetable_lotus_root_trigger = yes } + } + localization_key = root_vegetable_lotus_root_plural + } + # Burdock Root + text = { + trigger = { + location = { province_has_vegetable_burdock_root_trigger = yes } + } + localization_key = root_vegetable_burdock_root_plural + } + # Arrowroot + text = { + trigger = { + location = { province_has_vegetable_arrowroot_trigger = yes } + } + localization_key = root_vegetable_arrowroot_plural + } +} + +RegionalEdibleAnimal = { + type = character + random_valid = yes + + #Hart + text = { + localization_key = regional_edible_animal_hart + } + + #Chicken + text = { + localization_key = regional_edible_animal_chicken + } + + #Hare + text = { + localization_key = regional_edible_animal_hare + } + + #Sheep + text = { + localization_key = regional_edible_animal_lamb + } + + #Pig + text = { + trigger = { + faith = { + NOR = { + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + root.faith = { + NOR = { + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + } + localization_key = regional_edible_animal_pig + } + + #Beef + text = { + trigger = { + faith = { + NOT = { religion_tag = hinduism_religion } + } + root.faith = { + NOT = { religion_tag = hinduism_religion } + } + } + localization_key = regional_edible_animal_ox + } + + #Boar + text = { + trigger = { + faith = { + NOR = { + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + root.faith = { + NOR = { + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + } + localization_key = regional_edible_animal_boar + } + + #Gazelle + text = { + trigger = { + location = { + geographical_region = world_africa + } + } + localization_key = regional_edible_animal_gazelle + } + + #Marmot + text = { + trigger = { + location = { + geographical_region = world_steppe + } + culture = { + OR = { + has_cultural_pillar = heritage_turkic + has_cultural_pillar = heritage_mongolic + has_cultural_pillar = heritage_ugro_permian + } + } + } + localization_key = regional_edible_animal_marmot + } + + #Goat + text = { + localization_key = regional_edible_animal_goat + } + #Duck + text = { + localization_key = regional_edible_animal_duck + } + #Sarus Crane + text = { + trigger = { + location = { geographical_region = world_asia_southeast_mainland } + } + localization_key = regional_edible_animal_sarus_crane + } + #Pangolin + text = { + trigger = { + location = { geographical_region = world_asia_southeast_islands } + } + localization_key = regional_edible_animal_pangolin + } + #Sika Deer + text = { + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_korea + geographical_region = world_asia_japan + geographical_region = world_asia_north_east + } + } + } + localization_key = regional_edible_animal_sika_deer + } + #Softshell Turtle + text = { + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_korea + geographical_region = world_asia_japan + geographical_region = world_asia_southeast_mainland + } + } + } + localization_key = regional_edible_animal_softshell_turtle + } +} + +RegionalEdibleAnimalPlural = { + type = character + random_valid = yes + + #Hart + text = { + localization_key = regional_edible_animal_hart_plural + } + + #Chicken + text = { + localization_key = regional_edible_animal_chicken_plural + } + + #Hare + text = { + localization_key = regional_edible_animal_hare_plural + } + + #Sheep + text = { + localization_key = regional_edible_animal_lamb_plural + } + + #Pig + text = { + trigger = { + faith = { + NOR = { + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + root.faith = { + NOR = { + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + } + localization_key = regional_edible_animal_pig_plural + } + + #Beef + text = { + trigger = { + faith = { + NOT = { religion_tag = hinduism_religion } + } + root.faith = { + NOT = { religion_tag = hinduism_religion } + } + } + localization_key = regional_edible_animal_ox_plural + } + + #Boar + text = { + trigger = { + faith = { + NOR = { + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + root.faith = { + NOR = { + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + } + localization_key = regional_edible_animal_boar_plural + } + + #Gazelle + text = { + trigger = { + location = { + geographical_region = world_africa + } + } + localization_key = regional_edible_animal_gazelle_plural + } + + #Marmot + text = { + trigger = { + location = { + geographical_region = world_steppe + } + culture = { + OR = { + has_cultural_pillar = heritage_turkic + has_cultural_pillar = heritage_mongolic + has_cultural_pillar = heritage_ugro_permian + } + } + } + localization_key = regional_edible_animal_marmot_plural + } + + #Sarus Crane + text = { + trigger = { + location = { geographical_region = world_asia_southeast_mainland } + } + localization_key = regional_edible_animal_sarus_crane_plural + } + #Pangolin + text = { + trigger = { + location = { geographical_region = world_asia_southeast_islands } + } + localization_key = regional_edible_animal_pangolin_plural + } + #Sika Deer + text = { + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_korea + geographical_region = world_asia_japan + geographical_region = world_asia_north_east + } + } + } + localization_key = regional_edible_animal_sika_deer + } + #Softshell Turtle + text = { + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_korea + geographical_region = world_asia_japan + geographical_region = world_asia_southeast_mainland + } + } + } + localization_key = regional_edible_animal_softshell_turtle_plural + } + + #Goat + text = { + localization_key = regional_edible_animal_goat_plural + } +} + +RegionalEdibleMeat = { + type = character + random_valid = yes + + #Venison + text = { + localization_key = regional_edible_meat_venison + } + + #Chicken + text = { + localization_key = regional_edible_meat_chicken + } + + #Hare + text = { + localization_key = regional_edible_meat_hare + } + + #Sheep + text = { + localization_key = regional_edible_meat_lamb + } + + #Beef + text = { + trigger = { + faith = { + NOT = { religion_tag = hinduism_religion } + } + root.faith = { + NOT = { religion_tag = hinduism_religion } + } + } + localization_key = regional_edible_meat_beef + } + + #Pork + text = { + trigger = { + faith = { + NOR = { + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + root.faith = { + NOR = { + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + } + localization_key = regional_edible_meat_pork + } + + #Marmot + text = { + trigger = { + location = { + geographical_region = world_steppe + } + culture = { + OR = { + has_cultural_pillar = heritage_turkic + has_cultural_pillar = heritage_mongolic + has_cultural_pillar = heritage_ugro_permian + } + } + } + localization_key = regional_edible_meat_marmot + } + + #Sarus Crane + text = { + trigger = { + location = { geographical_region = world_asia_southeast_mainland } + } + localization_key = regional_edible_meat_crane + } + #Pangolin + text = { + trigger = { + location = { geographical_region = world_asia_southeast_islands } + } + localization_key = regional_edible_meat_pangolin + } + #Softshell Turtle + text = { + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_korea + geographical_region = world_asia_japan + geographical_region = world_asia_southeast_mainland + } + } + } + localization_key = regional_edible_meat_turtle + } + + #Goat + text = { + localization_key = regional_edible_meat_goat + } + + #Duck + text = { + localization_key = regional_edible_meat_duck + } +} + +#Favourite Treat +FavoriteTreat = { + type = character + + random_valid = yes + + text = { + localization_key = treat_comfit + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:comfit + } + } + } + text = { + localization_key = treat_roasted_almonds + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:roasted_almonds + } + } + } + text = { + localization_key = treat_nougat + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:nougat + } + } + } + text = { + localization_key = treat_marzipan + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:marzipan + } + } + } + text = { + localization_key = treat_sweetroll + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:sweetroll + } + } + } + text = { + localization_key = treat_poached_pear + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:poached_pear + } + } + } + text = { + localization_key = treat_pudding + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:pudding + } + } + } + text = { + localization_key = treat_apple_tart + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:apple_tart + } + } + } + text = { + localization_key = treat_strawberry_compote + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:strawberry_compote + } + } + } + text = { + localization_key = treat_gingerbread + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:gingerbread + } + } + } + text = { + localization_key = treat_frytour_blaunched + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:frytour_blaunched + } + } + } + text = { + localization_key = treat_fig_pie + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:fig_pie + } + } + } + text = { + localization_key = treat_pokerounce + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:pokerounce + } + } + } + text = { + localization_key = treat_sambocade + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:sambocade + } + } + } + text = { + localization_key = treat_sesame_cake + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:sesame_cake + } + } + } + text = { + localization_key = treat_baked_banana + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:baked_banana + } + } + } + text = { + localization_key = treat_koptoplakous + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:koptoplakous + } + } + } + text = { + localization_key = treat_plakountas + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:plakountas + } + } + } +} + +FavoriteTreatDemand = { + type = character + + random_valid = yes + + text = { + localization_key = treat_comfit + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:comfit + } + } + } + text = { + localization_key = treat_roasted_almonds + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:roasted_almonds + } + } + } + text = { + localization_key = treat_nougat + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:nougat + } + } + } + text = { + localization_key = treat_marzipan + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:marzipan + } + } + } + text = { + localization_key = treat_sweetrolls + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:sweetroll + } + } + } + text = { + localization_key = treat_poached_pears + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:poached_pear + } + } + } + text = { + localization_key = treat_pudding + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:pudding + } + } + } + text = { + localization_key = treat_apple_tart + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:apple_tart + } + } + } + text = { + localization_key = treat_strawberry_compote + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:strawberry_compote + } + } + } + text = { + localization_key = treat_gingerbread + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:gingerbread + } + } + } + text = { + localization_key = treat_frytour_blaunched + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:frytour_blaunched + } + } + } + text = { + localization_key = treat_fig_pie + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:fig_pie + } + } + } + text = { + localization_key = treat_pokerounce + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:pokerounce + } + } + } + text = { + localization_key = treat_sambocade + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:sambocade + } + } + } + text = { + localization_key = treat_sesame_cake + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:sesame_cake + } + } + } + text = { + localization_key = treat_baked_banana + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:baked_banana + } + } + } + text = { + localization_key = treat_koptoplakous + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:koptoplakous + } + } + } + text = { + localization_key = treat_plakountas + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:plakountas + } + } + } +} + +FavoriteTreatUppercase = { + type = character + + random_valid = yes + + text = { + localization_key = treat_comfit_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:comfit + } + } + } + text = { + localization_key = treat_roasted_almonds_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:roasted_almonds + } + } + } + text = { + localization_key = treat_nougat_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:nougat + } + } + } + text = { + localization_key = treat_marzipan_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:marzipan + } + } + } + text = { + localization_key = treat_sweetroll_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:sweetroll + } + } + } + text = { + localization_key = treat_poached_pear_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:poached_pear + } + } + } + text = { + localization_key = treat_pudding_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:pudding + } + } + } + text = { + localization_key = treat_apple_tart_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:apple_tart + } + } + } + text = { + localization_key = treat_strawberry_compote_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:strawberry_compote + } + } + } + text = { + localization_key = treat_gingerbread_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:gingerbread + } + } + } + text = { + localization_key = treat_frytour_blaunched_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:frytour_blaunched + } + } + } + text = { + localization_key = treat_fig_pie_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:fig_pie + } + } + } + text = { + localization_key = treat_pokerounce_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:pokerounce + } + } + } + text = { + localization_key = treat_sambocade_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:sambocade + } + } + } + text = { + localization_key = treat_sesame_cake_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:sesame_cake + } + } + } + text = { + localization_key = treat_baked_banana_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:baked_banana + } + } + } + text = { + localization_key = treat_koptoplakous_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:koptoplakous + } + } + } + text = { + localization_key = treat_plakountas_uppercase + trigger = { + OR = { + NOT = { has_variable = favorite_treat } + var:favorite_treat = flag:plakountas + } + } + } +} + +GetLocalStreetFood = { + type = character + + text = { + trigger = { + OR = { + root.location.culture = { has_cultural_pillar = heritage_arabic } + root.location.culture = { has_cultural_pillar = heritage_iranian } + root.location.culture = { has_cultural_pillar = heritage_syriac } + } + } + localization_key = sambusa + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_austronesian } + } + localization_key = botuo + } + + text = { + trigger = { + root.location.culture = { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + } + } + } + localization_key = honey_fritter + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_latin } + } + localization_key = pizza + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_indo_aryan } + } + localization_key = pakhala + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_turkic } + } + localization_key = pilau + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_berber } + } + localization_key = pastilla + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_iberian } + } + localization_key = empanada + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_chinese } + } + localization_key = botuo + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_chinese } + } + localization_key = bing + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_chinese } + } + localization_key = mantou + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_japonic } + } + localization_key = zosui + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_japonic } + } + localization_key = sushi + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_korean } + } + localization_key = kimchi + } + + text = { + trigger = { + root.location.culture = { + OR = { + has_cultural_pillar = heritage_korean + has_cultural_pillar = heritage_japonic + has_cultural_pillar = heritage_chinese + } + } + } + localization_key = rice_cake + } + + text = { + trigger = { + root.location = { geographical_region = world_asia_southeast } + } + localization_key = bubur + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_byzantine } + } + localization_key = sphoungata + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_byzantine } + } + localization_key = tarichos + } + + text = { + localization_key = stew + } +} + +GetLocalStreetFoodPlural = { + type = character + + text = { + trigger = { + OR = { + root.location.culture = { has_cultural_pillar = heritage_arabic } + root.location.culture = { has_cultural_pillar = heritage_iranian } + root.location.culture = { has_cultural_pillar = heritage_syriac } + } + } + localization_key = sambusa_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_austronesian } + } + localization_key = inihaw_plural + } + + text = { + trigger = { + root.location.culture = { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + } + } + } + localization_key = honey_fritter_plural + } + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_byzantine } + } + localization_key = sphoungata_plural + } + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_byzantine } + } + localization_key = tarichos + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_latin } + } + localization_key = pizza_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_indo_aryan } + } + localization_key = pakhala_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_turkic } + } + localization_key = pilau_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_berber } + } + localization_key = pastilla_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_iberian } + } + localization_key = empanada_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_chinese } + } + localization_key = botuo_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_chinese } + } + localization_key = bing_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_chinese } + } + localization_key = mantou_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_japonic } + } + localization_key = zosui_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_japonic } + } + localization_key = sushi_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_korean } + } + localization_key = kimchi_plural + } + + text = { + trigger = { + root.location.culture = { has_cultural_pillar = heritage_korean } + } + localization_key = rice_cake_plural + } + + text = { + trigger = { + root.location = { geographical_region = world_asia_southeast } + } + localization_key = bubur_plural + } + + text = { + localization_key = stew_plural + } +} + +GetFoodDetail = { + type = character + + random_valid = yes + + text = { + localization_key = food_detail_cilantro + } + + text = { + localization_key = food_detail_lemon + } + + text = { + localization_key = food_detail_almond + } +} + +FunFoodPrefix = { + type = character + + random_valid = yes + + text = { + localization_key = pet_name_songbird + } + + text = { + localization_key = pet_name_rose + } + + text = { + localization_key = pet_name_sunshine + } + + text = { + localization_key = pet_name_spring_blossom + } + + text = { + localization_key = pet_name_petal + } + + text = { + localization_key = pet_name_honeycomb + } + + text = { + localization_key = food_prefix_honey + } + + text = { + localization_key = food_prefix_berry + } + + text = { + localization_key = food_detail_cilantro + } + + text = { + localization_key = food_detail_lemon + } + + text = { + localization_key = food_detail_almond + } + + text = { + localization_key = food_prefix_salt + } +} + +GetExpensiveMeal = { + type = character + + random_valid = yes + + text = { + localization_key = expensive_food_roast_swan + trigger = { + faith = { + NOR = { + has_doctrine_parameter = pacifist_opinion_active + } + } + location = { + NOT = { geographical_region = world_africa } + NOT = { geographical_region = world_india } + } + } + } + text = { + localization_key = expensive_food_veal_cutlets + trigger = { + faith = { + NOR = { + religion_tag = hinduism_religion + has_doctrine_parameter = pacifist_opinion_active + } + } + } + } + text = { + localization_key = expensive_food_fresh_quail + trigger = { + faith = { + NOR = { + has_doctrine_parameter = pacifist_opinion_active + } + } + } + } + text = { + localization_key = expensive_food_sturgeon_cheese + trigger = { + faith = { + NOR = { + has_doctrine_parameter = pacifist_opinion_active + } + } + location = { + OR = { + geographical_region = world_europe_south_east + geographical_region = world_asia_minor + } + } + } + } + text = { + localization_key = expensive_food_honey_pork + trigger = { + faith = { + NOR = { + has_doctrine_parameter = pacifist_opinion_active + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + location = { + OR = { + geographical_region = world_europe_south_east + geographical_region = world_asia_minor + } + } + } + } + text = { + trigger = { + location = { + NOT = { geographical_region = world_europe } #Not in use in Europe during this time(though they did exist)! + } + } + localization_key = expensive_food_baked_truffles + } + text = { + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_korea + geographical_region = world_asia_japan + } + } + } + localization_key = expensive_food_roast_peacock + } + text = { + trigger = { + location = { geographical_region = world_asia_china } + } + localization_key = expensive_food_braised_bear_paws + } + text = { + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_japan + } + } + } + localization_key = expensive_food_stewed_camel_hump + } + text = { + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_southeast_islands + } + } + } + localization_key = expensive_food_monkey_brains + } + text = { + trigger = { + location = { geographical_region = world_asia_china } + } + localization_key = expensive_food_apes_lip + } + text = { + trigger = { + location = { geographical_region = world_asia_china } + } + localization_key = expensive_food_leopard_fetus + } + text = { + trigger = { + location = { geographical_region = world_asia_southeast_mainland} + } + localization_key = expensive_food_rhinoceros_tail_stew + } + text = { + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_japan + } + } + } + localization_key = expensive_food_deer_tendon_soup + } + text = { + trigger = { + location = { geographical_region = world_asia_china } + } + localization_key = expensive_food_roast_shark_fin + } + text = { + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_southeast_islands + } + } + } + localization_key = expensive_food_braised_sea_cucumber + } + text = { + trigger = { + location = { + OR = { + geographical_region = world_asia_korea + geographical_region = world_asia_china + geographical_region = world_asia_japan + } + } + } + localization_key = expensive_food_steamed_abalone + } + text = { + trigger = { + location = { geographical_region = world_asia_china } + } + localization_key = expensive_food_pearl_powder_soup + } + text = { + trigger = { + location = { geographical_region = world_asia } + } + localization_key = expensive_food_swallow_nest_soup + } + text = { + trigger = { + always = no + } + fallback = yes + localization_key = expensive_food_spiced_breads + } + text = { + trigger = { + always = no + } + localization_key = expensive_food_mustard_rolls + fallback = yes + } +} + +GetExpensiveMealAlt = { + type = character + + random_valid = yes + + text = { + localization_key = expensive_food_fine_cheeses + } + text = { + trigger = { + faith = { + OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } #Due to Lent prohibitions. + } + } + localization_key = expensive_food_almond_eggs + } + text = { + trigger = { + location = { + geographical_region = world_europe_west + } + } + localization_key = expensive_food_sturgeon_caviar + } +} + +GetExpensiveDessert = { + type = character + + random_valid = yes + + text = { + trigger = { + NOT = { + location = { geographical_region = world_asia_japan } + } + } + localization_key = expensive_dessert_saffron_cake + } + text = { + trigger = { + NOT = { + location = { geographical_region = world_asia_japan } + } + } + localization_key = expensive_dessert_candied_figs + } + text = { + trigger = { + NOT = { + location = { geographical_region = world_asia_japan } + } + } + localization_key = expensive_dessert_pomegranate_cake + } + text = { + trigger = { + location = { + geographical_region = world_europe_west + } + } + localization_key = expensive_dessert_entremets + } + text = { + localization_key = expensive_dessert_quince_tarts + trigger = { + location = { + geographical_region = world_europe_west + geographical_region = world_europe_south + } + } + } + text = { + localization_key = expensive_dessert_honey_pudding + trigger = { + location = { + OR = { + geographical_region = world_europe_south_east + geographical_region = world_asia_minor + } + } + } + } + text = { + localization_key = expensive_dessert_quince_spoon + trigger = { + location = { + OR = { + geographical_region = world_europe_south_east + geographical_region = world_asia_minor + } + } + } + } + text = { + localization_key = expensive_dessert_semolina_porridge + trigger = { + location = { + OR = { + geographical_region = world_asia_minor + geographical_region = world_europe_south_east + geographical_region = world_europe_south + } + } + } + } + text = { + localization_key = expensive_dessert_pearl_honey_cake + trigger = { + location = { geographical_region = world_asia_china } + } + } + + text = { + localization_key = expensive_dessert_gilded_mochi + trigger = { + location = { geographical_region = world_asia_japan } + } + } + text = { + localization_key = expensive_dessert_dragonfruit_sorbet + trigger = { + location = { geographical_region = world_asia_china } + } + } + text = { + localization_key = expensive_dessert_lychee_honey + trigger = { + location = { geographical_region = world_asia_china } + } + } + text = { + localization_key = expensive_dessert_coconut_palm_pudding + trigger = { + location = { geographical_region = world_asia_southeast_islands } + } + } + text = { + localization_key = expensive_dessert_persimmon_pastry + trigger = { + location = { + OR = { + geographical_region = world_asia_korea + geographical_region = world_asia_china + } + } + } + } + text = { + localization_key = expensive_dessert_durian_coconut_custard + trigger = { + location = { geographical_region = world_asia_southeast } + } + } +} + +GetExpensiveDessertInTheFace = { + type = character + + random_valid = yes + + text = { + localization_key = expensive_dessert_saffron_cake_face + } + text = { + localization_key = expensive_dessert_candied_figs_face + } + text = { + localization_key = expensive_dessert_pomegranate_cake_face + } + text = { + trigger = { + location = { + geographical_region = world_europe_west + } + } + localization_key = expensive_dessert_entremets_face + } + text = { + localization_key = expensive_dessert_quince_tarts_face + trigger = { + location = { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_south + } + } + } + } + text = { + localization_key = expensive_dessert_honey_pudding_face + trigger = { + location = { + OR = { + geographical_region = world_europe_south_east + geographical_region = world_asia_minor + } + } + } + } + text = { + localization_key = expensive_dessert_semolina_porridge_face + trigger = { + location = { + OR = { + geographical_region = world_asia_minor + geographical_region = world_europe_south_east + geographical_region = world_europe_south + } + } + } + } + text = { + localization_key = expensive_dessert_pearl_honey_cake_face + trigger = { + location = { geographical_region = world_asia_china } + } + } +} + +GetExpensiveDrink = { + type = character + + random_valid = yes + + text = { + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_south + } + } + } + localization_key = expensive_drink_hippocras + } + text = { + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe_north + geographical_region = world_europe_east + } + } + } + localization_key = expensive_drink_mead + } + text = { + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe_north + } + } + localization_key = expensive_drink_imported_wine + } + text = { + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe_west_francia + geographical_region = world_europe_west_britannia + } + } + } + localization_key = expensive_drink_bordeaux_claret + } + text = { + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + current_date > 1340.1.1 #medical properties of alcohol studied by Jean de Roquetaillade + } + localization_key = expensive_drink_aqua_vitae + } + text = { + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + current_date > 1400.1.1 #first mention of brandy is in 1437 + } + localization_key = expensive_drink_brandy + } + text = { + localization_key = expensive_drink_spiced_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + } + } + text = { + localization_key = expensive_drink_kosher_wine + trigger = { + faith = { + religion_tag = judaism_religion + } + } + } + text = { + localization_key = expensive_drink_premium_tea + trigger = { + location = { + NOT = { geographical_region = world_europe } + } + } + } + text = { + localization_key = expensive_drink_invigorating_herbal_infusions + trigger = { + always = yes + } + } + text = { + localization_key = expensive_drink_violet_sharbah + trigger = { + OR = { + faith = { + religion_tag = islam_religion # As an alternative to alcohol + } + location = { + OR = { + geographical_region = world_middle_east + geographical_region = world_africa_east + geographical_region = world_africa_north + } + } + } + } + } + #Byzantine wines + text = { + localization_key = macedonian_wines + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = byzantine_cypriots + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = cretan_muscats + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = rumneys + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = malvasias + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = retsinas + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = expensive_drink_tribute_ice_tea + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_japan + } + } + } + } + text = { + localization_key = expensive_drink_emperor_tea + trigger = { + location = { geographical_region = world_asia_east } + } + } + text = { + localization_key = expensive_drink_baijiu_elixir + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_east } + } + } + text = { + localization_key = expensive_drink_arrack_distilled_palm_spirit + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_southeast } + } + } + text = { + localization_key = expensive_drink_spiced_palm_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_southeast } + } + } + text = { + localization_key = expensive_drink_hanakusa_herbal_elixir + trigger = { + location = { geographical_region = world_asia_japan } + } + } + text = { + localization_key = expensive_drink_pearl_powder_cordial + trigger = { + location = { geographical_region = world_asia_east } + } + } + text = { + localization_key = expensive_drink_medicinal_rice_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_china } + } + } + text = { + localization_key = expensive_drink_ice_chrysanthemum_beer + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_north_east } + } + } + text = { + localization_key = expensive_drink_coconut_milk_elixir + trigger = { + location = { geographical_region = world_asia_southeast_islands } + } + } + text = { + localization_key = expensive_drink_tamarind_spiced_sharbat + trigger = { + location = { geographical_region = world_asia_southeast_mainland } + } + } +} + +GetExpensiveDrink_Singular = { + type = character + + random_valid = yes + + text = { + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_south + } + } + } + localization_key = expensive_drink_singular_hippocras + } + text = { + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe_west_francia + geographical_region = world_europe_west_britannia + } + } + } + localization_key = expensive_drink_singular_bordeaux_claret + } + text = { + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + geographical_region = world_europe_north + } + } + localization_key = expensive_drink_singular_imported_wine + } + text = { + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + current_date > 1400.1.1 #first mention of brandy is in 1437 + } + localization_key = expensive_drink_singular_brandy + } + text = { + localization_key = expensive_drink_singular_spiced_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + } + } + text = { + localization_key = expensive_drink_singular_premium_tea + trigger = { + location = { + NOT = { geographical_region = world_europe } + } + } + } + text = { + localization_key = expensive_drink_invigorating_herbal_infusions + trigger = { + always = yes + } + } + text = { + localization_key = expensive_drink_singular_violet_sharbah + trigger = { + OR = { + faith = { + religion_tag = islam_religion # As an alternative to alcohol + } + location = { + OR = { + geographical_region = world_middle_east + geographical_region = world_africa_east + geographical_region = world_africa_north + } + } + } + } + } + #Byzantine wines + text = { + localization_key = macedonian_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = byzantine_cypriot + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = cretan_muscat + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = rumney + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = malvasia + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = retsina + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + } + } + } + } + text = { + localization_key = expensive_drink_singular_tribute_ice_tea + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_japan + } + } + } + } + text = { + localization_key = expensive_drink_singular_emperor_tea + trigger = { + location = { geographical_region = world_asia_east } + } + } + text = { + localization_key = expensive_drink_singular_baijiu_elixir + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_east } + } + } + text = { + localization_key = expensive_drink_singular_arrack_distilled_palm_spirit + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_southeast } + } + } + text = { + localization_key = expensive_drink_singular_spiced_palm_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_southeast } + } + } + text = { + localization_key = expensive_drink_singular_hanakusa_herbal_elixir + trigger = { + location = { geographical_region = world_asia_japan } + } + } + text = { + localization_key = expensive_drink_singular_pearl_powder_cordial + trigger = { + location = { geographical_region = world_asia_east } + } + } + text = { + localization_key = expensive_drink_singular_medicinal_rice_wine + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_china } + } + } + text = { + localization_key = expensive_drink_singular_ice_chrysanthemum_beer + trigger = { + faith = { + NOT = { religion_tag = islam_religion } + } + location = { geographical_region = world_asia_north_east } + } + } + text = { + localization_key = expensive_drink_singular_coconut_milk_elixir + trigger = { + location = { geographical_region = world_asia_southeast_islands } + } + } + text = { + localization_key = expensive_drink_singular_tamarind_spiced_sharbat + trigger = { + location = { geographical_region = world_asia_southeast_mainland } + } + } +} + +GetRegionalFish = { + type = character + + random_valid = yes + + # Sturgeon is always available + text = { + localization_key = fish_sturgeon + } + + # Ocean fishes + text = { + trigger = { + has_character_flag = ocean + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_north + } + } + } + localization_key = fish_mackerel + } + + text = { + trigger = { + has_character_flag = ocean + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_west + geographical_region = world_europe_north + } + } + } + localization_key = fish_bass + } + + text = { + trigger = { + has_character_flag = ocean + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_west + geographical_region = world_europe_north + geographical_region = world_africa_east + geographical_region = world_india + } + } + } + localization_key = fish_sea-bream + } + + text = { + trigger = { + has_character_flag = ocean + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_west + geographical_region = world_europe_north + geographical_region = world_africa_east + geographical_region = world_india + } + } + } + localization_key = fish_cod + } + + text = { + trigger = { + has_character_flag = ocean + location = { + geographical_region = world_europe_north + + } + } + localization_key = fish_pollock + } + + text = { + trigger = { + has_character_flag = ocean + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_west + geographical_region = world_europe_north + geographical_region = world_africa_east + geographical_region = world_india + } + } + } + localization_key = fish_red_snapper + } + + text = { + trigger = { + has_character_flag = ocean + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_west + geographical_region = world_europe_north + geographical_region = world_africa_east + geographical_region = world_india + } + } + } + localization_key = fish_trout + } + + text = { + trigger = { + has_character_flag = ocean + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_west + geographical_region = world_europe_north + geographical_region = world_africa_east + geographical_region = world_india + } + } + } + localization_key = fish_scamp + } + + text = { + trigger = { + has_character_flag = ocean + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_west + geographical_region = world_europe_north + geographical_region = world_africa_east + geographical_region = world_india + } + } + } + localization_key = fish_tuna + } + + text = { + trigger = { + has_character_flag = ocean + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_west + geographical_region = world_europe_north + geographical_region = world_africa_east + geographical_region = world_india + } + } + } + localization_key = fish_whitefish + } + + text = { + trigger = { + has_character_flag = ocean + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_west + geographical_region = world_europe_north + geographical_region = world_africa_east + geographical_region = world_india + } + } + } + localization_key = fish_ling + } + + text = { + trigger = { + has_character_flag = ocean + location = { + geographical_region = world_india + + } + } + localization_key = fish_nemo + } + + # North Atlantic fishes + text = { + trigger = { + location = { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_north + } + } + } + localization_key = fish_salmon + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_south + geographical_region = world_europe_north + } + } + } + localization_key = fish_eel + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_south + geographical_region = world_europe_north + } + } + } + localization_key = fish_smelt + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_south + geographical_region = world_europe_north + } + } + } + localization_key = fish_plaice + } + + text = { + trigger = { + location = { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_south + geographical_region = world_europe_north + } + } + } + localization_key = fish_flounder + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_south + geographical_region = world_europe_north + } + } + } + localization_key = fish_herring + } + + # Mediterranean fish + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_north + } + } + } + localization_key = fish_wrasse + } + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_north + } + } + } + localization_key = fish_anchovy + } + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_north + } + } + } + localization_key = fish_grouper + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_north + } + } + } + localization_key = fish_seahorse + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_europe_south + geographical_region = world_africa_north + } + } + } + localization_key = fish_angler_fish + } + + # African fish + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + geographical_region = world_africa + + } + } + localization_key = fish_needlefish + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + geographical_region = world_africa + + } + } + localization_key = fish_squeaker + } + + # Indian fish + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + geographical_region = world_india + + } + } + localization_key = fish_arowana + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + geographical_region = world_india + + } + } + localization_key = fish_barramundi + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + geographical_region = world_india + + } + } + localization_key = fish_croaker + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { geographical_region = world_asia_china } + } + localization_key = fish_mandarin + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_asia_east + geographical_region = world_asia_southeast + } + } + } + localization_key = fish_loach + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_asia_korea + geographical_region = world_asia_china + } + } + } + localization_key = fish_gudgeon + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { geographical_region = world_asia_southeast } + } + localization_key = fish_tilapia + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { geographical_region = world_asia_southeast_islands } + } + localization_key = fish_giant_gourami + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { geographical_region = world_asia_southeast } + } + localization_key = fish_snakehead + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { geographical_region = world_asia_southeast_islands } + } + localization_key = fish_mudskipper + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { geographical_region = world_asia_north_east } + } + localization_key = fish_dragon_loach + } + + text = { + trigger = { + NOT = { + has_character_flag = ocean + } + location = { + OR = { + geographical_region = world_asia_east + geographical_region = world_asia_north_east + } + } + } + localization_key = fish_chub + } +} diff --git a/N3OW/common/customizable_localization/00_greeting_custom_loc.txt b/N3OW/common/customizable_localization/00_greeting_custom_loc.txt new file mode 100644 index 00000000..948d4692 --- /dev/null +++ b/N3OW/common/customizable_localization/00_greeting_custom_loc.txt @@ -0,0 +1,819 @@ + +#GREETINGS MY LOVER +GreetingToLover = { + type = character + + text = { + trigger = { + scope:second = { + object_of_importance_exist_trigger = { + LOVER = root + } + } + } + localization_key = greeting_lover_object + } + + text = { + localization_key = greeting_lover_fallback + } +} + +#GREETINGS MY LIEGE +GreetingToLiege = { + type = character + + text = { + trigger = { + opinion = { + target = scope:second + value >= 20 + } + } + localization_key = greeting_liege_positive + } + + text = { + trigger = { + opinion = { + target = scope:second + value <= -40 + } + } + localization_key = greeting_liege_negative + } + + text = { + trigger = { + scope:second = { tgp_is_ceremonial_regent_trigger = yes } + } + localization_key = greeting_ceremonial_liege_fallback + } + + text = { + localization_key = greeting_liege_fallback + } +} + +GreetingToLiegePositive = { + type = character + + text = { + trigger = { + scope:second = { tgp_is_ceremonial_regent_trigger = yes } + } + localization_key = greeting_ceremonial_regent_liked + } + + text = { + localization_key = greeting_liege_liked + } +} + +GreetingToLiegeNegative = { + type = character + + text = { + trigger = { + scope:second = { tgp_is_ceremonial_regent_trigger = yes } + } + localization_key = greeting_ceremonial_regent_dislike + } + + text = { + localization_key = greeting_liege_dislike + } +} + +GreetingToLiegeNeutral = { + type = character + + text = { + trigger = { + scope:second = { tgp_is_ceremonial_regent_trigger = yes } + } + localization_key = greeting_liege_neutral_regent + } + + text = { + localization_key = greeting_liege_neutral + } +} + + +#GREETINGS MY VASSAL +GreetingToVassal = { + type = character + + text = { + trigger = { + OR = { + AND = { + is_close_or_extended_family_of = scope:second + opinion = { + target = scope:second + value >= 10 + } + } + opinion = { + target = scope:second + value >= 30 + } + } + + } + localization_key = greeting_vassal_positive + } + + text = { + trigger = { + opinion = { + target = scope:second + value <= -40 + } + } + localization_key = greeting_vassal_negative + } + + text = { + localization_key = greeting_vassal_fallback + } +} + +GreetingToVassalPositive = { + type = character + + text = { + trigger = { + tgp_is_ceremonial_regent_trigger = yes + scope:second = { tgp_is_ceremonial_liege_trigger = no } + } + localization_key = greeting_vassal_liked_regent + } + + text = { + trigger = { + tgp_is_ceremonial_regent_trigger = yes + scope:second = { tgp_is_ceremonial_liege_trigger = yes } + } + localization_key = greeting_vassal_liked_ceremonial_liege + } + + text = { + trigger = { + is_close_or_extended_family_of = scope:second + } + localization_key = greeting_vassal_relative_liked + } + + text = { + localization_key = greeting_vassal_liked + } +} + +GreetingToVassalNegative = { + type = character + + text = { + trigger = { + tgp_is_ceremonial_regent_trigger = yes + scope:second = { tgp_is_ceremonial_liege_trigger = no } + } + localization_key = greeting_vassal_dislike_regent + } + + text = { + trigger = { + tgp_is_ceremonial_regent_trigger = yes + scope:second = { tgp_is_ceremonial_liege_trigger = yes } + } + localization_key = greeting_vassal_dislike_ceremonial_liege + } + + text = { + localization_key = greeting_vassal_dislike + } +} + +GreetingToVassalNeutral = { + type = character + + text = { + trigger = { + tgp_is_ceremonial_regent_trigger = yes + scope:second = { tgp_is_ceremonial_liege_trigger = no } + } + localization_key = greeting_vassal_neutral_regent + } + + text = { + trigger = { + tgp_is_ceremonial_regent_trigger = yes + scope:second = { tgp_is_ceremonial_liege_trigger = yes } + } + localization_key = greeting_vassal_neutral_ceremonial_liege + } + + text = { + localization_key = greeting_vassal_neutral + } +} + + + +#GREETINGS MY CLOSE_RELATIVE +GreetingToFamily = { + type = character + + text = { + trigger = { + opinion = { + target = scope:second + value >= 40 + } + } + localization_key = greeting_family_positive + } + + text = { + trigger = { + opinion = { + target = scope:second + value <= -20 + } + } + localization_key = greeting_family_negative + } + + text = { + localization_key = greeting_family_fallback + } +} + +GreetingToFamilyPositive = { + type = character + + text = { + localization_key = greeting_family_liked + } +} + +GreetingToFamilyNegative = { + type = character + + text = { + localization_key = greeting_family_fallback + } +} + + +#GREETINGS FOREIGN RULER +GreetingToForeignRuler = { + type = character + + text = { + trigger = { + opinion = { + target = scope:second + value >= 40 + } + } + localization_key = greeting_foreign_ruler_positive + } + + text = { + trigger = { + opinion = { + target = scope:second + value <= -20 + } + } + localization_key = greeting_foreign_ruler_negative + } + + text = { + localization_key = greeting_foreign_ruler + } +} + +GreetingToForeignRulerPositive = { + type = character + + text = { + localization_key = greeting_foreign_ruler_positive + } +} + +GreetingToForeignRulerNegative = { + type = character + + text = { + localization_key = greeting_foreign_ruler_negative + } +} + + +#GENERIC GREETING +GreetingToGeneric = { + type = character + + text = { + trigger = { + opinion = { + target = scope:second + value >= 40 + } + } + localization_key = greeting_generic_positive + } + + text = { + trigger = { + opinion = { + target = scope:second + value <= -40 + } + } + localization_key = greeting_generic_negative + } + + text = { + localization_key = greeting_generic + } +} + +GreetingToGenericPositive = { + type = character + + text = { + localization_key = greeting_generic_positive + } +} + +GreetingToGenericNegative = { + type = character + + text = { + localization_key = greeting_generic_negative + } +} + + +#APPROPRIATE GREETING +# ROOT is the character doing the greeting, scope:second is the character being greeted. +AppropriateGreeting = { + type = character + + text = { + trigger = { has_relation_lover = scope:second } + localization_key = greeting_appropriate_lover + } + + text = { + trigger = { is_vassal_of = scope:second } + localization_key = greeting_appropriate_liege + } + + text = { + trigger = { + scope:second = { is_vassal_of = root } + } + localization_key = greeting_appropriate_vassal + } + + text = { + trigger = { + OR = { + is_close_or_extended_family_of = scope:second + has_relation_friend = scope:second + } + } + localization_key = greeting_appropriate_family + } + + text = { + trigger = { + scope:second = { top_liege = this } + top_liege != scope:second.top_liege + } + localization_key = greeting_appropriate_foreign_ruler + } + + text = { + localization_key = greeting_appropriate_fallback + } +} + +AppropriateGreetingPositive = { + type = character + + text = { + trigger = { has_relation_lover = scope:second } + localization_key = greeting_appropriate_lover + } + + text = { + trigger = { is_vassal_of = scope:second } + localization_key = greeting_appropriate_positive_liege + } + + text = { + trigger = { + scope:second = { is_vassal_of = root } + } + localization_key = greeting_appropriate_positive_vassal + } + + text = { + trigger = { + is_close_or_extended_family_of = scope:second + } + localization_key = greeting_appropriate_positive_family + } + + text = { + trigger = { + scope:second = { top_liege = this } + top_liege != scope:second.top_liege + } + localization_key = greeting_appropriate_positive_foreign_ruler + } + + text = { + localization_key = greeting_appropriate_positive_fallback + } +} + +AppropriateGreetingNegative = { + type = character + + + text = { + trigger = { is_vassal_of = scope:second } + localization_key = greeting_appropriate_negative_liege + } + + text = { + trigger = { + scope:second = { is_vassal_of = root } + } + localization_key = greeting_appropriate_negative_vassal + } + + text = { + trigger = { + is_close_or_extended_family_of = scope:second + } + localization_key = greeting_appropriate_negative_family + } + + text = { + trigger = { + scope:second = { top_liege = this } + top_liege != scope:second.top_liege + } + localization_key = greeting_appropriate_negative_foreign_ruler + } + + text = { + localization_key = greeting_appropriate_negative_fallback + } +} + + +# Can be called after an appropriate greeting to add character and flavor to the address. +AppropriateSupplimentaryGreeting = { + type = character + + text = { + trigger = { + NOT = { + target_is_liege_or_above = scope:second + } + opinion = { + target = scope:second + value <= -10 + } + } + localization_key = greeting_supplimentary.negative + } + + text = { + trigger = { + OR = { + target_is_liege_or_above = scope:second + opinion = { + target = scope:second + value > -10 + } + } + } + localization_key = greeting_supplimentary.positive + } +} + +NegativeSupplimentaryGreeting = { + type = character + random_valid = yes + + + text = { # Your misdeeds are told from Ireland to Cathay + trigger = { + # Must be in Western or Northern Europe + location = { + OR = { + geographical_region = world_europe_west + geographical_region = world_europe_north + } + } + } + localization_key = greeting_supplimentary.negative.tales + } + + text = { # Your low character is the subject of Greek plays. + trigger = { + # Must be in Western or Northern Europe + location = { + OR = { + geographical_region = world_europe_east + geographical_region = world_europe_south + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + geographical_region = world_africa_north + } + } + } + localization_key = greeting_supplimentary.negative.greek + } + + text = { # May your humors rot in your living body. + localization_key = greeting_supplimentary.negative.insult.1 + } + + text = { # May your years be short and miserable. + localization_key = greeting_supplimentary.negative.insult.2 + } + + text = { # May wisdom ever elude you. + trigger = { + scope:second = { + learning < high_skill_rating + } + } + localization_key = greeting_supplimentary.negative.insult.3 + } + + text = { # Damn your seventh grandfather. + trigger = { + faith = { + religion_tag = islam_religion + } + } + localization_key = greeting_supplimentary.negative.insult_muslim.1 + } + + text = { # May you be sewn up alive in the belly of a dead camel. + trigger = { + faith = { + religion_tag = islam_religion + } + } + localization_key = greeting_supplimentary.negative.insult_muslim.2 + } + + text = { # May Allah destroy your house. + trigger = { + faith = { + religion_tag = islam_religion + } + } + localization_key = greeting_supplimentary.negative.insult_muslim.3 + } + + text = { # You child of a mangy dog. + trigger = { + faith = { + religion_tag = islam_religion + } + } + localization_key = greeting_supplimentary.negative.insult_muslim.4 + } +} + +PositiveSupplimentaryGreeting = { + type = character + + random_valid = yes + + text = { # Blessings upon you and your House. + localization_key = greeting_supplimentary.positive.flattery.1 + } + + text = { # Your wisdom and mercy are legendary. + trigger = { + scope:second = { + NOR = { + has_trait = sadistic + has_trait = callous + } + } + } + localization_key = greeting_supplimentary.positive.flattery.2 + } + + text = { # Peace be with you. + trigger = { + scope:second = { + NOR = { + has_trait = vengeful + has_trait = wrathful + faith = { + has_doctrine = tenet_warmonger + has_doctrine = tenet_human_sacrifice + } + } + } + } + localization_key = greeting_supplimentary.positive.flattery.3 + } + + text = { # May you live in harmony and contentment. + trigger = { + scope:second = { + NOR = { + has_trait = ambitious + has_trait = arrogant + has_trait = sadistic + } + } + } + localization_key = greeting_supplimentary.positive.flattery.4 + } + + text = { # Your ruthlessness is enviable. + trigger = { + scope:second = { + OR = { + has_trait = sadistic + has_trait = callous + } + } + } + localization_key = greeting_supplimentary.positive.flattery.5 + } + + text = { # Your great appetites are renowned throughout the world. + trigger = { + scope:second = { + OR = { + has_trait = gluttonous + has_trait = greedy + has_trait = ambitious + } + } + } + localization_key = greeting_supplimentary.positive.flattery.6 + } +} + +FormOfAddressForLiege = { + type = character + random_valid = yes + text = { + trigger = { + OR = { + highest_held_title_tier <= tier_duchy + AND = { + highest_held_title_tier = tier_kingdom + prestige_level < high_prestige_level + } + } + is_governor = no + tgp_is_ceremonial_regent_trigger = no + } + localization_key = form_of_address_my_ladylord + } + text = { + trigger = { + is_governor = yes + tgp_is_ceremonial_regent_trigger = no + } + localization_key = form_of_address_your_excellency + } + text = { + trigger = { + is_governor = yes + tgp_is_ceremonial_regent_trigger = no + } + localization_key = form_of_address_excellency + } + text = { + trigger = { + OR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + government_has_flag = government_is_landless_adventurer + } + tgp_is_ceremonial_regent_trigger = no + } + localization_key = form_of_address_liege_title + } + text = { + trigger = { + OR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + } + highest_held_title_tier >= tier_empire + prestige_level >= high_prestige_level + tgp_is_ceremonial_regent_trigger = no + } + localization_key = form_of_address_great_liege_title + } + text = { + trigger = { + highest_held_title_tier = tier_kingdom + is_governor = no + tgp_is_ceremonial_regent_trigger = no + } + localization_key = form_of_address_my_liege_title + } + text = { + trigger = { + highest_held_title_tier = tier_kingdom + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + } + prestige_level >= high_prestige_level + is_governor = no + tgp_is_ceremonial_regent_trigger = no + } + localization_key = form_of_address_your_highness + } + text = { + trigger = { + highest_held_title_tier = tier_kingdom + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + } + is_governor = no + tgp_is_ceremonial_regent_trigger = no + } + localization_key = form_of_address_highness + } + text = { + trigger = { + highest_held_title_tier >= tier_empire + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + } + is_independent_ruler = yes + tgp_is_ceremonial_regent_trigger = no + } + localization_key = form_of_address_your_majesty + } + text = { + trigger = { + highest_held_title_tier = tier_hegemony + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + } + is_independent_ruler = yes + tgp_is_ceremonial_regent_trigger = no + } + localization_key = form_of_address_my_sovereign_ladylord + } + text = { + trigger = { + any_held_title = { + is_head_of_faith = yes + } + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + localization_key = form_of_address_your_holiness + } + text = { + trigger = { + tgp_is_ceremonial_regent_trigger = yes + } + localization_key = form_of_address_ladylord_regent + } + text = { + trigger = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = hegemon_ruler + } + } + localization_key = form_of_address_son_of_heaven + } + text = { + trigger = { + government_has_flag = government_is_mandala + } + localization_key = form_of_address_your_radiance + } +} diff --git a/N3OW/common/customizable_localization/00_insult_custom_loc.txt b/N3OW/common/customizable_localization/00_insult_custom_loc.txt new file mode 100644 index 00000000..4ad995a0 --- /dev/null +++ b/N3OW/common/customizable_localization/00_insult_custom_loc.txt @@ -0,0 +1,2168 @@ +##################### +# This requires Custom2 +# ROOT is always the person being insulted +# scope:second is always the person doing the insulting +##################### + +InsultNoun = { + type = character + random_valid = yes + + text = { + localization_key = witch + trigger = { + is_female = yes + OR = { + faith = { has_doctrine = doctrine_witchcraft_crime } + faith = { has_doctrine = doctrine_witchcraft_shunned } + } + scope:second = { + OR = { + faith = { has_doctrine = doctrine_witchcraft_crime } + faith = { has_doctrine = doctrine_witchcraft_shunned } + } + } + } + } + text = { + localization_key = doxy + trigger = { + is_adult = yes + is_female = yes + } + } + text = { + localization_key = churl + trigger = { + is_male = yes + } + } + text = { + localization_key = knave + trigger = { is_male = yes } + } + text = { + localization_key = spawn_of_hell + trigger = { + faith.religion = { is_in_family = rf_abrahamic } + OR = { + has_personality_malicious_trigger = yes + has_trait = cynical + } + scope:second = { + faith.religion = { is_in_family = rf_abrahamic } + } + } + } + text = { + localization_key = fiend + } + text = { + localization_key = buffoon + trigger = { + is_male = yes + } + } + text = { + localization_key = cur + trigger = { + is_male = yes + } + } + text = { + localization_key = bastard + trigger = { + is_male = yes + } + } + text = { + localization_key = coward + trigger = { + has_trait = craven + is_male = yes + } + } + text = { + localization_key = coward_female + trigger = { + has_trait = craven + is_female = yes + } + } + text = { + localization_key = boar + trigger = { + has_personality_dominant_trigger = yes + is_male = yes + } + } + text = { + localization_key = boar_female + trigger = { + has_personality_dominant_trigger = yes + is_female = yes + } + } + text = { + localization_key = brat + trigger = { + is_adult = no + } + } + text = { + localization_key = rascal + trigger = { + is_adult = no + } + } + text = { + localization_key = ankle_biter + trigger = { + age <= 6 + } + } + text = { + localization_key = whelp + trigger = { + age <= 8 + } + } + text = { + localization_key = changeling + trigger = { + is_adult = no + } + } + text = { + localization_key = troll_spawn + trigger = { + is_adult = no + } + } + text = { + localization_key = newt + trigger = { + is_adult = no + } + } + text = { + localization_key = waif + trigger = { + is_adult = no + OR = { + NOT = { exists = father } + father = { is_alive = no } + } + OR = { + NOT = { exists = mother } + mother = { is_alive = no } + } + } + } + text = { + localization_key = ragamuffin + trigger = { + is_adult = no + OR = { + NOT = { exists = father } + father = { is_alive = no } + } + OR = { + NOT = { exists = mother } + mother = { is_alive = no } + } + } + } + text = { + localization_key = killcrop + trigger = { + is_adult = no + has_trait = gluttonous + culture_has_asian_heritage_pillar_trigger = no + } + } + text = { + localization_key = cox_comb + trigger = { + OR = { + has_trait = arrogant + AND = { + NOT = { has_trait = humble } + OR = { + has_trait = beauty_good_2 + has_trait = beauty_good_3 + } + } + } + is_male = yes + culture_has_asian_heritage_pillar_trigger = no + } + } + text = { + localization_key = cox_comb_female + trigger = { + OR = { + has_trait = arrogant + AND = { + NOT = { has_trait = humble } + OR = { + has_trait = beauty_good_2 + has_trait = beauty_good_3 + } + } + } + is_female = yes + culture_has_asian_heritage_pillar_trigger = no + } + } + text = { + localization_key = strumpet + trigger = { + is_female = yes + is_adult = yes + OR = { + has_trait = lustful + has_trait = seducer + } + culture_has_asian_heritage_pillar_trigger = no + } + } + text = { + localization_key = bedswerver + trigger = { + is_adult = yes + OR = { + has_trait = lustful + has_trait = seducer + } + is_male = yes + } + } + text = { + localization_key = bedswerver_female + trigger = { + is_adult = yes + OR = { + has_trait = lustful + has_trait = seducer + } + is_female = yes + } + } + text = { + localization_key = hag + trigger = { + is_adult = yes + is_female = yes + } + } + text = { + localization_key = ogre + trigger = { + is_adult = yes + is_male = yes + } + } + text = { + localization_key = wench + trigger = { + is_adult = yes + is_female = yes + } + } + text = { + localization_key = swain + trigger = { + is_adult = yes + is_male = yes + culture_has_asian_heritage_pillar_trigger = no + } + } + text = { + localization_key = oaf_insult + trigger = { + is_adult = yes + OR = { + has_trait = strong + has_trait = physique_good + has_trait = intellect_bad + has_trait = dull + has_trait = athletic + has_trait = giant + } + } + } + text = { + localization_key = lummox + trigger = { + is_adult = yes + OR = { + has_trait = strong + has_trait = physique_good + has_trait = intellect_bad + has_trait = dull + has_trait = athletic + has_trait = giant + } + } + } + text = { + localization_key = fopdoodle + trigger = { + is_adult = yes + is_male = yes + culture_has_asian_heritage_pillar_trigger = no + } + } + text = { + localization_key = scullion + trigger = { + is_adult = yes + } + } + text = { + localization_key = commoner + trigger = { + is_adult = yes + OR = { + has_trait = peasant_leader + has_dynasty = no + } + } + } + text = { + localization_key = sycophant + trigger = { + is_adult = yes + #has_trait = loyal + } + } + text = { + localization_key = banbury_cheese + trigger = { + is_adult = yes + has_trait = spindly + culture = { has_cultural_pillar = heritage_west_germanic } + } + } + text = { + localization_key = bampot + trigger = { + is_adult = yes + culture_has_asian_heritage_pillar_trigger = no + } + } + text = { + localization_key = pervert + trigger = { + is_adult = yes + has_trait = deviant + } + } + text = { + localization_key = vixen + trigger = { + is_female = yes + is_adult = yes + OR = { + has_trait = lustful + has_trait = seducer + } + } + } + text = { + localization_key = debaucher + trigger = { + is_adult = yes + OR = { + has_trait = deviant + has_trait = rakish + has_trait = lustful + } + } + } + #text = { + # localization_key = venemous_animal_loc + # trigger = { + # is_adult = yes + # OR = { + # #has_trait = disloyal + # has_trait = deceitful + # } + # } + #} + text = { + localization_key = fool + trigger = { + is_adult = yes + } + } + text = { + localization_key = kumquat + trigger = { + is_adult = yes + culture = { + OR = { + culture_overlaps_geographical_region = world_burma + culture_overlaps_geographical_region = world_india + } + } + } + } + text = { + localization_key = shitling + trigger = { + OR = { + is_adult = no + has_nickname = nick_the_dung_named + } + # Don't wheel it out for children that don't really misbehave. + NOT = { has_trait = pensive } + } + } + text = { + localization_key = swine + trigger = { + is_adult = yes + } + } + text = { + localization_key = turtle_daughterson + trigger = { + OR = { + culture = { + has_cultural_pillar = heritage_chinese + } + culture = { + has_cultural_pillar = heritage_japonic + } + } + OR = { + has_trait = bastard + has_trait = legitimized_bastard + has_trait = disputed_heritage + } + } + } + text = { + localization_key = turtle_granddaughterson + trigger = { + OR = { + has_trait = bastard + has_trait = legitimized_bastard + has_trait = disputed_heritage + } + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = mother_selling_thief + trigger = { + is_adult = yes + is_male = yes + ai_honor <= medium_negative_ai_value + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = laborer + trigger = { + is_adult = yes + is_male = yes + short_term_gold < minor_gold_value + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = beggar + trigger = { + is_adult = yes + is_male = yes + short_term_gold < minor_gold_value + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = eunuch + trigger = { + is_adult = yes + is_male = yes + fertility <= low_fertility + NOR = { + has_trait = eunuch + has_trait = beardless_eunuch + } + scope:second = { + culture = { + has_cultural_parameter = can_appoint_chief_eunuch + } + } + } + } +} + +InsultNounPlural = { + type = character + parent = InsultNoun + suffix = _plural +} + +InsultAdjective = { + type = character + random_valid = yes + + text = { + localization_key = insult_nickname_two_faced + trigger = { + has_trait = deceitful + is_male = yes + } + } + text = { + localization_key = insult_nickname_two_faced_female + trigger = { + has_trait = deceitful + is_female = yes + } + } + text = { + localization_key = cold_hearted + trigger = { + OR = { + has_personality_malicious_trigger = yes + has_personality_levelheaded_trigger = yes + } + is_male = yes + } + } + text = { + localization_key = cold_hearted_female + trigger = { + OR = { + has_personality_malicious_trigger = yes + has_personality_levelheaded_trigger = yes + } + is_female = yes + } + } + text = { + localization_key = evil + trigger = { + has_personality_malicious_trigger = yes + is_male = yes + } + } + text = { + localization_key = evil_female + trigger = { + has_personality_malicious_trigger = yes + is_female = yes + } + } + text = { + localization_key = obnoxious + trigger = { + has_personality_annoying_trigger = yes + is_male = yes + } + } + text = { + localization_key = obnoxious_female + trigger = { + has_personality_annoying_trigger = yes + is_female = yes + } + } + text = { + localization_key = rattling + trigger = { + has_personality_extroverted_trigger = yes + is_male = yes + } + } + text = { + localization_key = rattling_female + trigger = { + has_personality_extroverted_trigger = yes + is_female = yes + } + } + text = { + localization_key = blathering + trigger = { + has_personality_extroverted_trigger = yes + is_male = yes + } + } + text = { + localization_key = blathering_female + trigger = { + has_personality_extroverted_trigger = yes + is_female = yes + } + } + text = { + localization_key = chattering + trigger = { + has_personality_extroverted_trigger = yes + is_male = yes + } + } + text = { + localization_key = chattering_female + trigger = { + has_personality_extroverted_trigger = yes + is_female = yes + } + } + text = { + localization_key = lecherous + trigger = { + OR = { + has_trait = lustful + has_trait = seducer + } + is_male = yes + } + } + text = { + localization_key = lecherous_female + trigger = { + OR = { + has_trait = lustful + has_trait = seducer + } + is_female = yes + } + } + text = { + localization_key = hysterical + trigger = { + has_personality_emotional_trigger = yes + is_male = yes + } + } + text = { + localization_key = hysterical_female + trigger = { + has_personality_emotional_trigger = yes + is_female = yes + } + } + text = { + localization_key = brooding + trigger = { + has_personality_emotional_trigger = yes + is_male = yes + } + } + text = { + localization_key = brooding_female + trigger = { + has_personality_emotional_trigger = yes + is_female = yes + } + } + text = { + localization_key = spineless + trigger = { + has_personality_submissive_trigger = yes + is_male = yes + } + } + text = { + localization_key = spineless_female + trigger = { + has_personality_submissive_trigger = yes + is_female = yes + } + } + text = { + localization_key = squeamish + trigger = { + has_personality_submissive_trigger = yes + is_male = yes + } + } + text = { + localization_key = squeamish_female + trigger = { + has_personality_submissive_trigger = yes + is_female = yes + } + } + text = { + localization_key = impotent + trigger = { + is_male = yes + has_personality_submissive_trigger = yes + } + } + text = { + localization_key = impotent_female + trigger = { + is_female = yes + has_personality_submissive_trigger = yes + } + } + text = { + localization_key = gutless + trigger = { + has_trait = craven + is_male = yes + } + } + text = { + localization_key = gutless_female + trigger = { + has_trait = craven + is_female = yes + } + } + text = { + localization_key = cowardly + trigger = { + has_trait = craven + is_male = yes + } + } + text = { + localization_key = cowardly_female + trigger = { + has_trait = craven + is_female = yes + } + } + text = { + localization_key = brash + trigger = { + has_personality_dominant_trigger = yes + is_male = yes + } + } + text = { + localization_key = brash_female + trigger = { + has_personality_dominant_trigger = yes + is_female = yes + } + } + text = { + localization_key = cocky + trigger = { + has_personality_dominant_trigger = yes + is_male = yes + } + } + text = { + localization_key = cocky_female + trigger = { + has_personality_dominant_trigger = yes + is_female = yes + } + } + text = { + localization_key = false + trigger = { + has_personality_benevolent_trigger = yes + is_male = yes + } + } + text = { + localization_key = false_female + trigger = { + has_personality_benevolent_trigger = yes + is_female = yes + } + } + text = { + localization_key = beguiling + trigger = { + has_personality_benevolent_trigger = yes + is_male = yes + } + } + text = { + localization_key = beguiling_female + trigger = { + has_personality_benevolent_trigger = yes + is_female = yes + } + } + text = { + localization_key = solitary + trigger = { + has_personality_introverted_trigger = yes + is_male = yes + } + } + text = { + localization_key = solitary_female + trigger = { + has_personality_introverted_trigger = yes + is_female = yes + } + } + text = { + localization_key = eremetic + trigger = { + has_personality_introverted_trigger = yes + is_male = yes + } + } + text = { + localization_key = eremetic_female + trigger = { + has_personality_introverted_trigger = yes + is_female = yes + } + } + text = { + localization_key = reclusive + trigger = { + has_personality_introverted_trigger = yes + is_male = yes + } + } + text = { + localization_key = reclusive_female + trigger = { + has_personality_introverted_trigger = yes + is_female = yes + } + } + text = { + localization_key = friendless + trigger = { + has_personality_introverted_trigger = yes + is_male = yes + } + } + text = { + localization_key = friendless_female + trigger = { + has_personality_introverted_trigger = yes + is_female = yes + } + } + text = { + localization_key = cloistered + trigger = { + has_personality_introverted_trigger = yes + is_male = yes + } + } + text = { + localization_key = cloistered_female + trigger = { + has_personality_introverted_trigger = yes + is_female = yes + } + } + text = { + localization_key = heartless + trigger = { + has_personality_levelheaded_trigger = yes + is_male = yes + } + } + text = { + localization_key = heartless_female + trigger = { + has_personality_levelheaded_trigger = yes + is_female = yes + } + } + text = { + localization_key = foppish + trigger = { + is_adult = yes + has_trait = beauty_good + is_male = yes + } + } + text = { + localization_key = preening + trigger = { + is_adult = yes + has_trait = beauty_good + is_female = yes + } + } + text = { + localization_key = contemptuous + trigger = { + OR = { + has_personality_malicious_trigger = yes + has_personality_levelheaded_trigger = yes + } + is_male = yes + } + } + text = { + localization_key = contemptuous_female + trigger = { + OR = { + has_personality_malicious_trigger = yes + has_personality_levelheaded_trigger = yes + } + is_female = yes + } + } + text = { + localization_key = headless + trigger = { + OR = { + has_trait = intellect_bad + has_trait = dull + is_eunuch_trigger = yes + } + is_male = yes + } + } + text = { + localization_key = headless_female + trigger = { + OR = { + has_trait = intellect_bad + has_trait = dull + } + is_female = yes + } + } + text = { + localization_key = lumbering + trigger = { + OR = { + has_trait = strong + has_trait = physique_good + has_trait = intellect_bad + has_trait = dull + has_trait = athletic + has_trait = giant + } + is_male = yes + } + } + text = { + localization_key = lumbering_female + trigger = { + OR = { + has_trait = strong + has_trait = physique_good + has_trait = intellect_bad + has_trait = dull + has_trait = athletic + has_trait = giant + } + is_female = yes + } + } + text = { + localization_key = goat_shagging_male + trigger = { + has_trait = deviant + is_male = yes + } + } + text = { + localization_key = goat_shagging_female + trigger = { + has_trait = deviant + is_female = yes + } + } + text = { + localization_key = telmatobios + trigger = { + scope:second = { + knows_language = language_greek + } + } + } + text = { + localization_key = borborophagos + trigger = { + scope:second = { + knows_language = language_greek + } + } + } + text = { + localization_key = hellenothreskos + trigger = { + scope:second = { + knows_language = language_greek + religion = religion:christianity_religion + } + } + } + text = { + localization_key = spondophthoros + trigger = { + OR = { + has_trait = deceitful + has_trait = disloyal + } + scope:second = { + knows_language = language_greek + } + } + } + text = { + localization_key = wolf_hearted + trigger = { + OR = { + has_trait = callous + has_trait = sadistic + } + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = dog_livered + trigger = { + has_trait = craven + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = unfilial + trigger = { + ai_honor <= medium_negative_ai_value + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = disloyal + trigger = { + ai_honor <= medium_negative_ai_value + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = shameless + trigger = { + ai_honor <= medium_negative_ai_value + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = classless + trigger = { + diplomacy <= low_skill_rating + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = ignorant + trigger = { + learning <= low_skill_rating + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = uneducated + trigger = { + learning <= low_skill_rating + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = unlearned + trigger = { + learning <= low_skill_rating + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = unscrupulous + trigger = { + ai_honor <= medium_negative_ai_value + scope:second = { + culture = { + has_cultural_pillar = heritage_chinese + } + } + } + } + text = { + localization_key = turtle_spawned + trigger = { + OR = { + has_trait = bastard + has_trait = legitimized_bastard + has_trait = disputed_heritage + } + scope:second = { + OR = { + culture = { + has_cultural_pillar = heritage_chinese + } + culture = { + has_cultural_pillar = heritage_japonic + } + } + } + } + } + #Fallbacks + text = { + localization_key = loathsome + trigger = { is_male = yes } + } + text = { + localization_key = abhorrent + trigger = { is_male = yes } + } + text = { + localization_key = vile + trigger = { is_male = yes } + } + text = { + localization_key = miserable + trigger = { is_male = yes } + } + text = { + localization_key = worthless + trigger = { is_male = yes } + } + text = { + localization_key = loathsome_female + trigger = { is_female = yes } + } + text = { + localization_key = abhorrent_female + trigger = { is_female = yes } + } + text = { + localization_key = vile_female + trigger = { is_female = yes } + } + text = { + localization_key = miserable_female + trigger = { is_female = yes } + } + text = { + localization_key = worthless_female + trigger = { is_female = yes } + } +} + + +InsultAdjectiveArticle = { + type = character + random_valid = yes + + text = { + localization_key = insult_nickname_two_faced_article + trigger = { + is_male = yes + has_trait = deceitful + } + } + text = { + localization_key = cold_hearted_article + trigger = { + is_male = yes + OR = { + has_personality_malicious_trigger = yes + has_personality_levelheaded_trigger = yes + } + } + } + text = { + localization_key = evil_article + trigger = { + is_male = yes + has_personality_malicious_trigger = yes + } + } + text = { + localization_key = obnoxious_article + trigger = { + is_male = yes + has_personality_annoying_trigger = yes + } + } + text = { + localization_key = rattling_article + trigger = { + is_male = yes + has_personality_extroverted_trigger = yes + } + } + text = { + localization_key = blathering_article + trigger = { + is_male = yes + has_personality_extroverted_trigger = yes + } + } + text = { + localization_key = chattering_article + trigger = { + is_male = yes + has_personality_extroverted_trigger = yes + } + } + text = { + localization_key = lecherous_article + trigger = { + is_male = yes + OR = { + has_trait = lustful + has_trait = seducer + } + } + } + text = { + localization_key = hysterical_article + trigger = { + is_male = yes + has_personality_emotional_trigger = yes + } + } + text = { + localization_key = brooding_article + trigger = { + is_male = yes + has_personality_emotional_trigger = yes + } + } + text = { + localization_key = spineless_article + trigger = { + is_male = yes + has_personality_submissive_trigger = yes + } + } + text = { + localization_key = squeamish_article + trigger = { + is_male = yes + has_personality_submissive_trigger = yes + } + } + text = { + localization_key = impotent_article + trigger = { + is_male = yes + has_personality_submissive_trigger = yes + } + } + text = { + localization_key = gutless_article + trigger = { + is_male = yes + has_trait = craven + } + } + text = { + localization_key = cowardly_article + trigger = { + is_male = yes + has_trait = craven + } + } + text = { + localization_key = brash_article + trigger = { + is_male = yes + has_personality_dominant_trigger = yes + } + } + text = { + localization_key = cocky_article + trigger = { + is_male = yes + has_personality_dominant_trigger = yes + } + } + text = { + localization_key = false_article + trigger = { + is_male = yes + has_personality_benevolent_trigger = yes + } + } + text = { + localization_key = beguiling_article + trigger = { + is_male = yes + has_personality_benevolent_trigger = yes + } + } + text = { + localization_key = solitary_article + trigger = { + is_male = yes + has_personality_introverted_trigger = yes + } + } + text = { + localization_key = eremetic_article + trigger = { + is_male = yes + has_personality_introverted_trigger = yes + } + } + text = { + localization_key = reclusive_article + trigger = { + is_male = yes + has_personality_introverted_trigger = yes + } + } + text = { + localization_key = friendless_article + trigger = { + is_male = yes + has_personality_introverted_trigger = yes + } + } + text = { + localization_key = cloistered_article + trigger = { + is_male = yes + has_personality_introverted_trigger = yes + } + } + text = { + localization_key = heartless_article + trigger = { + is_male = yes + has_personality_levelheaded_trigger = yes + } + } + text = { + localization_key = loathsome_article + trigger = { is_male = yes } + } + text = { + localization_key = abhorrent_article + trigger = { is_male = yes } + } + text = { + localization_key = vile_article + trigger = { is_male = yes } + } + text = { + localization_key = telmatobios_article + trigger = { + scope:second = { + knows_language = language_greek + } + } + } + text = { + localization_key = borborophagos_article + trigger = { + scope:second = { + knows_language = language_greek + } + } + } + text = { + localization_key = hellenothreskos_article + trigger = { + scope:second = { + knows_language = language_greek + religion = religion:christianity_religion + } + } + } + text = { + localization_key = spondophthoros_article + trigger = { + OR = { + has_trait = deceitful + has_trait = disloyal + } + scope:second = { + knows_language = language_greek + } + } + } + + # Female versions for other languages + text = { + localization_key = insult_nickname_two_faced_article_female + trigger = { + is_female = yes + has_trait = deceitful + } + } + text = { + localization_key = cold_hearted_article_female + trigger = { + is_female = yes + OR = { + has_personality_malicious_trigger = yes + has_personality_levelheaded_trigger = yes + } + } + } + text = { + localization_key = evil_article_female + trigger = { + is_female = yes + has_personality_malicious_trigger = yes + } + } + text = { + localization_key = obnoxious_article_female + trigger = { + is_female = yes + has_personality_annoying_trigger = yes + } + } + text = { + localization_key = rattling_article_female + trigger = { + is_female = yes + has_personality_extroverted_trigger = yes + } + } + text = { + localization_key = blathering_article_female + trigger = { + is_female = yes + has_personality_extroverted_trigger = yes + } + } + text = { + localization_key = chattering_article_female + trigger = { + is_female = yes + has_personality_extroverted_trigger = yes + } + } + text = { + localization_key = lecherous_article_female + trigger = { + is_female = yes + OR = { + has_trait = lustful + has_trait = seducer + } + } + } + text = { + localization_key = hysterical_article_female + trigger = { + is_female = yes + has_personality_emotional_trigger = yes + } + } + text = { + localization_key = brooding_article_female + trigger = { + is_female = yes + has_personality_emotional_trigger = yes + } + } + text = { + localization_key = spineless_article_female + trigger = { + is_female = yes + has_personality_submissive_trigger = yes + } + } + text = { + localization_key = squeamish_article_female + trigger = { + is_female = yes + has_personality_submissive_trigger = yes + } + } + text = { + localization_key = impotent_article_female + trigger = { + is_female = yes + has_personality_submissive_trigger = yes + } + } + text = { + localization_key = gutless_article_female + trigger = { + is_female = yes + has_trait = craven + } + } + text = { + localization_key = cowardly_article_female + trigger = { + is_female = yes + has_trait = craven + } + } + text = { + localization_key = brash_article_female + trigger = { + is_female = yes + has_personality_dominant_trigger = yes + } + } + text = { + localization_key = cocky_article_female + trigger = { + is_female = yes + has_personality_dominant_trigger = yes + } + } + text = { + localization_key = false_article_female + trigger = { + is_female = yes + has_personality_benevolent_trigger = yes + } + } + text = { + localization_key = beguiling_article_female + trigger = { + is_female = yes + has_personality_benevolent_trigger = yes + } + } + text = { + localization_key = solitary_article_female + trigger = { + is_female = yes + has_personality_introverted_trigger = yes + } + } + text = { + localization_key = eremetic_article_female + trigger = { + is_female = yes + has_personality_introverted_trigger = yes + } + } + text = { + localization_key = reclusive_article_female + trigger = { + is_female = yes + has_personality_introverted_trigger = yes + } + } + text = { + localization_key = friendless_article_female + trigger = { + is_female = yes + has_personality_introverted_trigger = yes + } + } + text = { + localization_key = cloistered_article_female + trigger = { + is_female = yes + has_personality_introverted_trigger = yes + } + } + text = { + localization_key = heartless_article_female + trigger = { + is_female = yes + has_personality_levelheaded_trigger = yes + } + } + text = { + localization_key = loathsome_article_female + trigger = { is_female = yes } + } + text = { + localization_key = abhorrent_article_female + trigger = { is_female = yes } + } + text = { + localization_key = vile_article_female + trigger = { is_female = yes } + } +} + + +InsultBehavior = { + type = character + random_valid = yes + + text = { + localization_key = cold_hearted_behavior + trigger = { + OR = { + has_personality_malicious_trigger = yes + has_personality_levelheaded_trigger = yes + } + } + } + text = { + localization_key = evil_behavior + fallback = yes + trigger = { has_personality_malicious_trigger = yes } + } + text = { + localization_key = blathering_behavior + trigger = { has_personality_extroverted_trigger = yes } + } + text = { + localization_key = lecherous_behavior + trigger = { + OR = { + has_trait = lustful + has_trait = seducer + } + } + } + text = { + localization_key = hysterical_behavior + trigger = { has_personality_emotional_trigger = yes } + } + text = { + localization_key = brooding_behavior + trigger = { has_personality_emotional_trigger = yes } + } + text = { + localization_key = spineless_behavior + trigger = { has_personality_submissive_trigger = yes } + } + text = { + localization_key = squeamish_behavior + trigger = { has_personality_submissive_trigger = yes } + } + text = { + localization_key = gutless_behavior + trigger = { has_trait = craven } + } + text = { + localization_key = cowardly_behavior + trigger = { has_trait = craven } + } + text = { + localization_key = brash_behavior + trigger = { has_personality_dominant_trigger = yes } + } + text = { + localization_key = cocky_behavior + trigger = { has_personality_dominant_trigger = yes } + } + text = { + localization_key = reclusive_behavior + trigger = { has_personality_introverted_trigger = yes } + } + text = { + localization_key = heartless_behavior + trigger = { has_personality_levelheaded_trigger = yes } + } +} + + +InsultSentence = { + type = character + + random_valid = yes + + text = { + localization_key = insult_sentence_arrogant + trigger = { has_trait = arrogant } + } + + text = { + localization_key = insult_sentence_lustful + trigger = { has_trait = lustful } + } + + text = { + localization_key = insult_sentence_subtle + trigger = { has_trait = lustful } + } + + text = { + localization_key = insult_sentence_highgod + trigger = { + OR = { + has_trait = scaly + has_trait = albino + has_trait = giant + has_trait = dwarf + has_trait = beauty_bad + } + } + } + + text = { + localization_key = insult_sentence_beauty_bad + trigger = { + OR = { + has_trait = scaly + has_trait = albino + has_trait = giant + has_trait = dwarf + has_trait = beauty_bad + has_trait = lifestyle_hunter + } + } + } + + text = { + localization_key = insult_sentence_shiver + } + + text = { + localization_key = insult_sentence_evening + } +} + +PointOfRidicule = { + type = character + + random_valid = yes + + text = { + weight_multiplier = { base = 0.5 } + trigger = { ai_rationality <= low_negative_rationality } + localization_key = foolishness + } + + text = { + weight_multiplier = { base = 0.5 } + trigger = { ai_compassion >= low_positive_compassion } + localization_key = sensitive_soul + } + + text = { + weight_multiplier = { base = 0.5 } + trigger = { has_personality_emotional_trigger = yes } + localization_key = unrestrained_emotions + } + + text = { + weight_multiplier = { base = 0.5 } + trigger = { has_personality_annoying_trigger = yes } + localization_key = bothersome_nature + } + + text = { + trigger = { has_trait = leper } + localization_key = lesion_ridden_face + } + + text = { + trigger = { + has_trait = maimed + } + localization_key = disfigurement + } + + text = { + trigger = { has_trait = infirm } + localization_key = infirmity + } + + text = { + trigger = { is_eunuch_trigger = yes } + localization_key = lack_of_certain_parts + } + + text = { + trigger = { has_trait = blind } + localization_key = blindness + } + + text = { + trigger = { + has_trait = beauty_bad + } + localization_key = ghastly_visage + } + + text = { + trigger = { + OR = { + has_trait = physique_bad + has_trait = weak + } + } + localization_key = frailty + } + + text = { + trigger = { has_trait = clubfooted } + localization_key = grotesque_limp + } + + text = { + trigger = { has_trait = hunchbacked } + localization_key = grotesque_hump + } + + text = { + trigger = { has_trait = lisping } + localization_key = ludicrous_lisp + } + + text = { + trigger = { has_trait = dwarf } + localization_key = stature + } + + text = { + trigger = { has_trait = giant } + localization_key = grotesque_size + } + + text = { + trigger = { has_trait = spindly } + localization_key = spindly_frame + } + + text = { + trigger = { has_trait = scaly } + localization_key = snake_scales + } + + text = { + trigger = { has_trait = albino } + localization_key = ghostly_pallor + } + + text = { + trigger = { has_trait = wheezing } + localization_key = disgusting_wheezing + } + + text = { + trigger = { always = no } + fallback = yes + localization_key = insistent_whining + } +} + + +InsultNounSexual = { + type = character + + random_valid = yes + + text = { + trigger = { is_male = yes } + localization_key = insultnounsexual_lecher + } + + text = { + trigger = { is_male = yes } + localization_key = insultnounsexual_debaucher + } + + text = { + trigger = { is_male = yes } + localization_key = insultnounsexual_fornicator + } + + text = { + trigger = { is_male = yes } + localization_key = insultnounsexual_philanderer + } + + text = { + trigger = { + is_male = yes + NOT = { has_trait = sodomite } + } + localization_key = insultnounsexual_womanizer + } + + text = { + trigger = { is_female = yes } + localization_key = insultnounsexual_amorosa + } + + text = { + trigger = { is_female = yes } + localization_key = insultnounsexual_jezebel + } + + text = { + trigger = { is_female = yes } + localization_key = insultnounsexual_quean + } + + text = { + trigger = { is_female = yes } + localization_key = insultnounsexual_delilah + } + + text = { + trigger = { is_female = yes } + localization_key = insultnounsexual_strumpet + } + + text = { + trigger = { is_female = yes } + localization_key = insultnounsexual_trollop + } + + text = { + trigger = { is_female = yes } + localization_key = insultnounsexual_hussy + } + + text = { + trigger = { is_male = yes } + weight_multiplier = { + base = 0.3 + } + localization_key = insultnounsexual_voluptuary + } + + text = { + trigger = { is_male = yes } + weight_multiplier = { + base = 0.3 + } + localization_key = insultnounsexual_copulator + } + + text = { + trigger = { is_male = yes } + weight_multiplier = { + base = 0.3 + } + localization_key = insultnounsexual_libidinist + } + + text = { + trigger = { is_male = yes } + weight_multiplier = { + base = 0.1 + } + localization_key = insultnounsexual_roue + } + + # female versions requested for other languages + text = { + trigger = { is_female = yes } + weight_multiplier = { + base = 0.3 + } + localization_key = insultnounsexual_voluptuary_female + } + + text = { + trigger = { is_female = yes } + weight_multiplier = { + base = 0.3 + } + localization_key = insultnounsexual_copulator_female + } + + text = { + trigger = { is_female = yes } + weight_multiplier = { + base = 0.3 + } + localization_key = insultnounsexual_libidinist_female + } + + text = { + trigger = { is_female = yes } + weight_multiplier = { + base = 0.1 + } + localization_key = insultnounsexual_roue_female + } + # -- + text = { + trigger = { + is_female = yes + } + localization_key = whore + } + text = { + trigger = { + is_female = yes + } + localization_key = harlot + } + text = { + weight_multiplier = { + base = 0.3 + } + localization_key = bedswerver + } + text = { + trigger = { is_male = yes } + localization_key = pig + } + text = { + trigger = { is_male = yes } + localization_key = skirt_chaser + } +} + +InsultNounClumsy = { + type = character + random_valid = yes + + #Oaf + text = { localization_key = insult_noun_clumsy_oaf } + #Buffoon + text = { localization_key = insult_noun_clumsy_buffoon } + #Dimwit + text = { localization_key = insult_noun_clumsy_dimwit } + #Nimrod + text = { localization_key = insult_noun_clumsy_nimrod } +} + +InsultAdjectiveClumsy = { + type = character + random_valid = yes + + #Clumsy + text = { localization_key = insult_adjective_clumsy_clumsy } + #Stumbling + text = { localization_key = insult_adjective_clumsy_stumbling } + #Blundering + text = { localization_key = insult_adjective_clumsy_blundering } + #Fumbling + text = { localization_key = insult_adjective_clumsy_fumbling } +} + +CriminalAdjective = { + type = character + random_valid = yes + + #Horrendous + text = { localization_key = criminal_adjective_horrendous } + #Villainous + text = { localization_key = criminal_adjective_villainous } + #Terrible + text = { localization_key = criminal_adjective_terrible } + #Loathsome + text = { localization_key = criminal_adjective_loathsome } + #Vile + text = { localization_key = criminal_adjective_vile } + #Heinous + text = { localization_key = criminal_adjective_heinous } + #Murderous Marauder trigger + text = { + trigger = { + has_trait = gallowsbait + has_trait_xp = { + trait = gallowsbait + track = marauder + value >= 50 + } + } + localization_key = criminal_adjective_murderous + } + #Conniving Trickster trigger + text = { + trigger = { + has_trait = gallowsbait + has_trait_xp = { + trait = gallowsbait + track = trickster + value >= 50 + } + } + localization_key = criminal_adjective_conniving + } + #Violent Marauder + text = { + trigger = { + has_trait = gallowsbait + has_trait_xp = { + trait = gallowsbait + track = marauder + value >= 50 + } + } + localization_key = criminal_adjective_violent + } + #Barbaric Bandit trigger + text = { + trigger = { + has_trait = gallowsbait + has_trait_xp = { + trait = gallowsbait + track = bandit + value >= 50 + } + } + localization_key = criminal_adjective_barbaric + } + +} + +CriminalCrierInsult = { + type = character + random_valid = yes + + #Big-nosed + text = { localization_key = criminal_crier_insult_big_nosed } + #Snub-nosed + text = { localization_key = criminal_crier_insult_snub_nosed } + #Weak-chinned + text = { localization_key = criminal_crier_insult_weak_chinned } + #Small-headed + text = { localization_key = criminal_crier_insult_small_headed } + #Buck-toothed + text = { localization_key = criminal_crier_insult_buck_toothed } + #Three-fingered + text = { localization_key = criminal_crier_insult_three_fingered } + #Cross-eyed + text = { localization_key = criminal_crier_insult_cross_eyed } + +} diff --git a/N3OW/common/customizable_localization/00_knight_culture.txt b/N3OW/common/customizable_localization/00_knight_culture.txt new file mode 100644 index 00000000..d72b3bb8 --- /dev/null +++ b/N3OW/common/customizable_localization/00_knight_culture.txt @@ -0,0 +1,124 @@ +KnightCulture = { + type = character + + text = { + trigger = { + has_government = landless_adventurer_government + NOR = { + has_trait = knight_errant + faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } + culture = { has_cultural_pillar = language_frankish } + } + } + localization_key = knight_champion + } + text = { + trigger = { + culture = { has_cultural_pillar = language_japonic } + } + localization_key = knight_bushi + } + text = { + trigger = { + culture = { has_cultural_pillar = language_greek } + } + localization_key = knight_hetaeria + } + text = { + trigger = { + OR = { + culture = { has_cultural_pillar = language_mongolic } + culture = { has_cultural_pillar = language_turkic } + } + } + localization_key = knight_baghatur + } + text = { + trigger = { + OR = { + culture = { has_cultural_pillar = language_sauraseni } + culture = { has_cultural_pillar = language_marathi } + culture = { has_cultural_pillar = language_magadhan } + culture = { has_cultural_pillar = language_pahari } + culture = { has_cultural_pillar = language_vrachada } + culture = { has_cultural_pillar = language_rajasthani } + culture = { has_cultural_pillar = language_sinhalese } + culture = { has_cultural_pillar = language_kashmiri } + culture = { has_cultural_pillar = language_tamil } + culture = { has_cultural_pillar = language_telugu } + culture = { has_cultural_pillar = language_kannada } + culture = { has_cultural_pillar = language_north_dravidian } #FP3 addition + } + } + localization_key = knight_shoorveer + } + text = { + trigger = { + OR = { + faith = { religion_tag = zoroastrianism_religion } + culture = { has_cultural_pillar = language_iranian } + } + } + localization_key = knight_aswaran + } + text = { + trigger = { + OR = { + faith = { religion_tag = islam_religion } + culture = { has_cultural_pillar = language_arabic } + } + } + localization_key = knight_faris + } + text = { + trigger = { + OR = { + government_has_flag = government_is_tribal + NOR = { + faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } + culture = { has_cultural_pillar = language_frankish } + } + } + } + localization_key = knight_champion + } + text = { + localization_key = knight_default + fallback = yes + } +} + +KnightCulturePlural = { + parent = KnightCulture + suffix = "_plural" +} + +KnightCultureNoTooltip = { + parent = KnightCulture + suffix = "_no_tooltip" +} + +KnightCulturePluralNoTooltip = { + parent = KnightCulture + suffix = "_no_tooltip_plural" +} + +KnightCultureNoTooltipLowercase = { + parent = KnightCulture + suffix = "_no_tooltip_lowercase" +} + +KnightCulturePluralNoTooltipLowercase = { + parent = KnightCulture + suffix = "_no_tooltip_lowercase_plural" +} + +KnightCulturePluralPossessiveNoTooltipLowercase = { + parent = KnightCulture + suffix = "_no_tooltip_lowercase_plural_possessive" +} + +KnightCultureAdjectiveNoTooltipLowercase = { + parent = KnightCulture + suffix = "_no_tooltip_lowercase_adjective" +} \ No newline at end of file diff --git a/N3OW/common/customizable_localization/00_language_custom_loc.txt b/N3OW/common/customizable_localization/00_language_custom_loc.txt new file mode 100644 index 00000000..23fed183 --- /dev/null +++ b/N3OW/common/customizable_localization/00_language_custom_loc.txt @@ -0,0 +1,281 @@ +IberiaSacredLanguage = { + type = character + + text = { + trigger = { OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } + localization_key = language_latin_name #Latin + } + + text = { + trigger = { faith.religion = religion:judaism_religion } + localization_key = IberiaSacredLanguage_hebrew #Hebrew + } + + text = { + trigger = { faith.religion = religion:islam_religion } + localization_key = language_arabic_name #Arabic + } +} + +IberiaRomanceLanguage = { + type = character + + text = { + trigger = { OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } + localization_key = IberiaRomanceLanguage_castilian #Castilian + } + + #text = { # I couldn't find evidence of a unique Jewish dialect until after the expulsion of the jews in 1492, when Ladino was coined - AN + # trigger = { religion = religion:judaism_religion } + # localization_key = IberiaRomanceLanguage_sephardi #Sephardi + #} + + text = { + trigger = { faith.religion = religion:islam_religion } + localization_key = IberiaRomanceLanguage_mozarabic #Mozarabic #TO_DO_CD: This should be an actual language for our Mozarabs, but would require a culture creation - AN + } +} + +#Key to pick out liturgical language of the faith of a province or character - if one exists +#Uses "Archaic-[spoken language]" as fallback +#Specific Fallbacks exists for: +#Catholic +#Orthodox +#Nestorian +#Judaism +#Islam +#Buddhism +#Hinduism +#Tibetan +#Taoism +#Jainism +#Zoroastrianism +#Greco-Roman + +GetFaithSacredLanguage = { + type = all + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:conversos + faith = faith:lollard + faith = faith:insular_celtic + faith = faith:mozarabic_church + } + } + localization_key = language_latin_name #Latin + } + + text = { + trigger = { + faith = faith:cathar + } + localization_key = language_occitano_romance_name #Occitan + } + + text = { + trigger = { faith = faith:nestorian } + localization_key = language_aramaic_name #Armaic + } + + text = { + trigger = { faith = faith:armenian_apostolic } + localization_key = language_armenian_name #Armenian + } + + text = { + trigger = { + OR = { + faith = faith:orthodox + faith = faith:coptic + religion = religion:christianity_religion #fallback for all Christian Faiths + } + } + localization_key = language_greek_name #Greek + } + + text = { + trigger = { religion = religion:judaism_religion } + localization_key = language_israelite_name #Hebrew + } + + text = { + trigger = { religion = religion:islam_religion } + localization_key = language_arabic_name #Arabic + } + + text = { + trigger = { religion = religion:zoroastrianism_religion } + localization_key = language_avestan_name #Avestan + } + + text = { + trigger = { faith = faith:theravada } + localization_key = language_pali_name #Pali + } + + text = { + trigger = { + OR = { + faith = faith:lamaism + religion = religion:bon_religion + AND = { + faith = faith:vajrayana + culture = { + has_cultural_pillar = heritage_tibetan + } + } + } + } + localization_key = language_classical_tibetan_name #Classical Tibetan + } + + text = { + trigger = { + religion = religion:taoism_religion + } + localization_key = language_chinese_name + } + + text = { #Could also be Vedic & Old Tamil + trigger = { + OR = { + religion = religion:hinduism_religion + religion = religion:buddhism_religion + religion = religion:jainism_religion + } + } + localization_key = language_sanskrit_name #Sanskrit + } + + text = { + trigger = { + religion = religion:hellenism_religion + } + localization_key = language_greek_name #Greek + } + + text = { + trigger = { + always = yes + } + fallback = yes + localization_key = fallback_liturgical_province_language #Archaic-X - based on culture instead of Faith. + } +} + + +GetFaithSacredLanguageCharacter = { + type = character + + text = { + trigger = { + OR = { + faith = faith:catholic + faith = faith:conversos + faith = faith:lollard + faith = faith:insular_celtic + faith = faith:mozarabic_church + } + } + localization_key = language_latin_name #Latin + } + + text = { + trigger = { + faith = faith:cathar + } + localization_key = language_occitano_romance_name #Occitan + } + + text = { + trigger = { faith = faith:nestorian } + localization_key = language_aramaic_name #Armaic + } + + text = { + trigger = { faith = faith:armenian_apostolic } + localization_key = language_armenian_name #Armenian + } + + text = { + trigger = { + OR = { + faith = faith:orthodox + faith = faith:coptic + religion = religion:christianity_religion #fallback for all Christian Faiths + } + } + localization_key = language_greek_name #Greek + } + + text = { + trigger = { religion = religion:judaism_religion } + localization_key = language_israelite_name #Hebrew + } + + text = { + trigger = { religion = religion:islam_religion } + localization_key = language_arabic_name #Arabic + } + + text = { + trigger = { religion = religion:zoroastrianism_religion } + localization_key = language_avestan_name #Avestan + } + + text = { + trigger = { faith = faith:theravada } + localization_key = language_pali_name #Pali + } + + text = { + trigger = { + OR = { + faith = faith:lamaism + religion = religion:bon_religion + AND = { + faith = faith:vajrayana + culture = { + has_cultural_pillar = heritage_tibetan + } + } + } + } + localization_key = language_classical_tibetan_name #Classical Tibetan + } + + text = { + trigger = { + religion = religion:taoism_religion + } + localization_key = language_chinese_name + } + + text = { #Could also be Vedic & Old Tamil + trigger = { + OR = { + religion = religion:hinduism_religion + religion = religion:buddhism_religion + religion = religion:jainism_religion + } + } + localization_key = language_sanskrit_name #Sanskrit + } + + text = { + trigger = { + religion = religion:hellenism_religion + } + localization_key = language_greek_name #Greek + } + text = { + trigger = { + always = yes + } + fallback = yes + localization_key = fallback_liturgical_character_language #Archaic-X - based on culture instead of Faith. + } +} diff --git a/N3OW/common/customizable_localization/00_mottos.txt b/N3OW/common/customizable_localization/00_mottos.txt new file mode 100644 index 00000000..2a6c0c32 --- /dev/null +++ b/N3OW/common/customizable_localization/00_mottos.txt @@ -0,0 +1,61 @@ +GetAppropriateGodname = { + type = character + + text = { + trigger = { + house.last_house_head.faith = { + OR = { + OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + } + localization_key = motto_god + } + + text = { + trigger = { + house.last_house_head.faith = { + religion_tag = buddhism_religion + } + } + localization_key = motto_the_perfected_ones + } + + text = { + trigger = { + house.last_house_head.faith = { + OR = { + religion_tag = dualism_religion + religion_tag = zoroastrianism_religion + } + } + } + localization_key = motto_the_divine + } + + text = { + trigger = { + house.last_house_head.faith = { + NOR = { + religion_tag = dualism_religion + religion_tag = zoroastrianism_religion + religion_tag = buddhism_religion + OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } + religion_tag = islam_religion + religion_tag = judaism_religion + } + } + } + localization_key = motto_the_gods + } + + text = { + trigger = { + always = no + } + localization_key = motto_custom_loc_god + fallback = yes + } +} \ No newline at end of file diff --git a/N3OW/common/customizable_localization/00_peasants.txt b/N3OW/common/customizable_localization/00_peasants.txt new file mode 100644 index 00000000..8f79855c --- /dev/null +++ b/N3OW/common/customizable_localization/00_peasants.txt @@ -0,0 +1,581 @@ +dummy_peasant_profession = { + type = character + random_valid = yes + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_miller + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_millers_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_millers_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_reeve + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_reeves_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_reeves_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_bailif + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_bailifs_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_bailifs_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_bowyer + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_bowyers_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_bowyers_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_cobbler + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_cobblers_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_cobblers_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_night_watchman + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_night_watchmans_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_night_watchmans_husband + } + + text = { + localization_key = peasant_profession_herbalist + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_farmer + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_farmers_wife + } + + text = { + trigger = { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + is_female = yes + } + localization_key = peasant_profession_prioress + } + + text = { + trigger = { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + is_male = yes + } + localization_key = peasant_profession_prior + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_farrier + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_farriers_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_farriers_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_knacker + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_knackers_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_knackers_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_tanner + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_tanners_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_tanners_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_cooper + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_coopers_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_coopers_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_carpenter + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_carpenters_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_carpenters_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_shepherd + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_shepherds_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_shepherds_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_fletcher + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_fletchers_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_fletchers_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_blacksmith + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_blacksmiths_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_blacksmiths_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_brewer + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_brewers_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_brewers_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_potter + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_potters_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_potters_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_mason + } + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_masons_wife + } + text = { + trigger = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_female = no + } + localization_key = peasant_profession_masons_husband + } + + text = { + trigger = { + OR = { + AND = { + scope:second = { faith_dominant_gender_female_or_equal = yes } + is_male = yes + } + AND = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + } + } + localization_key = peasant_profession_weaver + } + + text = { + trigger = { + scope:second = { faith_dominant_gender_male_or_equal = yes } + is_female = yes + } + localization_key = peasant_profession_washwoman + } +} diff --git a/N3OW/common/customizable_localization/00_roaming_loc.txt b/N3OW/common/customizable_localization/00_roaming_loc.txt new file mode 100644 index 00000000..04e363e0 --- /dev/null +++ b/N3OW/common/customizable_localization/00_roaming_loc.txt @@ -0,0 +1,543 @@ +HoldingNoHoldingTerrainRoaming = { + type = province + + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = no_holding_roaming + trigger = { + has_holding = no + NOR = { + terrain = farmlands + terrain = taiga + terrain = steppe + } + } + } + + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = holding_roaming + fallback = yes + } +} + +HoldingNoHoldingTerrainRoamingTooltip = { + type = province + + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = no_holding_roaming_tooltip + trigger = { + has_holding = no + NOR = { + terrain = farmlands + terrain = taiga + terrain = steppe + } + } + } + + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = holding_roaming_tooltip + fallback = yes + } +} + +RoamingIntroTerrainSnippet = { + type = province + + random_valid = yes + + ### Forest, Jungle, or Taiga ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_forest + trigger = { + roaming_activity_intro_base_three_trigger = { + TERRAIN = forest + TERRAIN_2 = taiga + TERRAIN_3 = jungle + } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_forest_2 + trigger = { + roaming_activity_intro_base_three_trigger = { + TERRAIN = forest + TERRAIN_2 = taiga + TERRAIN_3 = jungle + } + } + } + ### Forest or Taiga Winter ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_forest_winter + trigger = { + roaming_activity_intro_winter_two_trigger = { + TERRAIN = forest + TERRAIN_2 = taiga + } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_forest_winter_2 + trigger = { + roaming_activity_intro_winter_two_trigger = { + TERRAIN = forest + TERRAIN_2 = taiga + } + } + } + ### Forest or Jungle Monsoon ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_forest_monsoon + trigger = { + roaming_activity_intro_monsoon_two_trigger = { + TERRAIN = forest + TERRAIN_2 = jungle + } + } + } + ### Mountain ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_mountain + trigger = { + roaming_activity_intro_base_trigger = { TERRAIN = mountains } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_mountain_2 + trigger = { + roaming_activity_intro_base_trigger = { TERRAIN = mountains } + } + } + ### Mountain Winter ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_mountain_winter + trigger = { + roaming_activity_intro_winter_trigger = { TERRAIN = mountains } + } + } + ### Mountain Monsoon ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_mountain_monsoon + trigger = { + roaming_activity_intro_monsoon_trigger = { TERRAIN = mountains } + } + } + ### Hills ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_hills + trigger = { + roaming_activity_intro_base_trigger = { TERRAIN = hills } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_hills_2 + trigger = { + roaming_activity_intro_base_trigger = { TERRAIN = hills } + } + } + ### Hills Winter ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_hills_winter + trigger = { + roaming_activity_intro_winter_trigger = { TERRAIN = hills } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_hills_winter_2 + trigger = { + roaming_activity_intro_winter_trigger = { TERRAIN = hills } + } + } + ### Hills Monsoon ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_hills_monsoon + trigger = { + roaming_activity_intro_monsoon_trigger = { TERRAIN = hills } + } + } + ### Plains or Steppe ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_plains + trigger = { + roaming_activity_intro_base_two_trigger = { + TERRAIN = plains + TERRAIN_2 = steppe + } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_plains_2 + trigger = { + roaming_activity_intro_base_two_trigger = { + TERRAIN = plains + TERRAIN_2 = steppe + } + } + } + ### Plains or Steppe Winter ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_plains_winter + trigger = { + roaming_activity_intro_winter_two_trigger = { + TERRAIN = plains + TERRAIN_2 = steppe + } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_plains_winter_2 + trigger = { + roaming_activity_intro_winter_two_trigger = { + TERRAIN = plains + TERRAIN_2 = steppe + } + } + } + ### Plains Monsoon ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_plains_monsoon + trigger = { + roaming_activity_intro_monsoon_trigger = { TERRAIN = plains } + } + } + ### Farmlands or Floodplains ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_farmlands + trigger = { + roaming_activity_intro_base_two_trigger = { + TERRAIN = farmlands + TERRAIN_2 = floodplains + } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_farmlands_2 + trigger = { + roaming_activity_intro_base_two_trigger = { + TERRAIN = farmlands + TERRAIN_2 = floodplains + } + } + } + ### Farmlands Winter ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_farmlands_winter + trigger = { + roaming_activity_intro_winter_trigger = { TERRAIN = farmlands } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_farmlands_winter_2 + trigger = { + roaming_activity_intro_winter_trigger = { TERRAIN = farmlands } + } + } + ### Farmlands or Floodplains Monsoon ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_farmlands_monsoon + trigger = { + roaming_activity_intro_monsoon_two_trigger = { + TERRAIN = farmlands + TERRAIN_2 = floodplains + } + } + } + ### Desert or Drylands ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_desert + trigger = { + roaming_activity_intro_base_two_trigger = { + TERRAIN = desert + TERRAIN_2 = drylands + } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_desert_2 + trigger = { + roaming_activity_intro_base_two_trigger = { + TERRAIN = desert + TERRAIN_2 = drylands + } + } + } + ### Desert or Drylands Monsoon ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_desert_monsoon + trigger = { + roaming_activity_intro_monsoon_two_trigger = { + TERRAIN = desert + TERRAIN_2 = drylands + } + } + } + ### Desert Mountains ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_desert_mountains + trigger = { + roaming_activity_intro_base_trigger = { TERRAIN = desert_mountains } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_desert_mountains_2 + trigger = { + roaming_activity_intro_base_trigger = { TERRAIN = desert_mountains } + } + } + ### Desert Mountains Monsoon ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_desert_mountains_monsoon + trigger = { + roaming_activity_intro_monsoon_trigger = { TERRAIN = desert_mountains } + } + } + ### Oasis ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_oasis + trigger = { + roaming_activity_intro_base_trigger = { TERRAIN = oasis } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_oasis_2 + trigger = { + roaming_activity_intro_base_trigger = { TERRAIN = oasis } + } + } + ### Oasis Monsoon ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_oasis_monsoon + trigger = { + roaming_activity_intro_monsoon_trigger = { TERRAIN = oasis } + } + } + ### Wetlands ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_wetlands + trigger = { + roaming_activity_intro_base_trigger = { TERRAIN = wetlands } + } + } + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_wetlands_2 + trigger = { + roaming_activity_intro_base_trigger = { TERRAIN = wetlands } + } + } + ### Wetlands Monsoon ### + text = { + setup_scope = { save_scope_as = ThisLocation } + localization_key = roaming_intro_terrain_snippet_wetlands_monsoon + trigger = { + roaming_activity_intro_monsoon_trigger = { TERRAIN = wetlands } + } + } +} + +RoamingIntroSecondHalf = { + type = province + + ### Generic + text = { + localization_key = roaming_intro_second_half_generic + fallback = yes + trigger = { + roaming_activity_winter_trigger = no + roaming_activity_monsoon_trigger = no + } + } + + ### Winter + text = { + localization_key = roaming_intro_second_half_winter + trigger = { + roaming_activity_winter_trigger = yes + } + } + + ### Monsoon + text = { + localization_key = roaming_intro_second_half_monsoon + trigger = { + roaming_activity_monsoon_trigger = yes + } + } +} + +RoamingOutroStressLoss = { + type = character + + random_valid = yes + + # Weak + text = { + localization_key = roaming_outro_snippet_stress_loss_weak + trigger = { + has_character_flag = roaming_weak_stress_loss + } + } + text = { + localization_key = roaming_outro_snippet_stress_loss_weak_2 + trigger = { + has_character_flag = roaming_weak_stress_loss + } + } + text = { + localization_key = roaming_outro_snippet_stress_loss_weak_3 + trigger = { + has_character_flag = roaming_weak_stress_loss + } + } + # Medium + text = { + localization_key = roaming_outro_snippet_stress_loss_medium + trigger = { + has_character_flag = roaming_medium_stress_loss + } + } + text = { + localization_key = roaming_outro_snippet_stress_loss_medium_2 + trigger = { + has_character_flag = roaming_medium_stress_loss + } + } + text = { + localization_key = roaming_outro_snippet_stress_loss_medium_3 + trigger = { + has_character_flag = roaming_medium_stress_loss + } + } + # Strong + text = { + localization_key = roaming_outro_snippet_stress_loss_strong + trigger = { + has_character_flag = roaming_strong_stress_loss + } + } + text = { + localization_key = roaming_outro_snippet_stress_loss_strong_2 + trigger = { + has_character_flag = roaming_strong_stress_loss + } + } + text = { + localization_key = roaming_outro_snippet_stress_loss_strong_3 + trigger = { + has_character_flag = roaming_strong_stress_loss + } + } + # Very Strong + text = { + localization_key = roaming_outro_snippet_stress_loss_very_strong + trigger = { + has_character_flag = roaming_very_strong_stress_loss + } + } + text = { + localization_key = roaming_outro_snippet_stress_loss_very_strong_2 + trigger = { + has_character_flag = roaming_very_strong_stress_loss + } + } + text = { + localization_key = roaming_outro_snippet_stress_loss_very_strong_3 + trigger = { + has_character_flag = roaming_very_strong_stress_loss + } + } +} + +RoamingOutroReturningHome = { + type = character + + random_valid = yes + + text = { localization_key = roaming_outro_snippet_returning_home } + text = { localization_key = roaming_outro_snippet_returning_home_2 } + text = { localization_key = roaming_outro_snippet_returning_home_3 } + text = { localization_key = roaming_outro_snippet_returning_home_4 } +} + +RoamingLegendaryBeastProvinceWeather = { + type = province + + text = { + localization_key = LegendaryBeastProvinceWeatherSnow + trigger = { + has_winter_trigger = yes + } + } + + text = { + localization_key = LegendaryBeastProvinceWeatherRain + trigger = { + tropical_seasons_region_trigger = yes + middle_of_year_season_trigger = yes + } + } + + text = { + localization_key = LegendaryBeastProvinceWeatherFog + } +} + +RoamingGraveVariants = { + type = province + + text = { + trigger = { + religion = religion:christianity_religion + } + localization_key = roaming_grave_variant_cross + } + + text = { + trigger = { + geographical_region = world_europe_north + } + localization_key = roaming_grave_variant_burial_mound + } + + text = { + localization_key = roaming_grave_variant_stone + } +} diff --git a/N3OW/common/customizable_localization/00_visit_settlement_custom_loc.txt b/N3OW/common/customizable_localization/00_visit_settlement_custom_loc.txt new file mode 100644 index 00000000..5fa7a9ff --- /dev/null +++ b/N3OW/common/customizable_localization/00_visit_settlement_custom_loc.txt @@ -0,0 +1,1033 @@ + +IsAlreadyVisiting = { + type = character + + text = { + trigger = { + exists = var:ep3_laamp_decision_1000_is_visiting + always = yes + } + localization_key = DECISION_ALREADY_VISITING_LOCAL_SETTLEMENT_TIME + } + + #Are you *bugged out* (did the variable linger longer than it should) + text = { + trigger = { + exists = var:ep3_laamp_decision_1000_is_visiting + always = no + #var_time_remaining:ep3_laamp_decision_1000_is_visiting < visit_settlement_lock_days + } + localization_key = DECISION_ALREADY_VISITING_LOCAL_SETTLEMENT_TIME + } + + #Or are you *just* visiting a Settlement + text = { + trigger = { + exists = var:ep3_laamp_decision_1000_is_visiting + always = no + #var_time_remaining:ep3_laamp_decision_1000_is_visiting = visit_settlement_lock_days + } + localization_key = DECISION_ALREADY_VISITING_LOCAL_SETTLEMENT_NO_TIME + } + +} + +#The loc string has a concept in this version of the custom loc +LocalHoldingTypeConcept = { + type = character + + text = { + trigger = { + location = { has_holding = no } + } + localization_key = local_holding_type_concept_no_holding + } + + text = { + trigger = { + location = { + has_holding_type = tribal_holding + } + } + localization_key = local_holding_type_concept_tribal_holding + } + + text = { + trigger = { + location = { + has_holding_type = nomad_holding + } + } + localization_key = local_holding_type_concept_nomad_holding + } + + text = { + trigger = { + location = { + has_holding_type = herder_holding + } + } + localization_key = local_holding_type_concept_herder_holding + } + + #Christian + text = { + trigger = { + location = { + faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } + has_holding_type = church_holding + } + } + localization_key = local_holding_type_concept_church_holding + } + + text = { + trigger = { + location = { + NOT = { + faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } + } + has_holding_type = church_holding + } + } + localization_key = local_holding_type_concept_temple_holding + } + + text = { + trigger = { + location = { has_holding_type = castle_holding } + } + localization_key = local_holding_type_concept_castle_holding + } + + text = { + trigger = { + location = { has_holding_type = city_holding } + } + localization_key = local_holding_type_concept_city_holding + } + + text = { + trigger = { + location = { has_holding_type = temple_citadel_holding } + } + localization_key = local_holding_type_concept_temple_citadel_holding + } +} + +LocalHoldingType = { + type = character + + text = { + trigger = { + location = { has_holding = no } + } + localization_key = local_holding_type_no_holding + } + + text = { + trigger = { + location = { + has_holding_type = tribal_holding + } + } + localization_key = local_holding_type_tribal_holding + } + + text = { + trigger = { + location = { + has_holding_type = nomad_holding + } + } + localization_key = local_holding_type_nomad_holding + } + + text = { + trigger = { + location = { + has_holding_type = herder_holding + } + } + localization_key = local_holding_type_herder_holding + } + + #Christian + text = { + trigger = { + location = { + faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } + has_holding_type = church_holding + } + } + localization_key = local_holding_type_church_holding + } + + text = { + trigger = { + location = { + NOT = { + faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } + } + has_holding_type = church_holding + } + } + localization_key = local_holding_type_temple_holding + } + + text = { + trigger = { + location = { has_holding_type = castle_holding } + } + localization_key = local_holding_type_castle_holding + } + + text = { + trigger = { + location = { has_holding_type = city_holding } + } + localization_key = local_holding_type_city_holding + } + + text = { + trigger = { + location = { has_holding_type = temple_citadel_holding } + } + localization_key = local_holding_type_temple_citadel_holding + } +} + +LocalHoldingTypeCapitalized = { + type = character + + text = { + trigger = { + location = { has_holding = no } + } + localization_key = local_holding_type_capitalized_no_holding + } + + text = { + trigger = { + location = { + has_holding_type = tribal_holding + } + } + localization_key = local_holding_type_capitalized_tribal_holding + } + + text = { + trigger = { + location = { + has_holding_type = nomad_holding + } + } + localization_key = local_holding_type_capitalized_nomad_holding + } + + text = { + trigger = { + location = { + has_holding_type = herder_holding + } + } + localization_key = local_holding_type_capitalized_herder_holding + } + + #Christian + text = { + trigger = { + location = { + faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } + has_holding_type = church_holding + } + } + localization_key = local_holding_type_capitalized_church_holding + } + + text = { + trigger = { + location = { + NOT = { + faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } + } + has_holding_type = church_holding + } + } + localization_key = local_holding_type_capitalized_temple_holding + } + + text = { + trigger = { + location = { has_holding_type = castle_holding } + } + localization_key = local_holding_type_capitalized_castle_holding + } + + text = { + trigger = { + location = { has_holding_type = city_holding } + } + localization_key = local_holding_type_capitalized_city_holding + } + + text = { + trigger = { + location = { has_holding_type = temple_citadel_holding } + } + localization_key = local_holding_type_capitalized_temple_citadel_holding + } +} + +SettlementCity = { + type = character + + text = { + trigger = { + OR = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + } + } + AND = { + location = { + OR = { + has_holding = no + has_holding_type = tribal_holding + } + } + location.county.culture = { + has_cultural_tradition = tradition_horse_lords + } + } + } + } + localization_key = is_encampment + } + + text = { + trigger = { + location = { + OR = { + has_holding = no + has_holding_type = tribal_holding + has_holding_type = nomad_holding + has_holding_type = herder_holding + } + } + } + localization_key = is_settlement + } + + text = { + trigger = { + location = { + OR = { + has_holding_type = church_holding + has_holding_type = castle_holding + has_holding_type = city_holding + has_holding_type = temple_citadel_holding + } + } + location.county = { + development_level < 20 + NOT = { + culture = { + has_cultural_tradition = tradition_horse_lords + } + } + } + + } + localization_key = is_town + } + + text = { + trigger = { + location = { + OR = { + has_holding_type = church_holding + has_holding_type = castle_holding + has_holding_type = city_holding + has_holding_type = temple_citadel_holding + } + } + location.county = { + development_level >= 20 + } + } + localization_key = is_city + } +} + +#Used in the Town Crier event [ ep3_laamp_decision_event.1025 ] in the Visit Settlement decision for LAAMPs +TownCrierDescOptionA = { + type = character + random_valid = yes + + #Legendary desc is handled in another loc string + + #Treasure Map Contract desc + text = { + trigger = { var:1025_first_contract_desc ?= flag:treasure_map_contract } + localization_key = ep3_laamp_decision_event.1025.desc_treasure_map + } + #Transport Contract desc + text = { + trigger = { var:1025_first_contract_desc ?= flag:transport_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_transport_contracts + } + #Criminal Contract desc + text = { + trigger = { var:1025_first_contract_desc ?= flag:criminal_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_criminal_contracts + } + #Justicar Contract desc + text = { + trigger = { var:1025_first_contract_desc ?= flag:justicar_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_justicar_contracts + } + #Hireling Contract desc + text = { + trigger = { var:1025_first_contract_desc ?= flag:hireling_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_hireling_contracts + } + #Diplomacy Contract desc + text = { + trigger = { var:1025_first_contract_desc ?= flag:diplomacy_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_diplomacy_contracts + } + #Stewardship Contract desc + text = { + trigger = { var:1025_first_contract_desc ?= flag:stewardship_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_stewardship_contracts + } + #Learning Contract desc + text = { + trigger = { var:1025_first_contract_desc ?= flag:learning_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_learning_contracts + } + #Intrigue Contract desc + text = { + trigger = { var:1025_first_contract_desc ?= flag:intrigue_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_intrigue_contracts + } + +} + +TownCrierDescOptionB = { + type = character + random_valid = yes + + #Legendary desc is handled in another loc string + + #Treasure Map Contract desc + text = { + trigger = { var:1025_second_contract_desc ?= flag:treasure_map_contract } + localization_key = ep3_laamp_decision_event.1025.desc_treasure_map + } + #Transport Contract desc + text = { + trigger = { var:1025_second_contract_desc ?= flag:transport_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_transport_contracts + } + #Criminal Contract desc + text = { + trigger = { var:1025_second_contract_desc ?= flag:criminal_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_criminal_contracts + } + #Justicar Contract desc + text = { + trigger = { var:1025_second_contract_desc ?= flag:justicar_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_justicar_contracts + } + #Hireling Contract desc + text = { + trigger = { var:1025_second_contract_desc ?= flag:hireling_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_hireling_contracts + } + #Diplomacy Contract desc + text = { + trigger = { var:1025_second_contract_desc ?= flag:diplomacy_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_diplomacy_contracts + } + #Stewardship Contract desc + text = { + trigger = { var:1025_second_contract_desc ?= flag:stewardship_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_stewardship_contracts + } + #Learning Contract desc + text = { + trigger = { var:1025_second_contract_desc ?= flag:learning_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_learning_contracts + } + #Intrigue Contract desc + text = { + trigger = { var:1025_second_contract_desc ?= flag:intrigue_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_intrigue_contracts + } + +} + +TownCrierDescOptionC = { + type = character + random_valid = yes + + #Legendary desc is handled in another loc string + + #Treasure Map Contract option + text = { + trigger = { var:1025_third_contract_desc ?= flag:treasure_map_contract } + localization_key = ep3_laamp_decision_event.1025.desc_treasure_map + } + #Transport Contract desc + text = { + trigger = { var:1025_third_contract_desc ?= flag:transport_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_transport_contracts + } + #Criminal Contract desc + text = { + trigger = { var:1025_third_contract_desc ?= flag:criminal_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_criminal_contracts + } + #Justicar Contract desc + text = { + trigger = { var:1025_third_contract_desc ?= flag:justicar_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_justicar_contracts + } + #Hireling Contract desc + text = { + trigger = { var:1025_third_contract_desc ?= flag:hireling_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_hireling_contracts + } + #Diplomacy Contract desc + text = { + trigger = { var:1025_third_contract_desc ?= flag:diplomacy_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_diplomacy_contracts + } + #Stewardship Contract desc + text = { + trigger = { var:1025_third_contract_desc ?= flag:stewardship_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_stewardship_contracts + } + #Learning Contract desc + text = { + trigger = { var:1025_third_contract_desc ?= flag:learning_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_learning_contracts + } + #Intrigue Contract desc + text = { + trigger = { var:1025_third_contract_desc ?= flag:intrigue_contracts } + localization_key = ep3_laamp_decision_event.1025.desc_intrigue_contracts + } + +} + +#The event options of the same event +TownCrierOptionA = { + type = character + random_valid = yes + + #Legendary Contract option + text = { + trigger = { var:1025_first_contract_desc ?= flag:legendary_contract } + localization_key = ep3_laamp_decision_event.1025.option.legendary + } + #Treasure Map Contract option + text = { + trigger = { var:1025_first_contract_desc ?= flag:treasure_map_contract } + localization_key = ep3_laamp_decision_event.1025.option.treasure_map + } + #Transport Contract option + text = { + trigger = { var:1025_first_contract_desc ?= flag:transport_contracts } + localization_key = ep3_laamp_decision_event.1025.option.transport_contracts + } + #Criminal Contract option + text = { + trigger = { var:1025_first_contract_desc ?= flag:criminal_contracts } + localization_key = ep3_laamp_decision_event.1025.option.criminal_contracts + } + #Justicar Contract option + text = { + trigger = { var:1025_first_contract_desc ?= flag:justicar_contracts } + localization_key = ep3_laamp_decision_event.1025.option.justicar_contracts + } + #Hireling Contract option + text = { + trigger = { var:1025_first_contract_desc ?= flag:hireling_contracts } + localization_key = ep3_laamp_decision_event.1025.option.hireling_contracts + } + #Diplomacy Contract option + text = { + trigger = { var:1025_first_contract_desc ?= flag:diplomacy_contracts } + localization_key = ep3_laamp_decision_event.1025.option.diplomacy_contracts + } + #Stewardship Contract option + text = { + trigger = { var:1025_first_contract_desc ?= flag:stewardship_contracts } + localization_key = ep3_laamp_decision_event.1025.option.stewardship_contracts + } + #Learning Contract option + text = { + trigger = { var:1025_first_contract_desc ?= flag:learning_contracts } + localization_key = ep3_laamp_decision_event.1025.option.learning_contracts + } + #Intrigue Contract option + text = { + trigger = { var:1025_first_contract_desc ?= flag:intrigue_contracts } + localization_key = ep3_laamp_decision_event.1025.option.intrigue_contracts + } + +} + +TownCrierOptionB = { + type = character + random_valid = yes + + #Legendary Contract + text = { + trigger = { var:1025_second_contract_desc ?= flag:legendary_contract } + localization_key = ep3_laamp_decision_event.1025.option.legendary + } + #Treasure Map Contract option + text = { + trigger = { var:1025_second_contract_desc ?= flag:treasure_map_contract } + localization_key = ep3_laamp_decision_event.1025.option.treasure_map + } + #Transport Contract option + text = { + trigger = { var:1025_second_contract_desc ?= flag:transport_contracts } + localization_key = ep3_laamp_decision_event.1025.option.transport_contracts + } + #Criminal Contract option + text = { + trigger = { var:1025_second_contract_desc ?= flag:criminal_contracts } + localization_key = ep3_laamp_decision_event.1025.option.criminal_contracts + } + #Justicar Contract option + text = { + trigger = { var:1025_second_contract_desc ?= flag:justicar_contracts } + localization_key = ep3_laamp_decision_event.1025.option.justicar_contracts + } + #Hireling Contract option + text = { + trigger = { var:1025_second_contract_desc ?= flag:hireling_contracts } + localization_key = ep3_laamp_decision_event.1025.option.hireling_contracts + } + #Diplomacy Contract option + text = { + trigger = { var:1025_second_contract_desc ?= flag:diplomacy_contracts } + localization_key = ep3_laamp_decision_event.1025.option.diplomacy_contracts + } + #Stewardship Contract option + text = { + trigger = { var:1025_second_contract_desc ?= flag:stewardship_contracts } + localization_key = ep3_laamp_decision_event.1025.option.stewardship_contracts + } + #Learning Contract option + text = { + trigger = { var:1025_second_contract_desc ?= flag:learning_contracts } + localization_key = ep3_laamp_decision_event.1025.option.learning_contracts + } + #Intrigue Contract option + text = { + trigger = { var:1025_second_contract_desc ?= flag:intrigue_contracts } + localization_key = ep3_laamp_decision_event.1025.option.intrigue_contracts + } + +} + +TownCrierOptionC = { + type = character + random_valid = yes + + #Legendary Contract + text = { + trigger = { var:1025_third_contract_desc ?= flag:legendary_contract } + localization_key = ep3_laamp_decision_event.1025.option.legendary + } + #Treasure Map Contract option + text = { + trigger = { var:1025_third_contract_desc ?= flag:treasure_map_contract } + localization_key = ep3_laamp_decision_event.1025.option.treasure_map + } + #Transport Contract option + text = { + trigger = { var:1025_third_contract_desc ?= flag:transport_contracts } + localization_key = ep3_laamp_decision_event.1025.option.transport_contracts + } + #Criminal Contract option + text = { + trigger = { var:1025_third_contract_desc ?= flag:criminal_contracts } + localization_key = ep3_laamp_decision_event.1025.option.criminal_contracts + } + #Justicar Contract option + text = { + trigger = { var:1025_third_contract_desc ?= flag:justicar_contracts } + localization_key = ep3_laamp_decision_event.1025.option.justicar_contracts + } + #Hireling Contract option + text = { + trigger = { var:1025_third_contract_desc ?= flag:hireling_contracts } + localization_key = ep3_laamp_decision_event.1025.option.hireling_contracts + } + #Diplomacy Contract option + text = { + trigger = { var:1025_third_contract_desc ?= flag:diplomacy_contracts } + localization_key = ep3_laamp_decision_event.1025.option.diplomacy_contracts + } + #Stewardship Contract option + text = { + trigger = { var:1025_third_contract_desc ?= flag:stewardship_contracts } + localization_key = ep3_laamp_decision_event.1025.option.stewardship_contracts + } + #Learning Contract option + text = { + trigger = { var:1025_third_contract_desc ?= flag:learning_contracts } + localization_key = ep3_laamp_decision_event.1025.option.learning_contracts + } + #Intrigue Contract option + text = { + trigger = { var:1025_third_contract_desc ?= flag:intrigue_contracts } + localization_key = ep3_laamp_decision_event.1025.option.intrigue_contracts + } + +} + +GetBuildingDwelling = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_dwelling + } + + text = { + localization_key = is_building + } +} + +GetTavernDwelling = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_dwelling + } + + text = { + localization_key = is_tavern + } +} + +GetTaverngoersTribespeople = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_tribespeople + } + + text = { + localization_key = is_taverngoers + } +} + +GetRoomTent = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_tent + } + + text = { + localization_key = is_room + } +} + +GetDoorTentflap = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_tentflap + } + + text = { + localization_key = is_door + } +} + +GetCrookedhousesDelapidatedtents = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_delapitated_tents + } + + text = { + localization_key = is_crooked_houses + } +} + +GetTowncrierElder = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_elder + } + + text = { + localization_key = is_town_crier + } +} + +GetTowncrierElderCapitalized = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_capitalized_elder + } + + text = { + localization_key = is_capitalized_town_crier + } +} + + +GetMainsquareCommons = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_commons + } + + text = { + localization_key = is_main_square + } +} + +GetMainsquareCommonsCapitalized = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_capitalized_commons + } + + text = { + localization_key = is_capitalized_main_square + } +} + +GetCeilingCanopy = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_canopy + } + + text = { + localization_key = is_ceiling + } +} + +GetTribalTradegoods = { + type = character + + text = { + trigger = { + location = { geographical_region = world_europe_north } + } + localization_key = northern_tradegoods + } + + text = { + trigger = { + location = { geographical_region = world_india } + } + localization_key = indian_tradegoods + } + + text = { + trigger = { + location = { geographical_region = world_africa } + } + localization_key = african_tradegoods + } + + text = { + trigger = { + location = { geographical_region = world_steppe } + } + localization_key = steppe_tradegoods + } + + text = { + trigger = { + location = { + geographical_region = world_asia + is_coastal = yes + } + } + localization_key = asia_coast_tradegoods + } + + #Fallback + text = { + trigger = { + location = { + NOR = { + geographical_region = world_europe_north + geographical_region = world_india + geographical_region = world_africa + geographical_region = world_steppe + } + } + } + localization_key = generic_tradegoods + } +} + +GetTreesScaffolding = { + type = character + + text = { + trigger = { is_snowy_rural_scandinavia_location_trigger = yes } + localization_key = is_trees + } + + text = { + localization_key = is_scaffolding + } +} + +GetSquareCommons = { + type = character + + text = { + trigger = { + location = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + has_holding_type = tribal_holding + is_nomadic_location_trigger = yes + } + } + } + localization_key = is_commons + } + + text = { + localization_key = is_square + } +} diff --git a/N3OW/common/customizable_localization/00_war_custom_loc.txt b/N3OW/common/customizable_localization/00_war_custom_loc.txt new file mode 100644 index 00000000..e8ff92d4 --- /dev/null +++ b/N3OW/common/customizable_localization/00_war_custom_loc.txt @@ -0,0 +1,553 @@ + +WarDeclaredOpening = { + type = war + + text = { + trigger = { #War to stop the Gurkhan from becoming Greatest of Khans + root = { + using_cb = mpo_great_war_of_defiance_cb + } + } + localization_key = war_declared_opening_mpo_gok + } + + text = { + trigger = { + root.primary_attacker = { + opinion = { + target = root.primary_defender + value <= -10 + } + } + } + localization_key = war_declared_opening.negative + } + + text = { + trigger = { + always = no + } + fallback = yes + localization_key = war_declared_opening.neutral + } +} + +WarDeclaredFlavor = { + type = war + + text = { + trigger = { #War to stop the Gurkhan from becoming Greatest of Khans + root = { + using_cb = mpo_great_war_of_defiance_cb + } + } + localization_key = war_declared_flavor_mpo_gok + } + + text = { # Used when one or more Deviant Lovers manage to get into a war with each other. + trigger = { + root.primary_attacker = { + has_relation_lover = root.primary_defender + } + OR = { + root.primary_attacker = { + is_deviant_trigger = yes + + } + root.primary_defender = { + is_deviant_trigger = yes + } + } + } + localization_key = war_declared_flavor.naughty + } + + text = { # Used when Zealous characters are attacking a religious enemy. Also used for excommunication wars. + trigger = { + OR = { + root.primary_attacker = { + # Attacker must be Zealous + OR = { + has_trait = zealous + ai_zeal >= medium_positive_zeal + } + # Defender must belong to a Hostile/Evil Faith, OR must be Sinful in the eyes of the Attacker's Faith. + OR = { + faith = { + faith_hostility_level = { + target = root.primary_defender.faith + value >= faith_hostile_level + } + } + root.primary_defender = { + num_sinful_traits = { + target = root.primary_attacker.faith + value >= 1 + } + } + } + # Attacker must also personally dislike the defender, because this text is quite insult-y. + opinion = { + target = root.primary_defender + value <= 20 + } + + } + + # If an excommunication war, use this regardless of attacker/defender's traits. + root = { + using_cb = excommunication_war + } + } + } + localization_key = war_declared_flavor.zealous + } + + text = { # Used by Greedy characters when declaring a war of conquest. + trigger = { + root.primary_attacker = { + OR = { + has_trait = greedy + has_trait = ambitious + } + } + root = { + OR = { + using_conquest_cb_trigger = yes + using_de_jure_cb_trigger = yes + } + } + } + localization_key = war_declared_flavor.greedy + } + + text = { # Generic DoW text for all holy wars. + trigger = { + root = { + using_holy_war_cb_trigger = yes + } + } + localization_key = war_declared_flavor.holy_war + } + + text = { # Generic DoW text for all De Jure (and Claimant) wars. + trigger = { + root = { + using_de_jure_cb_trigger = yes + } + } + localization_key = war_declared_flavor.dejure + } + + text = { # Used by Arrogant characters when attempting to vassalize/subjugate another character. + trigger = { + root = { + using_hierarchical_cb_trigger = yes + } + root.primary_attacker = { + has_trait = arrogant + + # Attacker must also personally dislike the defender, because this text is quite insult-y. + opinion = { + target = root.primary_defender + value <= 20 + } + } + } + localization_key = war_declared_flavor.subjugation.arrogant + } + + text = { # Tribal characters have special text for declaring conquest or subjugation wars. + trigger = { + root.primary_attacker = { + government_has_flag = government_is_tribal + } + root = { + OR = { + using_conquest_cb_trigger = yes + using_hierarchical_cb_trigger = yes + } + } + } + localization_key = war_declared_flavor.subjugation.tribal + } + + text = { # Other characters have a standard subjugation CB DoW. + trigger = { + root = { + using_hierarchical_cb_trigger = yes + } + } + localization_key = war_declared_flavor.subjugation + } + + text = { # Other characters have a standard subjugation CB DoW. + trigger = { + root = { + using_conquest_cb_trigger = yes + } + } + localization_key = war_declared_flavor.conquest + } + + text = { + trigger = { + root = { + using_cb = populist_war + } + } + localization_key = war_declared_flavor.populist + } + + text = { + trigger = { + root = { + using_cb = peasant_war + } + } + localization_key = war_declared_flavor.peasant + } + + text = { + trigger = { + root = { + using_cb = independence_faction_war + } + } + localization_key = war_declared_flavor.independence + } + + text = { + trigger = { + root = { + using_cb = liberty_faction_war + } + } + localization_key = war_declared_flavor.liberty + } + + text = { + trigger = { + root = { + using_cb = claimant_faction_war + } + } + localization_key = war_declared_flavor.claimant + } + + #TIT-17244: will not appear without this. + text = { + trigger = { + AND = { + exists = scope:recipient + scope:recipient = { exists = scope:war_for_retraction_flavour } + } + } + localization_key = war_declared_flavor.retraction_refused + } + + #TIT-17244: will not appear without this. + text = { + trigger = { + AND = { + exists = scope:recipient + scope:recipient = { exists = scope:war_for_revocation_flavour } + } + } + localization_key = war_declared_flavor.revocation_refused + } + + #TIT-17244: will not appear without this. + text = { + trigger = { + AND = { + exists = scope:recipient + scope:recipient = { exists = scope:war_for_imprisonment_flavour } + } + } + localization_key = war_declared_flavor.revocation_refused + } + + text = { # Fallback DoW text. Ideallty we should never reach this point, but it's here if we need it. + trigger = { + always = no + } + fallback = yes + localization_key = war_declared_flavor.fallback + } +} + +#Custom loc for various prison uses +ZealousDoW = { + type = character + + text = { + trigger = { + root.faith = { + OR = { + OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } + religion_tag = islam_religion + religion_tag = west_african_roog_religion + } + } + } + localization_key =war_declared_flavor.zealous.mercifulgod + } + + text = { + trigger = { + root.faith = { + has_doctrine_parameter = reincarnation_resistance_to_conversion + } + } + localization_key = war_declared_flavor.zealous.reincarnation + } + + text = { + trigger = { + always = no + } + fallback = yes + localization_key = war_declared_flavor.zealous.fallback + } +} + +GetMilitaryStrengthColoredCurrentSituation = { + type = character + + text = { + localization_key = military_strength_green_current_situation + trigger = { + scope:second.current_military_strength < root.fifty_percent_of_current_military_strength + } + } + + text = { + localization_key = military_strength_red_current_situation + trigger = { + scope:second.current_military_strength >= root.current_military_strength + } + } + + text = { + localization_key = military_strength_gray_current_situation + } +} + +WarCasusBelliShort = { + type = war + + text = { + trigger = { + OR = { + using_cb = claim_cb + using_cb = claimant_faction_war + using_cb = norman_conquest_cb + using_cb = norwegian_invasion_cb + } + } + localization_key = war_memory_cb_claim + } + + text = { + trigger = { + OR = { + using_cb = county_conquest_cb + using_cb = duchy_conquest_cb + using_cb = county_struggle_cb + using_cb = fp2_mediterranean_conquest_cb + using_cb = hungarian_migration_cb + using_cb = sons_of_lothbrok_invasion_cb + } + } + localization_key = war_memory_cb_conquest + } + + text = { + trigger = { + OR = { + using_cb = minor_religious_war + using_cb = religious_war + using_cb = major_religious_war + } + } + localization_key = war_memory_cb_holy_war + } + + text = { + trigger = { + OR = { + using_cb = de_jure_cb + using_cb = individual_county_de_jure_cb + using_cb = individual_duchy_de_jure_cb + } + } + localization_key = war_memory_cb_de_jure + } + + text = { + trigger = { + OR = { + using_cb = invasion_war + using_cb = clan_invasion_war + using_cb = mongol_invasion_war + using_cb = mongol_realm_invasion_war + using_cb = ep3_laamp_adventurer_county_invasion + using_cb = ep3_laamp_adventurer_duchy_invasion + using_cb = ep3_laamp_adventurer_kingdom_invasion + using_cb = ep3_laamp_adventurer_empire_invasion + using_cb = mpo_gok_onslaught_cb + } + } + localization_key = war_memory_cb_invasion + } + + text = { + trigger = { + OR = { + using_cb = undirected_great_holy_war + using_cb = directed_great_holy_war + } + } + localization_key = war_memory_cb_invasion + } + + text = { + trigger = { + OR = { + using_cb = independence_war + using_cb = independence_faction_war + } + } + localization_key = war_memory_cb_ghw + } + + text = { + trigger = { + OR = { + using_cb = independence_war + using_cb = independence_faction_war + } + } + localization_key = war_memory_cb_independence + } + + text = { + trigger = { + OR = { + using_cb = artifact_war + using_cb = reclaim_relic_artifact_war + } + } + localization_key = war_memory_cb_artifact + } + + text = { + trigger = { using_cb = liberty_faction_war } + localization_key = war_memory_cb_liberty + } + + text = { + trigger = { using_cb = depose_war } + localization_key = war_memory_cb_depose + } + + text = { + trigger = { using_cb = refused_liege_demand_war } + localization_key = war_memory_cb_tyranny + } + + text = { + trigger = { using_cb = nation_fracturing_faction_war } + localization_key = war_memory_cb_fracture + } + + text = { + trigger = { using_cb = ducal_conquest_cb } + localization_key = war_memory_cb_ducal_conquest + } + + text = { + trigger = { using_cb = imperial_reconquest_cb } + localization_key = war_memory_cb_imperial_reconquest + } + + text = { + trigger = { using_cb = dismantle_holy_pretender_cb } + localization_key = war_memory_cb_holy_pretender + } + + text = { + trigger = { using_cb = dismantle_byz_pretender_cb } + localization_key = war_memory_cb_byz_pretender + } + + text = { + trigger = { using_cb = excommunication_war } + localization_key = war_memory_cb_excommunicate + } + + text = { + trigger = { using_cb = flowery_war_cb } + localization_key = war_memory_cb_flower + } + + text = { + trigger = { using_cb = tribal_subjugation_cb } + localization_key = war_memory_cb_subjugation + } + + text = { + trigger = { + using_cb = vassalization_cb + using_cb = diarch_vassalisation_cb + } + localization_key = war_memory_cb_vassalization + } + + text = { + trigger = { + OR = { + using_cb = fp1_varangian_adventurer_conquest + using_cb = fp1_scandi_adventurer_conquest + } + } + localization_key = war_memory_cb_varangian + } + + text = { + trigger = { using_cb = fp2_border_raid } + localization_key = war_memory_cb_border + } + + text = { + trigger = { using_cb = fp2_expel_interloper } + localization_key = war_memory_cb_expel + } + + text = { + trigger = { using_cb = diarch_vassalisation_cb } + localization_key = war_memory_cb_vassalization + } + + text = { + trigger = { using_cb = remove_regent_cb } + localization_key = war_memory_cb_regent + } + + text = { + trigger = { + OR = { + using_cb = japan_bloc_war_cb + using_cb = japan_install_bloc_member_cb + } + } + localization_key = war_memory_cb_bloc + } + + text = { + trigger = { always = no } + fallback = yes + localization_key = war_memory_cb_fallback + } +} diff --git a/N3OW/common/customizable_localization/05_bp2_custom_loc.txt b/N3OW/common/customizable_localization/05_bp2_custom_loc.txt new file mode 100644 index 00000000..f212664b --- /dev/null +++ b/N3OW/common/customizable_localization/05_bp2_custom_loc.txt @@ -0,0 +1,721 @@ +GetPrettyAdjective = { + type = character + random_valid = yes + + text = { + trigger = { is_female = yes } + localization_key = pretty + } + + text = { + trigger = { is_female = yes } + localization_key = comely + } + + text = { + trigger = { is_female = yes } + localization_key = radiant + } + + text = { + trigger = { is_female = no } + localization_key = handsome + } + + text = { + trigger = { is_female = no } + localization_key = striking + } + + text = { + trigger = { is_female = no } + localization_key = fetching + } + + text = { + localization_key = winsome + } + + text = { + localization_key = fair + } +} + +GetSheHeOpposite = { + type = character + random_valid = yes + + text = { + trigger = { is_female = yes } + localization_key = CHARACTER_SHEHE_HE + } + + text = { + trigger = { is_male = yes } + localization_key = CHARACTER_SHEHE_SHE + } +} + +GetHerHisOpposite = { + type = character + random_valid = yes + + text = { + trigger = { is_female = yes } + localization_key = CHARACTER_HERHIS_HIS + } + + text = { + trigger = { is_male = yes } + localization_key = CHARACTER_HERHIS_HER + } +} + +GetHerHimOpposite = { + type = character + random_valid = yes + + text = { + trigger = { is_female = yes } + localization_key = CHARACTER_HERHIM_HIM + } + + text = { + trigger = { is_male = yes } + localization_key = CHARACTER_HERHIM_HER + } +} + +GetRandomWomanMan = { + type = character + random_valid = yes + + text = { localization_key = CHARACTER_WOMAN } + + text = { localization_key = CHARACTER_MAN } +} + +GetWomanManOpposite = { + type = character + random_valid = yes + + text = { + trigger = { is_female = yes } + localization_key = CHARACTER_MAN + } + + text = { + trigger = { is_male = yes } + localization_key = CHARACTER_WOMAN + } +} + +EruditeTopic = { + type = character + random_valid = yes + + text = { + trigger = { OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } + localization_key = boethius_wheel + } + text = { + trigger = { location = { geographical_region = world_europe } } + localization_key = aristotle_logic + } + text = { + trigger = { location = { geographical_region = world_india } } + localization_key = indian_logic + } + text = { + trigger = { OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } + localization_key = advanced_math_computus + } + text = { + trigger = { faith.religion = religion:islam_religion } + localization_key = advanced_math_problem + } + text = { + trigger = { location = { geographical_region = world_india } } + localization_key = advanced_math_trigonometry + } + text = { + trigger = { + OR = { + location = { geographical_region = world_europe } + faith.religion = religion:islam_religion + } + } + localization_key = classical_vs_arabic_medicine + } + text = { + trigger = { location = { geographical_region = world_india } } + localization_key = indian_medicine + } + text = { + localization_key = classical_vs_modern_warfare + } + text = { + localization_key = astrology_topic + } + text = { + trigger = { + faith.religion = religion:islam_religion + current_date > 1150.1.1 + } + localization_key = quran_exegesis + } + text = { + trigger = { faith.religion = religion:islam_religion } + localization_key = basri_vs_kufi + } + text = { + localization_key = reason_vs_faith + } + text = { + trigger = { OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } + localization_key = jewish_christian_debate + } + text = { + trigger = { culture = { has_cultural_pillar = heritage_byzantine } } + localization_key = debating_mythological_characters + } + text = { + localization_key = geometrical_shapes + } +} + +GetDiplomacyBuilding = { + type = character + random_valid = yes + + text = { + localization_key = building_city_02 + fallback = yes + } +} + +GetMartialBuilding = { + type = character + random_valid = yes + + text = { + trigger = { + OR = { + government_has_flag = government_is_tribal + liege ?= { government_has_flag = government_is_tribal } + } + } + localization_key = building_type_war_camps_01 + } + text = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + liege ?= { government_has_flag = government_is_tribal } + } + } + localization_key = building_type_curtain_walls_01 + } + text = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + liege ?= { government_has_flag = government_is_tribal } + } + } + localization_key = building_type_hill_forts_01 + } + text = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + liege ?= { government_has_flag = government_is_tribal } + } + } + localization_key = building_type_watchtowers_01 + } + text = { + trigger = { has_culture = culture:italian } + localization_key = building_type_the_colosseum_01 + } + text = { + trigger = { has_culture = culture:anglo_saxon } + localization_key = building_type_the_tower_of_london_01 + } + text = { + trigger = { has_culture = culture:levantine } + localization_key = building_type_citadel_of_aleppo_01 + } +} + +GetStewardshipBuilding = { + type = character + random_valid = yes + + text = { + localization_key = building_type_farm_estates_01 + fallback = yes + } +} + +GetIntrigueBuilding = { + type = character + random_valid = yes + + text = { + localization_key = building_type_market_villages_01 + fallback = yes + } + text = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + liege ?= { government_has_flag = government_is_tribal } + } + } + localization_key = building_castle_02 + } + text = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + liege ?= { government_has_flag = government_is_tribal } + } + } + localization_key = building_type_common_tradeport_01 + } + text = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + liege ?= { government_has_flag = government_is_tribal } + } + } + localization_key = building_city_04 + } +} + +GetLearningBuilding = { + type = character + random_valid = yes + + text = { + localization_key = building_type_temple_01 + fallback = yes + } + text = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + liege ?= { government_has_flag = government_is_tribal } + } + } + localization_key = building_type_generic_university + } + text = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + liege ?= { government_has_flag = government_is_tribal } + } + } + localization_key = building_type_monastic_schools_01 + } + text = { + trigger = { + OR = { + has_culture = culture:afghan + has_faith = faith:mahayana + } + } + localization_key = building_type_buddhas_of_bamian_01 + } + text = { + trigger = { + OR = { + has_culture = culture:levantine + has_faith = faith:ashari + } + } + localization_key = building_type_petra_01 + } + text = { + trigger = { + OR = { + has_culture = culture:french + has_faith = faith:catholic + } + } + localization_key = building_type_notre_dame_01 + } + text = { + trigger = { + OR = { + has_culture = culture:greek + has_faith = faith:orthodox + } + } + localization_key = building_type_hagia_sophia_01 + } + text = { + trigger = { + OR = { + has_culture = culture:bedouin + has_faith = faith:ashari + } + } + localization_key = building_type_holy_site_great_mosque_of_mecca_01 + } + text = { + trigger = { + OR = { + has_culture = culture:franconian + has_faith = faith:catholic + } + } + localization_key = building_type_holy_site_cologne_cathedral_01 + } + text = { + trigger = { + OR = { + has_culture = culture:anglo_saxon + has_faith = faith:catholic + } + } + localization_key = building_type_holy_site_canterbury_cathedral_01 + } +} + +#For rock story +RockStoryName = { + type = character + + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:custom + } + } + localization_key = rock_name + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_cliff + } + } + localization_key = rock_name_cliff + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_sandy + } + } + localization_key = rock_name_sandy + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_rocky + } + } + localization_key = rock_name_rocky + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_crag + } + } + localization_key = rock_name_crag + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_flint + } + } + localization_key = rock_name_flint + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_gritty + } + } + localization_key = rock_name_gritty + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_rubble + } + } + localization_key = rock_name_rubble + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_tuff + } + } + localization_key = rock_name_tuff + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_rosetta + } + } + localization_key = rock_name_rosetta + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_chip + } + } + localization_key = rock_name_chip + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_fluffy + } + } + localization_key = rock_name_fluffy + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_sten + } + } + localization_key = rock_name_sten + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_ariadne + } + } + localization_key = rock_name_ariadne + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_dwayne + } + } + localization_key = rock_name_dwayne + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_potapczyk + } + } + localization_key = rock_name_potapczyk + } + text = { + trigger = { + AND = { + exists = var:story_cycle_rock_name + var:story_cycle_rock_name = flag:rock_name_gemma + } + } + localization_key = rock_name_gemma + } +} + +RockStoryNamePossessive = { + type = character + + text = { + localization_key = rock_name_possessive + } +} + +RockStoryHerHis = { + type = character + + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_gender = flag:female + } + } + localization_key = rock_gender_her + } + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_gender = flag:male + } + } + localization_key = rock_gender_his + } +} + +RockStoryHerHim = { + type = character + + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_gender = flag:female + } + } + localization_key = rock_gender_her + } + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_gender = flag:male + } + } + localization_key = rock_gender_him + } +} + +RockStorySheHe = { + type = character + + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_gender = flag:female + } + } + localization_key = rock_gender_she + } + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_gender = flag:male + } + } + localization_key = rock_gender_he + } +} + +RockStoryHerselfHimself = { + type = character + + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_gender = flag:female + } + } + localization_key = rock_gender_herself + } + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_gender = flag:male + } + } + localization_key = rock_gender_himself + } +} + +RockStoryFemaleMale = { + type = character + + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_gender = flag:female + } + } + localization_key = rock_gender_female + } + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_gender = flag:male + } + } + localization_key = rock_gender_male + } +} + + +RockColor = { + type = character + + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_color = flag:brown + } + } + localization_key = fur_color_brown + } + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_color = flag:gray + } + } + localization_key = fur_color_gray + } + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_color = flag:black + } + } + localization_key = fur_color_black + } + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_color = flag:white + } + } + localization_key = fur_color_white + } + text = { + trigger = { + any_owned_story = { + type = story_cycle_pet_rock + var:rock_color = flag:sandy + } + } + localization_key = fur_color_sandy + } +} + diff --git a/N3OW/common/customizable_localization/06_ce1_epidemics_custom_loc.txt b/N3OW/common/customizable_localization/06_ce1_epidemics_custom_loc.txt new file mode 100644 index 00000000..fbe3506c --- /dev/null +++ b/N3OW/common/customizable_localization/06_ce1_epidemics_custom_loc.txt @@ -0,0 +1,357 @@ +#disease_desc_full +#disease_desc_short +#apocalypse_name + +#remember you can make these lowercase by adding |l at the end +#it'll grab the name of the character you're scoped into +disease_desc_full = { + type = character + random_valid = yes + + text = { + trigger = { + has_trait = bubonic_plague + } + localization_key = trait_bubonic_plague_character_desc + } + text = { + trigger = { + has_trait = measles + } + localization_key = trait_measles_character_desc + } + text = { + trigger = { + has_trait = dysentery + } + localization_key = trait_dysentery_character_desc + } + text = { + trigger = { + has_trait = ergotism + } + localization_key = trait_ergotism_character_desc + } + text = { + trigger = { + has_trait = typhus + } + localization_key = trait_typhus_character_desc + } + text = { + trigger = { + has_trait = consumption + } + localization_key = trait_consumption_character_desc + } + text = { + trigger = { + has_trait = smallpox + } + localization_key = trait_smallpox_character_desc + } + text = { + trigger = { + has_trait = cancer + } + localization_key = trait_cancer_character_desc + } + text = { + trigger = { + has_trait = gout_ridden + } + localization_key = trait_gout_ridden_character_desc + } + text = { + trigger = { + has_trait = pneumonic + } + localization_key = trait_pneumonic_character_desc + } + text = { + trigger = { + has_trait = great_pox + } + localization_key = trait_great_pox_character_desc + } + text = { + trigger = { + has_trait = early_great_pox + } + localization_key = trait_early_great_pox_character_desc + } + text = { + trigger = { + has_trait = lovers_pox + } + localization_key = trait_lovers_pox_character_desc + } + text = { + trigger = { + has_trait = leper + } + localization_key = trait_leper_character_desc + } + text = { + trigger = { + has_trait = incapable + } + localization_key = trait_incapable_character_desc + } + text = { + trigger = { + has_trait = infirm + } + localization_key = trait_infirm_character_desc + } + text = { + fallback = yes + trigger = { + has_trait = ill + } + localization_key = trait_ill_character_desc + } +} + +#remember you can make these lowercase by adding |l at the end +#these all follow the "beset/afflicted/infected with x" formula, keep it in mind when writing loc +disease_desc_short = { + type = character + random_valid = yes + + text = { + trigger = { + has_trait = bubonic_plague + } + localization_key = disease_desc_short_plague + } + text = { + trigger = { + has_trait = measles + } + localization_key = disease_desc_short_measles + } + text = { + trigger = { + has_trait = dysentery + } + localization_key = disease_desc_short_dysentery + } + text = { + trigger = { + has_trait = ergotism + } + localization_key = disease_desc_short_ergotism + } + text = { + trigger = { + has_trait = typhus + } + localization_key = disease_desc_short_typhus + } + text = { + trigger = { + has_trait = consumption + } + localization_key = disease_desc_short_consumption + } + text = { + trigger = { + has_trait = smallpox + } + localization_key = disease_desc_short_smallpox + } + text = { + trigger = { + has_trait = cancer + } + localization_key = disease_desc_short_cancer + } + text = { + trigger = { + has_trait = gout_ridden + } + localization_key = disease_desc_short_gout + } + text = { + trigger = { + has_trait = pneumonic + } + localization_key = disease_desc_short_pneumonic + } + text = { + trigger = { + has_trait = great_pox + } + localization_key = disease_desc_short_great_pox + } + text = { + trigger = { + has_trait = early_great_pox + } + localization_key = disease_desc_short_great_pox + } + text = { + trigger = { + has_trait = lovers_pox + } + localization_key = disease_desc_short_lovers_pox + } + text = { + trigger = { + has_trait = leper + } + localization_key = disease_desc_short_leper + } + text = { + trigger = { + has_trait = incapable + } + localization_key = disease_desc_short_incapable + } + text = { + trigger = { + has_trait = infirm + } + localization_key = disease_desc_short_infirm + } + text = { + fallback = yes + trigger = { + has_trait = ill + } + localization_key = disease_desc_short_ill + } +} + + +#Same as the above but for epidemic scopes +epidemic_symptom_short = { + type = epidemic + random_valid = yes + + text = { + trigger = { + epidemic_trait = trait:bubonic_plague + } + localization_key = disease_desc_short_plague + } + text = { + trigger = { + epidemic_trait = trait:measles + } + localization_key = disease_desc_short_measles + } + text = { + trigger = { + epidemic_trait = trait:dysentery + } + localization_key = disease_desc_short_dysentery + } + text = { + trigger = { + epidemic_trait = trait:ergotism + } + localization_key = disease_desc_short_ergotism + } + text = { + trigger = { + epidemic_trait = trait:typhus + } + localization_key = disease_desc_short_typhus + } + text = { + trigger = { + epidemic_trait = trait:consumption + } + localization_key = disease_desc_short_consumption + } + text = { + trigger = { + epidemic_trait = trait:smallpox + } + localization_key = disease_desc_short_smallpox + } +} + +# Appropriate apocalypse name based on religion +apocalypse_name = { + type = character + random_valid = yes + + text = { + trigger = { + faith.religion = religion:germanic_religion + } + localization_key = ragnarok + } + + text = { + trigger = { + faith.religion = { + is_in_family = rf_abrahamic + NOT = { faith.religion = religion:judaism_religion } + } + } + localization_key = the_second_coming + } + + text = { + trigger = { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + localization_key = revelation + } + + text = { + trigger = { + faith.religion = { is_in_family = rf_abrahamic } + } + localization_key = the_day_of_judgement + } + + text = { + trigger = { + faith.religion = religion:judaism_religion + } + localization_key = the_coming_of_the_messiah + } + + text = { + trigger = { + faith.religion = religion:buddhism_religion + } + localization_key = the_coming_of_the_seven_suns + } + + text = { + trigger = { + faith.religion = religion:zoroastrianism_religion + } + localization_key = frashokereti + } + + text = { + localization_key = the_endtimes + } + + text = { + localization_key = the_end_of_days + } + + text = { + localization_key = the_apocalypse + } + + text = { + localization_key = doomsday + } + + text = { + trigger = { + exists = character:easteregg_veronica_pazos + this = character:easteregg_veronica_pazos + } + localization_key = third_impact + } +} diff --git a/N3OW/common/customizable_localization/06_ce1_legends_custom_loc.txt b/N3OW/common/customizable_localization/06_ce1_legends_custom_loc.txt new file mode 100644 index 00000000..6218205d --- /dev/null +++ b/N3OW/common/customizable_localization/06_ce1_legends_custom_loc.txt @@ -0,0 +1,1157 @@ +#GetMythicalFounder +#GetRandomExteriorDetail +#GetRandomInteriorDetail +#GetWritingMaterial +#GetMusicalInstrument +#GetMusicalInstrumentPlural +#GetAncestorName +#GetSaintlyTrait +#GetPiousAdj +#GetCustodianSynonym + +#reusing the claim throne custom loc to be a generic effect +#IMPORTANT: use the grab_appropriate_chronicler_effect in the immediate of the event or similar so it sets your mythical ancestor variable - this is done so we can always refer to the same ancestor +#ask before expanding pls +GetMythicalFounder = { + type = character + random_valid = yes + + text = { # Charles Martell + trigger = { + var:mythical_ancestor_var = flag:charles_martell + } + localization_key = MythicalFounder_charles_martell + } + text = { # Alexander the Great + trigger = { + var:mythical_ancestor_var = flag:alexander + } + localization_key = MythicalFounder_alexander + } + text = { # Lech + trigger = { + var:mythical_ancestor_var = flag:lech + } + localization_key = MythicalFounder_lech + } + text = { # Czech + trigger = { + var:mythical_ancestor_var = flag:czech + } + localization_key = MythicalFounder_czech + } + text = { # Rus + trigger = { + var:mythical_ancestor_var = flag:rus + } + localization_key = MythicalFounder_rus + } + text = { # King Arthur + trigger = { + var:mythical_ancestor_var = flag:arthur + } + localization_key = MythicalFounder_arthur + } + text = { # Corineus + trigger = { + var:mythical_ancestor_var = flag:corineus + } + localization_key = MythicalFounder_corineus + } + text = { # Magnus Maximus + trigger = { + var:mythical_ancestor_var = flag:magnus_maximus + } + localization_key = MythicalFounder_magnus_maximus + } + text = { # Brutus of Troy + trigger = { + var:mythical_ancestor_var = flag:brutus + } + localization_key = MythicalFounder_brutus + } + text = { # Aeneas + trigger = { + var:mythical_ancestor_var = flag:aeneas + } + localization_key = MythicalFounder_aeneas + } + text = { # Scota + trigger = { + var:mythical_ancestor_var = flag:scota + } + localization_key = MythicalFounder_scota + } + text = { # Romulus + trigger = { + var:mythical_ancestor_var = flag:romulus + } + localization_key = MythicalFounder_romulus + } + text = { # Numa Pompilius + trigger = { + var:mythical_ancestor_var = flag:numa + } + localization_key = MythicalFounder_numa + } + text = { # Belisarius + trigger = { + var:mythical_ancestor_var = flag:belisarius + } + localization_key = MythicalFounder_belisarius + } + text = { # Ardashir + trigger = { + var:mythical_ancestor_var = flag:ardashir + } + localization_key = MythicalFounder_ardashir + } + text = { # Pharaohs + trigger = { + var:mythical_ancestor_var = flag:pharaohs + } + localization_key = MythicalFounder_pharaohs + } + text = { # Visigothic Kings + trigger = { + var:mythical_ancestor_var = flag:visigothic_kings + } + localization_key = MythicalFounder_visigothic_kings + } + text = { # Abd al-Rahman + trigger = { + var:mythical_ancestor_var = flag:abd_al_rahman + } + localization_key = MythicalFounder_abd_al_rahman + } + text = { # Zenobia + trigger = { + var:mythical_ancestor_var = flag:zenobia + } + localization_key = MythicalFounder_zenobia + } + text = { # King Solomon + trigger = { + var:mythical_ancestor_var = flag:solomon + } + localization_key = MythicalFounder_solomon + } + text = { # Conan Meriadoc + trigger = { + var:mythical_ancestor_var = flag:conan_meriadoc + } + localization_key = MythicalFounder_conan_meriadoc + } + text = { # Pishdadian Dynasty + trigger = { + var:mythical_ancestor_var = flag:pishdadian + } + localization_key = MythicalFounder_pishdadian + } + text = { # Chościsko + trigger = { + var:mythical_ancestor_var = flag:choscisko + } + localization_key = MythicalFounder_choscisko + } + text = { # Arsacids + trigger = { + var:mythical_ancestor_var = flag:arsacids + } + localization_key = MythicalFounder_arsacids + } + text = { # King David + trigger = { + var:mythical_ancestor_var = flag:david + } + localization_key = MythicalFounder_david + } + text = { # Karkota Naga + trigger = { + var:mythical_ancestor_var = flag:naga + } + localization_key = MythicalFounder_naga + } + text = { # God Brahman + trigger = { + var:mythical_ancestor_var = flag:brahman + } + localization_key = MythicalFounder_brahman + } + text = { # Odin + trigger = { + var:mythical_ancestor_var = flag:odin + } + localization_key = MythicalFounder_odin + } + text = { # Ragnar Lodbrok + trigger = { + var:mythical_ancestor_var = flag:ragnar + } + localization_key = MythicalFounder_ragnar + } + text = { # Brunhild + trigger = { + var:mythical_ancestor_var = flag:brunhild + } + localization_key = MythicalFounder_brunhild + } + text = { # Eremon + trigger = { + var:mythical_ancestor_var = flag:eremon + } + localization_key = MythicalFounder_eremon + } + text = { # Eber + trigger = { + var:mythical_ancestor_var = flag:eber + } + localization_key = MythicalFounder_eber + } + text = { # Genghis Khan + trigger = { + var:mythical_ancestor_var = flag:genghis + } + localization_key = MythicalFounder_genghis + } + text = { # Emperor Constantine I + trigger = { + var:mythical_ancestor_var = flag:constantine + } + localization_key = MythicalFounder_constantine + } + text = { # Emperor Justinian I + trigger = { + var:mythical_ancestor_var = flag:justinian + } + localization_key = MythicalFounder_justinian + } + text = { # Melusine + trigger = { + var:mythical_ancestor_var = flag:melusine + } + localization_key = MythicalFounder_melusina + } + text = { # Fallback + trigger = { + var:mythical_ancestor_var = flag:fallback + } + localization_key = MythicalFounder_fallback + } +} + +GetRandomExteriorDetail = { #Remember to use the 1st person present in the loc, feel free to expand + type = character + random_valid = yes + + text = { # You see a small bird among the trees + trigger = { + location = { + OR = { + terrain = forest + terrain = jungle + } + } + } + localization_key = GetRandomExteriorDetail_small_bird + } + text = { # You hear a bird + trigger = { + location = { + OR = { + terrain = forest + terrain = jungle + terrain = plains + terrain = hills + terrain = mountains + } + } + } + localization_key = GetRandomExteriorDetail_birdsong + } + text = { # You find a wildflower + trigger = { + location = { + OR = { + terrain = desert + terrain = desert_mountains + terrain = drylands + terrain = mountains + } + } + } + localization_key = GetRandomExteriorDetail_wildflower + } + text = { # You hear someone singing + trigger = { + location = { + has_holding_type = castle_holding + } + } + localization_key = GetRandomExteriorDetail_singing + } + text = { # You smell a banquet + trigger = { + location = { + has_holding_type = castle_holding + } + } + localization_key = GetRandomExteriorDetail_banquet + } + text = { # You hear the prayers + trigger = { + location = { + has_holding_type = church_holding + } + } + localization_key = GetRandomExteriorDetail_praying + } + text = { # You hear the bells + trigger = { + location = { + has_holding_type = church_holding + county.OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + } + localization_key = GetRandomExteriorDetail_bells + } + text = { # You see a passing merchant + trigger = { + location = { + OR = { + has_holding_type = city_holding + has_building_or_higher = market_villages_01 + } + } + } + localization_key = GetRandomExteriorDetail_merchant + } + text = { # You see someone fishing + trigger = { + location = { + OR = { + is_coastal = yes + is_riverside_province = yes + } + } + } + localization_key = GetRandomExteriorDetail_fishing + } + text = { # You see snow + trigger = { + location = { + has_province_modifier = winter_harsh_modifier + } + } + localization_key = GetRandomExteriorDetail_snow + } + + text = { # You see a peddler + trigger = { + location = { + has_holding_type = city_holding + } + } + localization_key = peddler_passing_by_in_hurry_pres + } +} + +GetRandomInteriorDetail = { #Remember to use the gerund in the loc, feel free to expand + type = character + random_valid = yes + + text = { # A pantler carrying supplies + localization_key = pantler_carrying_supplies + } + + text = { # A cook scolding servants + localization_key = cook_scolding_servants + } + + text = { # A lady sewing + trigger = { + OR = { + is_female = yes + any_spouse ?= { + is_female = yes + } + } + } + localization_key = lady_in_waiting_embroidering + } + + text = { # A page brandishing armor + trigger = { + any_knight ?= { + location = root.location + } + } + localization_key = page_brandishing_armor + } + + text = { # A draft banging the shutters + trigger = { + location = { + NOT = { terrain = desert } + } + } + localization_key = draft_from_window + } + + text = { + localization_key = servant_struggling_with_vase + } + + text = { + localization_key = courtier_passing_by_in_hurry + } + + text = { + localization_key = fly_crawling_on_decoration + } + + text = { + localization_key = feather_drift_past + } + + text = { + localization_key = cupbearer_pours_drink + } + + text = { + trigger = { + location = { + has_holding_type = castle_holding + } + } + localization_key = courtiers_chat + } +} + +GetWritingMaterial = { + type = character + random_valid = yes + + text = { # Parchment + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east_jerusalem + AND = { + geographical_region = world_steppe + culture = { has_cultural_era_or_later = culture_era_late_medieval } + } + } + } + } + localization_key = GetWritingMaterial_parchment + } + + text = { # Papyrus + trigger = { + location = { + geographical_region = custom_roman_aegyptus + } + } + localization_key = GetWritingMaterial_papyrus + } + + text = { # Vellum + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = ghw_region_afghanistan + geographical_region = world_india_rajastan + } + } + } + localization_key = GetWritingMaterial_vellum + } + + text = { # Palm leaf + trigger = { + location = { + OR = { + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_asia_southeast + } + } + } + localization_key = GetWritingMaterial_palm_leaf + } + + text = { # Stone stele + trigger = { + location = { + geographical_region = world_steppe + } + } + localization_key = GetWritingMaterial_stone_stele + } + + text = { # Birch bark + trigger = { + location = { + OR = { + geographical_region = world_india + geographical_region = world_tibet + geographical_region = ghw_region_russia #Old Slavonic + } + } + } + localization_key = GetWritingMaterial_birch_bark + fallback = yes + } + text = { # Paper + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_korea + } + } + } + localization_key= GetWritingMaterial_paper + } +} + +GetWritingMaterialPlural = { + type = character + random_valid = yes + + text = { # Parchment + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east_jerusalem + AND = { + geographical_region = world_steppe + culture = { has_cultural_era_or_later = culture_era_late_medieval } + } + } + } + } + localization_key = GetWritingMaterial_parchment_plural + } + + text = { # Papyrus + trigger = { + location = { + geographical_region = custom_roman_aegyptus + } + } + localization_key = GetWritingMaterial_papyrus_plural + } + + text = { # Vellum + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = ghw_region_afghanistan + geographical_region = world_india_rajastan + } + } + } + localization_key = GetWritingMaterial_vellum_plural + } + + text = { # Palm leaf + trigger = { + location = { + OR = { + geographical_region = world_india + geographical_region = world_burma + geographical_region = world_asia_southeast + } + } + } + localization_key = GetWritingMaterial_palm_leaf_plural + } + + text = { # Stone stele + trigger = { + location = { + geographical_region = world_steppe + } + } + localization_key = GetWritingMaterial_stone_stele_plural + } + + text = { # Birch bark + trigger = { + location = { + OR = { + geographical_region = world_india + geographical_region = world_tibet + geographical_region = ghw_region_russia #Old Slavonic + } + } + } + localization_key = GetWritingMaterial_birch_bark_plural + fallback = yes + } + + text = { # Paper + trigger = { + location = { + OR = { + geographical_region = world_asia_china + geographical_region = world_asia_japan + geographical_region = world_asia_korea + geographical_region = world_asia_southeast + } + } + } + localization_key= GetWritingMaterial_paper_plural + } +} + +GetMusicalInstrument = { + type = character + random_valid = yes + + text = { # Flute + localization_key = GetMusicalInstrument_flute + } + + text = { # Drum + fallback = yes + localization_key = GetMusicalInstrument_drum + } + + text = { # Trumpet + localization_key = GetMusicalInstrument_trumpet + } + + text = { # Harp + localization_key = GetMusicalInstrument_harp + } + + text = { # Lute + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + geographical_region = world_africa_north + } + } + } + localization_key = GetMusicalInstrument_lute + } + + text = { # Fiddle + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + geographical_region = world_africa_north + } + } + } + localization_key = GetMusicalInstrument_fiddle + } + + text = { # Lyre + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + geographical_region = world_africa_north + geographical_region = world_africa_east + } + } + } + localization_key = GetMusicalInstrument_lyre + } + + text = { # Tambourine + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + geographical_region = world_africa_north + } + } + } + localization_key = GetMusicalInstrument_tambourine + } + + text = { # Bagpipes + trigger = { + culture = { has_cultural_era_or_later = culture_era_high_medieval } + } + localization_key = GetMusicalInstrument_bagpipe + } + + text = { # Hurdy-Gurdy + trigger = { + location = { + geographical_region = world_europe + } + culture = { has_cultural_era_or_later = culture_era_late_medieval } + } + localization_key = GetMusicalInstrument_hurdy_gurdy + } +} + +GetMusicalInstrumentPlural = { + type = character + random_valid = yes + + text = { # Flute + localization_key = GetMusicalInstrument_flute_plural + } + + text = { # Drum + fallback = yes + localization_key = GetMusicalInstrument_drum_plural + } + + text = { # Trumpet + localization_key = GetMusicalInstrument_trumpet_plural + } + + text = { # Harp + localization_key = GetMusicalInstrument_harp_plural + } + + text = { # Lute + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + geographical_region = world_africa_north + } + } + } + localization_key = GetMusicalInstrument_lute_plural + } + + text = { # Fiddle + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + geographical_region = world_africa_north + } + } + } + localization_key = GetMusicalInstrument_fiddle_plural + } + + text = { # Lyre + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + geographical_region = world_africa_north + geographical_region = world_africa_east + } + } + } + localization_key = GetMusicalInstrument_lyre_plural + } + + text = { # Tambourine + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_middle_east + geographical_region = world_africa_north + } + } + } + localization_key = GetMusicalInstrument_tambourine_plural + } + + text = { # Bagpipes + trigger = { + culture = { has_cultural_era_or_later = culture_era_high_medieval } + } + localization_key = GetMusicalInstrument_bagpipe_plural + } + + text = { # Hurdy-Gurdy + trigger = { + location = { + geographical_region = world_europe + } + culture = { has_cultural_era_or_later = culture_era_late_medieval } + } + localization_key = GetMusicalInstrument_hurdy_gurdy_plural + } +} + +GetPlagueEffect = { + type = character + random_valid = yes + + text = { + localization_key = GetPlagueEffect_fire + } + + text = { + localization_key = GetPlagueEffect_limbs + } + + text = { + localization_key = GetPlagueEffect_thirdeye + } + + text = { + localization_key = GetPlagueEffect_nipple + } + + text = { + localization_key = GetPlagueEffect_blue + } + + text = { + localization_key = GetPlagueEffect_hairy + } + + text = { + localization_key = GetPlagueEffect_fingernails + } + + text = { + localization_key = GetPlagueEffect_eyes + } +} + +LegendaryShrineName = { + type = province + + text = { + trigger = { + exists = var:leg_b_name + } + localization_key = checked_leg_b_name + } + + text = { + localization_key = building_type_legendary_shrine + } +} + +LegendaryPalaceName = { + type = province + + text = { + trigger = { + exists = var:leg_b_name + } + localization_key = checked_leg_b_name + } + + text = { + localization_key = building_type_legendary_palace + } +} + +LegendaryStatueName = { + type = province + + text = { + trigger = { + exists = var:leg_b_name + } + localization_key = checked_leg_b_name + } + + text = { + localization_key = building_type_legendary_statue + } +} + +LegendaryWatchtowerName = { + type = province + + text = { + trigger = { + exists = var:leg_b_name + } + localization_key = checked_leg_b_name + } + + text = { + localization_key = building_type_legendary_watchtower + } +} + +LegendaryHuntingLodgeName = { + type = province + + text = { + trigger = { + exists = var:leg_b_name + } + localization_key = checked_leg_b_name + } + + text = { + localization_key = building_type_legendary_hunting_lodge + } +} + +GetAncestorName = { + type = legend + + text = { + trigger = { + exists = legend_property:ancestor_flag + } + localization_key = ancestor_flag_name + } + + text = { + trigger = { + exists = legend_property:ancestor + } + localization_key = ancestor_name + } +} + +GetAncestorNamePossessive = { + type = legend + + text = { + trigger = { + exists = legend_property:ancestor_flag + } + localization_key = ancestor_flag_name_possessive + } + + text = { + trigger = { + exists = legend_property:ancestor + } + localization_key = ancestor_namepossessive + } +} + +GetAncestorFirstName = { + type = legend + + text = { + trigger = { + exists = legend_property:ancestor_flag + } + localization_key = ancestor_flag_name + } + + text = { + trigger = { + exists = legend_property:ancestor + } + localization_key = ancestor_firstname + } +} + +GetAncestorFirstNamePossessive = { + type = legend + + text = { + trigger = { + exists = legend_property:ancestor_flag + } + localization_key = ancestor_flag_name_possessive + } + + text = { + trigger = { + exists = legend_property:ancestor + } + localization_key = ancestor_firstnamepossessive + } +} + +GetAncestorNameNoTooltip = { + type = legend + + text = { + trigger = { + exists = legend_property:ancestor_flag + } + localization_key = ancestor_flag_name + } + + text = { + trigger = { + exists = legend_property:ancestor + } + localization_key = ancestor_namenotooltip + } +} + +GetAncestorNamePossessiveNoTooltip = { + type = legend + + text = { + trigger = { + exists = legend_property:ancestor_flag + } + localization_key = ancestor_flag_name_possessive + } + + text = { + trigger = { + exists = legend_property:ancestor + } + localization_key = ancestor_namepossessivenotooltip + } +} + +GetAncestorFirstNameNoTooltip = { + type = legend + + text = { + trigger = { + exists = legend_property:ancestor_flag + } + localization_key = ancestor_flag_name + } + + text = { + trigger = { + exists = legend_property:ancestor + } + localization_key = ancestor_firstnamenotooltip + } +} + +GetAncestorFirstNamePossessiveNoTooltip = { + type = legend + + text = { + trigger = { + exists = legend_property:ancestor_flag + } + localization_key = ancestor_flag_name_possessive + } + + text = { + trigger = { + exists = legend_property:ancestor + } + localization_key = ancestor_firstnamepossessivenotooltip + } +} + +GetBirthCircumstancesLegend = { + type = legend + + text = { + trigger = { + legend_property:reason ?= flag:virgin + } + localization_key = born_to_a_virgin_mother + } + + text = { + trigger = { + NOT = { + legend_property:reason = flag:virgin + } + } + localization_key = born_under_auspicious_stars + } +} + +GetSaintlyTrait = { + type = character + + text = { + trigger = { + has_trait = theologian + } + localization_key = GetSaintlyTrait_theologian + } + + text = { + trigger = { + has_trait = sayyid + } + localization_key = GetSaintlyTrait_sayyid + } +} + +GetPiousAdj = { + type = character + random_valid = yes + + text = { + localization_key = GetPiousAdj_pious + } + text = { + localization_key = GetPiousAdj_sacred + } + text = { + localization_key = GetPiousAdj_holy + } + text = { + localization_key = GetPiousAdj_devout + } + text = { + localization_key = GetPiousAdj_religious + } + text = { + localization_key = GetPiousAdj_saintly + } +} + +GetDescendantSynonym = { + type = character + random_valid = yes + + text = { + localization_key = GetDescendantSynonym_descendant + } + text = { + localization_key = GetDescendantSynonym_offspring + } + text = { + localization_key = GetDescendantSynonym_heir + } + text = { + localization_key = GetDescendantSynonym_progeny + } + text = { + localization_key = GetDescendantSynonym_scion + } +} + +GetCustodianSynonym = { + type = character + random_valid = yes + + text = { + localization_key = GetCustodianSynonym_custodian + } + text = { + localization_key = GetCustodianSynonym_guardian + } + text = { + localization_key = GetCustodianSynonym_protector + } + text = { + localization_key = GetCustodianSynonym_keeper + } + text = { + localization_key = GetCustodianSynonym_defender + } +} \ No newline at end of file diff --git a/N3OW/common/customizable_localization/07_ep3_custom_loc.txt b/N3OW/common/customizable_localization/07_ep3_custom_loc.txt new file mode 100644 index 00000000..41cb3655 --- /dev/null +++ b/N3OW/common/customizable_localization/07_ep3_custom_loc.txt @@ -0,0 +1,2070 @@ +GetCourtType = { + type = character + + text = { + trigger = { has_government = landless_adventurer_government } + localization_key = game_concept_camp + } + + text = { + trigger = { is_landless_adventurer = no } + localization_key = game_concept_court + } +} + +GetCourtTypePlural = { + type = character + + text = { + trigger = { has_government = landless_adventurer_government } + localization_key = game_concept_camps + } + + text = { + trigger = { is_landless_adventurer = no } + localization_key = game_concept_courts + } +} + +GetCourtTypeConcept = { + type = character + + text = { + trigger = { has_government = landless_adventurer_government } + localization_key = CAMP + } + + text = { + trigger = { is_landless_adventurer = no } + localization_key = COURT_CONCEPT + } +} + +GetCourtierType = { + type = character + + text = { + trigger = { has_government = landless_adventurer_government } + localization_key = game_concept_follower + } + + text = { + trigger = { is_landless_adventurer = no } + localization_key = game_concept_courtier + } +} + +GetCourtierTypePlural = { + type = character + + text = { + trigger = { has_government = landless_adventurer_government } + localization_key = game_concept_followers + } + + text = { + trigger = { is_landless_adventurer = no } + localization_key = game_concept_courtiers + } +} + +GetCourtierTypeConcept = { + type = character + + text = { + trigger = { has_government = landless_adventurer_government } + localization_key = FOLLOWER + } + + text = { + trigger = { is_landless_adventurer = no } + localization_key = COURTIER + } +} + +GetCourtiersTypeConcept = { + type = character + + text = { + trigger = { is_landless_adventurer = yes } + localization_key = FOLLOWER_PLURAL + } + + text = { + trigger = { is_landless_adventurer = no } + localization_key = COURTIER_PLURAL + } +} + +TriumphReligiousLocation = { + type = character + + random_valid = yes + + text = { + trigger = { + # Constantinople + location = province:496 + # Christian + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + localization_key = building_type_hagia_sophia_01 + } + + text = { + trigger = { + # not Constantinople + NOT = { location = province:496 } + # Christian + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + localization_key = cathedral + } + + text = { + trigger = { + # Constantinople + location = province:496 + # Muslim + faith.religion = religion:islam_religion + } + localization_key = building_hagia_sophia_02 + } + + + + text = { + trigger = { + # Other faith + NOR = { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + faith.religion = religion:islam_religion + } + } + localization_key = main_temple + } +} + +TriumphReligiousLocationCapitalized = { + type = character + + text = { + trigger = { + # Constantinople + location = province:496 + # Christian + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + localization_key = building_type_hagia_sophia_01 + } + + text = { + trigger = { + # not Constantinople + NOT = { location = province:496 } + # Christian + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + } + localization_key = cathedral_capital + } + + text = { + trigger = { + # Constantinople + location = province:496 + # Muslim + faith.religion = religion:islam_religion + } + localization_key = building_hagia_sophia_02 + } + + text = { + trigger = { + # Other faith + NOR = { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + faith.religion = religion:islam_religion + } + } + localization_key = main_temple_capital + } +} + +### Chariot Racing +GetChariotTeamColor = { + type = character + text = { + trigger = { + OR = { + var:wager_team ?= flag:blues + has_trait = charioteer_blue + } + } + localization_key = chariot_team_blue + } + text = { + trigger = { + OR = { + var:wager_team ?= flag:greens + has_trait = charioteer_green + } + } + localization_key = chariot_team_green + } + text = { + trigger = { + OR = { + var:wager_team ?= flag:whites + has_trait = charioteer_white + } + } + localization_key = chariot_team_white + } + text = { + trigger = { + OR = { + var:wager_team ?= flag:reds + has_trait = charioteer_red + } + } + localization_key = chariot_team_red + } +} + +GetChariotTeamColorPlural = { + type = character + text = { + trigger = { + OR = { + var:wager_team ?= flag:blues + has_trait = charioteer_blue + } + } + localization_key = chariot_team_blues + } + text = { + trigger = { + OR = { + var:wager_team ?= flag:greens + has_trait = charioteer_green + } + } + localization_key = chariot_team_greens + } + text = { + trigger = { + OR = { + var:wager_team ?= flag:whites + has_trait = charioteer_white + } + } + localization_key = chariot_team_whites + } + text = { + trigger = { + OR = { + var:wager_team ?= flag:reds + has_trait = charioteer_red + } + } + localization_key = chariot_team_reds + } +} + +GetChariotTeamColorPluralPossessive = { + type = character + text = { + trigger = { + var:wager_team ?= flag:blues + } + localization_key = chariot_team_blues_possessive + } + text = { + trigger = { + var:wager_team ?= flag:greens + } + localization_key = chariot_team_greens_possessive + } + text = { + trigger = { + var:wager_team ?= flag:whites + } + localization_key = chariot_team_whites_possessive + } + text = { + trigger = { + var:wager_team ?= flag:reds + } + localization_key = chariot_team_reds_possessive + } +} + +GetChariotTeamColorPluralGlossed = { + type = character + text = { + trigger = { + OR = { + var:wager_team ?= flag:blues + has_trait = charioteer_blue + } + } + localization_key = chariot_team_blues_glossed + } + text = { + trigger = { + OR = { + var:wager_team ?= flag:greens + has_trait = charioteer_green + } + } + localization_key = chariot_team_greens_glossed + } + text = { + trigger = { + OR = { + var:wager_team ?= flag:whites + has_trait = charioteer_white + } + } + localization_key = chariot_team_whites_glossed + } + text = { + trigger = { + OR = { + var:wager_team ?= flag:reds + has_trait = charioteer_red + } + } + localization_key = chariot_team_reds_glossed + } +} + +GetChariotTeamColorPluralPossessiveGlossed = { + type = character + text = { + trigger = { + var:wager_team ?= flag:blues + } + localization_key = chariot_team_blues_possessive_glossed + } + text = { + trigger = { + var:wager_team ?= flag:greens + } + localization_key = chariot_team_greens_possessive_glossed + } + text = { + trigger = { + var:wager_team ?= flag:whites + } + localization_key = chariot_team_whites_possessive_glossed + } + text = { + trigger = { + var:wager_team ?= flag:reds + } + localization_key = chariot_team_reds_possessive_glossed + } +} + +GetWinPlaceShow = { + type = character + text = { + trigger = { var:wager_type ?= flag:win } + localization_key = chariot_wager_type_win + } + text = { + trigger = { var:wager_type ?= flag:place } + localization_key = chariot_wager_type_place + } + text = { + trigger = { var:wager_type ?= flag:show } + localization_key = chariot_wager_type_show + } +} + +GetChariotRacePlacement = { + type = character + text = { + trigger = { var:current_place_in_race = 1 } + localization_key = first_place + } + text = { + trigger = { var:current_place_in_race = 2 } + localization_key = second_place + } + text = { + trigger = { var:current_place_in_race = 3 } + localization_key = third_place + } + text = { + trigger = { var:current_place_in_race = 4 } + localization_key = fourth_place + } + text = { + trigger = { var:current_place_in_race = 5 } + localization_key = fifth_place + } + text = { + trigger = { var:current_place_in_race = 6 } + localization_key = sixth_place + } + text = { + trigger = { var:current_place_in_race = 7 } + localization_key = seventh_place + } + text = { + trigger = { var:current_place_in_race = 8 } + localization_key = eighth_place + } + text = { + trigger = { var:current_place_in_race = 9 } + localization_key = ninth_place + } + text = { + trigger = { var:current_place_in_race = 10 } + localization_key = tenth_place + } + text = { + trigger = { var:current_place_in_race = 11 } + localization_key = eleventh_place + } + text = { + trigger = { var:current_place_in_race = 12 } + localization_key = twelfth_place + } +} + +GetCharioteerOrTeamNameFromWager = { + type = character + + text = { + trigger = { NOT = { var:wager_target = root } } + localization_key = chariot_wager_target_character + } + text = { + trigger = { + var:wager_target = root + var:wager_team = flag:blues + } + localization_key = chariot_team_blues_definite + } + + text = { + trigger = { + var:wager_target = root + var:wager_team = flag:greens + } + localization_key = chariot_team_greens_definite + } + + text = { + trigger = { + var:wager_target = root + var:wager_team = flag:whites + } + localization_key = chariot_team_whites_definite + } + + text = { + trigger = { + var:wager_target = root + var:wager_team = flag:reds + } + localization_key = chariot_team_reds_definite + } +} + +BuildChariotRaceWagerTooltip = { + type = character + + text = { + setup_scope = { root = { save_scope_as = root_scope } } + localization_key = chariot_wager_tooltip + } +} + +GetVictoriousChariotMovement = { + type = character + text = { + localization_key = chariot_movement_cut_off_at_turn + } +} + +GetChariotComebackMovement = { + type = character + text = { + localization_key = chariot_comeback_blazing + } + text = { + localization_key = chariot_comeback_sprinting + } + text = { + localization_key = chariot_comeback_surging + } + text = { + localization_key = chariot_comeback_dashing + } + text = { + localization_key = chariot_comeback_rocketing + } + text = { + localization_key = chariot_comeback_bursting + } + text = { + localization_key = chariot_comeback_miracle + } + text = { + localization_key = chariot_comeback_rallying + } + text = { + localization_key = chariot_comeback_soaring + } + text = { + localization_key = chariot_comeback_propelling + } + text = { + localization_key = chariot_comeback_fallback + } +} + +GetGovernorChitChat = { + type = character + + text = { + localization_key = chariot_governor_chitchat_1 + } + text = { + localization_key = chariot_governor_chitchat_2 + } + text = { + localization_key = chariot_governor_chitchat_3 + } + text = { + localization_key = chariot_governor_chitchat_4 + } + text = { + localization_key = chariot_governor_chitchat_5 + } + text = { + localization_key = chariot_governor_chitchat_6 + } + text = { + localization_key = chariot_governor_chitchat_7 + } + text = { + localization_key = chariot_governor_chitchat_8 + } + text = { + localization_key = chariot_governor_chitchat_9 + } + text = { + localization_key = chariot_governor_chitchat_10 + } +} + +### End Chariot Racing + +GetLaampDescribeTypeSelf = { + type = character + random_valid = yes + + # Mercenary + text = { + trigger = { has_realm_law = camp_purpose_mercenaries } + localization_key = camp_purpose_type_mercenary + } + + # Wanderer + text = { + trigger = { has_realm_law = camp_purpose_wanderers } + fallback = yes + localization_key = camp_purpose_type_wanderer + } + + # Scholar + text = { + trigger = { has_realm_law = camp_purpose_scholars } + localization_key = camp_purpose_type_scholar + } + + # Explorer + text = { + trigger = { has_realm_law = camp_purpose_explorers } + localization_key = camp_purpose_type_explorer + } + + # Freebooter + text = { + trigger = { has_realm_law = camp_purpose_brigands } + localization_key = camp_purpose_type_freebooter + } + + # Legitimist + text = { + trigger = { has_realm_law = camp_purpose_legitimists } + localization_key = camp_purpose_type_legitimist + } +} + +GetLaampDescribeTypeSelfArticle = { + type = character + random_valid = yes + + # Mercenary + text = { + trigger = { has_realm_law = camp_purpose_mercenaries } + localization_key = article_a + } + + # Wanderer + text = { + trigger = { has_realm_law = camp_purpose_wanderers } + fallback = yes + localization_key = article_a + } + + # Scholar + text = { + trigger = { has_realm_law = camp_purpose_scholars } + localization_key = article_a + } + + # Explorer + text = { + trigger = { has_realm_law = camp_purpose_explorers } + localization_key = article_an + } + + # Freebooter + text = { + trigger = { has_realm_law = camp_purpose_brigands } + localization_key = article_a + } + + # Legitimist + text = { + trigger = { has_realm_law = camp_purpose_legitimists } + localization_key = article_a + } +} + +GetLaampDescribeTypeSelfPlural = { + type = character + random_valid = yes + + # Mercenary + text = { + trigger = { has_realm_law = camp_purpose_mercenaries } + localization_key = camp_purpose_type_mercenaries + } + + # Wanderer + text = { + trigger = { has_realm_law = camp_purpose_wanderers } + fallback = yes + localization_key = camp_purpose_type_wanderers + } + + # Scholar + text = { + trigger = { has_realm_law = camp_purpose_scholars } + localization_key = camp_purpose_type_scholars + } + + # Explorer + text = { + trigger = { has_realm_law = camp_purpose_explorers } + localization_key = camp_purpose_type_explorers + } + + # Freebooter + text = { + trigger = { has_realm_law = camp_purpose_brigands } + localization_key = camp_purpose_type_freebooters + } + + # Legitimist + text = { + trigger = { has_realm_law = camp_purpose_legitimists } + localization_key = camp_purpose_type_legitimists + } +} + +GetLaampDescribeTypeInsult = { + type = character + random_valid = yes + + # Mercenary (hireling) + text = { + trigger = { has_realm_law = camp_purpose_mercenaries } + localization_key = camp_purpose_type_mercenary.insult + } + + # Wanderer (vagabond) + text = { + trigger = { has_realm_law = camp_purpose_wanderers } + fallback = yes + localization_key = camp_purpose_type_wanderer.insult + } + + # Scholar (layabout) + text = { + trigger = { has_realm_law = camp_purpose_scholars } + localization_key = camp_purpose_type_scholar.insult + } + + # Explorer (rambler) + text = { + trigger = { has_realm_law = camp_purpose_explorers } + localization_key = camp_purpose_type_explorer.insult + } + + # Freebooter (brigand) + text = { + trigger = { has_realm_law = camp_purpose_brigands } + localization_key = camp_purpose_type_freebooter.insult + } + + # Legitimist (pretender) + text = { + trigger = { has_realm_law = camp_purpose_legitimists } + localization_key = camp_purpose_type_legitimist.insult + } +} + +GetOutOfControlAnimalTypePlural = { + type = character + + ### BIG CATS ### + text = { + trigger = { var:animal_type_event ?= flag:lion } + localization_key = animal_type_lions + } + text = { + trigger = { var:animal_type_event ?= flag:tiger } + localization_key = animal_type_tigers + } + text = { + trigger = { var:animal_type_event ?= flag:leopard } + localization_key = animal_type_leopards + } + + ### BOAR ### + text = { + trigger = { var:animal_type_event ?= flag:boar } + localization_key = animal_type_boars + } + + ### SMALL ### + text = { + trigger = { var:animal_type_event ?= flag:hyena } + localization_key = animal_type_hyenas + } + text = { + trigger = { var:animal_type_event ?= flag:lynx } + localization_key = animal_type_lynxs + } + text = { + trigger = { var:animal_type_event ?= flag:wolf } + localization_key = animal_type_wolves + } + + ### BEAR ### + text = { + trigger = { var:animal_type_event ?= flag:bear } + localization_key = animal_type_bears + } + + ### FALLBACK ### + text = { + trigger = { var:animal_type_event ?= flag:dog } + localization_key = animal_type_dogs + } +} + +GetRandomCampBuilding = { + type = character + random_valid = yes + + # Pavillion + text = { + # No trigger: you'll always have a pavillion. + localization_key = GetRandomCampBuilding_Pavillion + } + + # Supply Tent + text = { + trigger = { + domicile = { has_domicile_building_or_higher = supply_tent_01 } + } + localization_key = GetRandomCampBuilding_SupplyTent + } + + # Barber's Tent + text = { + trigger = { + domicile = { has_domicile_building_or_higher = barber_tent_01 } + } + localization_key = GetRandomCampBuilding_BarberTent + } + + # Lead Baggage Cart + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_01 } + } + localization_key = GetRandomCampBuilding_BaggageTrain + } + + # Mess Tent + text = { + trigger = { + domicile = { has_domicile_building_or_higher = mess_tent_01 } + } + localization_key = GetRandomCampBuilding_Mess + } + + # Central Fire Pit + text = { + trigger = { + domicile = { has_domicile_building_or_higher = camp_fire_01 } + } + localization_key = GetRandomCampBuilding_CampFire + } + + # Edge of the Proving Grounds + text = { + trigger = { + domicile = { has_domicile_building_or_higher = proving_grounds_01 } + } + localization_key = GetRandomCampBuilding_ProvindGrounds + } + + # Sutler's Tent + text = { + trigger = { + domicile = { has_domicile_building_or_higher = supply_tent_sutler } + } + localization_key = GetRandomCampBuilding_Sutler + } + # Mender's Tent + text = { + trigger = { + domicile = { has_domicile_building_or_higher = supply_tent_mender } + } + localization_key = GetRandomCampBuilding_Mender + } + # Smithy Tent + text = { + trigger = { + domicile = { has_domicile_building_or_higher = supply_tent_smithy } + } + localization_key = GetRandomCampBuilding_SmithyTent + } + # Arsenal + text = { + trigger = { + domicile = { has_domicile_building_or_higher = supply_tent_arsenal } + } + localization_key = GetRandomCampBuilding_Arsenal + } + + # Steed Pens + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_ample_steeds } + } + localization_key = GetRandomCampBuilding_AmpleSteeds + } + # Cluster of Porter Tents + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_porters } + } + localization_key = GetRandomCampBuilding_Porters + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_trackers } + } + localization_key = GetRandomCampBuilding_Trackers + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_kennel } + } + localization_key = GetRandomCampBuilding_Kennels + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_siege_engineers } + } + localization_key = GetRandomCampBuilding_Engineers + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_shrine } + } + localization_key = GetRandomCampBuilding_Shrine + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_scribes } + } + localization_key = GetRandomCampBuilding_Scribes + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_bartering_grounds } + } + localization_key = GetRandomCampBuilding_BarteringGrounds + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_proof_of_claims } + } + localization_key = GetRandomCampBuilding_ProofOfClaims + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_ransom_cages } + } + localization_key = GetRandomCampBuilding_RansomCages + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_negotiators } + } + localization_key = GetRandomCampBuilding_Negotiators + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_ascetics } + } + localization_key = GetRandomCampBuilding_Ascetics + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = baggage_train_pleasure_tents } + } + localization_key = GetRandomCampBuilding_PleasureTents + } + + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = mess_tent_herbalists } + } + localization_key = GetRandomCampBuilding_Herbalists + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = mess_tent_brewers } + } + localization_key = GetRandomCampBuilding_Brewers + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = mess_tent_curers } + } + localization_key = GetRandomCampBuilding_Curers + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = mess_tent_bakers } + } + localization_key = GetRandomCampBuilding_Bakers + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = mess_tent_cooks } + } + localization_key = GetRandomCampBuilding_Cooks + } + + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = camp_fire_trailing_musicians } + } + localization_key = GetRandomCampBuilding_Musicians + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = camp_fire_wandering_poets } + } + localization_key = GetRandomCampBuilding_Poets + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = camp_fire_capering_fools } + } + localization_key = GetRandomCampBuilding_Fools + } + + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = proving_grounds_the_stump } + } + localization_key = GetRandomCampBuilding_Stump + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = proving_grounds_training_circle } + } + localization_key = GetRandomCampBuilding_TrainingCircle + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = proving_grounds_lockwagon } + } + localization_key = GetRandomCampBuilding_LockWagon + } + # + text = { + trigger = { + domicile = { has_domicile_building_or_higher = proving_grounds_the_stick_game } + } + localization_key = GetRandomCampBuilding_StickGame + } +} + +GetStumpName = { + type = character + + # Fallback + text = { + trigger = { always = no } + fallback = yes + localization_key = GetStumpName_Fallback + } + # Plains + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = plains } + } + localization_key = GetStumpName_Plains + } + # Hills + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = hills } + } + localization_key = GetStumpName_Hills + } + # Mountains + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = mountains } + } + localization_key = GetStumpName_Mountains + } + # Desert + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = desert } + } + localization_key = GetStumpName_Desert + } + # Desert_mountains + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = desert_mountains } + } + localization_key = GetStumpName_Desert_mountains + } + # Jungle + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = jungle } + } + localization_key = GetStumpName_Jungle + } + # Forest + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = forest } + } + localization_key = GetStumpName_Forest + } + # Oasis + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = oasis } + } + localization_key = GetStumpName_Oasis + } + # Taiga + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = taiga } + } + localization_key = GetStumpName_Taiga + } + # Wetlands + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = wetlands } + } + localization_key = GetStumpName_Wetlands + } + # Steppe + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = steppe } + } + localization_key = GetStumpName_Steppe + } + # Farmlands + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = farmlands } + } + localization_key = GetStumpName_Farmlands + } + # Floodplains + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = floodplains } + } + localization_key = GetStumpName_Floodplains + } + # Drylands + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { terrain = drylands } + } + localization_key = GetStumpName_Drylands + } + # Winter + text = { + trigger = { + # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. + exists = this + location = { + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + } + } + } + localization_key = GetStumpName_Winter + } +} + +GetChariotMiddlingLapCount = { + type = character + random_valid = yes + text = { + localization_key = third_place + } + text = { + localization_key = fourth_place + } + text = { + localization_key = fifth_place + } +} + +# Byzant Flavor +GetThroneRoom = { + type = character + text = { + trigger = { + has_title = title:e_byzantium + capital_province = province:496 + } + localization_key = throne_room_chrysotriklinos + } + text = { + trigger = { always = no } + fallback = yes + localization_key = throne_room_default + } +} + +GetMartialMenWomen = { + type = character + text = { + trigger = { + save_temporary_scope_as = char + dummy_male = { + can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } + } + NOT = { + dummy_female = { + can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } + } + } + } + localization_key = CHARACTER_MEN + } + text = { + trigger = { + save_temporary_scope_as = char + dummy_male = { + can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } + } + NOT = { + dummy_female = { + can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } + } + } + } + localization_key = CHARACTER_WOMEN + } + text = { + trigger = { + save_temporary_scope_as = char + dummy_male = { + can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } + } + dummy_female = { + can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } + } + } + localization_key = warriors + } +} + +GetGovernorConcept = { + type = character + + text = { + trigger = { + top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } + } + localization_key = STRATEGOS_CONCEPT + } + + text = { + trigger = { always = no } + fallback = yes + localization_key = GOVERNOR_CONCEPT + } +} + +GetGovernorConceptNoTooltip = { + parent = GetGovernorConcept + suffix = "_NO_TOOLTIP" +} + +GetGovernorConceptPossessiveNoTooltip = { + parent = GetGovernorConcept + suffix = "_POSSESSIVE_NO_TOOLTIP" +} + +GetGovernorPluralConcept = { + type = character + + text = { + trigger = { + top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } + } + localization_key = STRATEGOI_CONCEPT + } + + text = { + trigger = { always = no } + fallback = yes + localization_key = GOVERNORS_CONCEPT + } +} + +GetGovernorPluralConceptNoTooltip = { + parent = GetGovernorPluralConcept + suffix = "_NO_TOOLTIP" +} + +GetGovernorPluralConceptPossessiveNoTooltip = { + parent = GetGovernorPluralConcept + suffix = "_POSSESSIVE_NO_TOOLTIP" +} + +GetProvinceConcept = { + type = character + + text = { + trigger = { + top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } + } + localization_key = THEME_CONCEPT + } + + text = { + trigger = { + top_liege ?= { + government_has_flag = government_is_celestial + } + } + localization_key = CIRCUIT_CONCEPT + } + + text = { + trigger = { always = no } + fallback = yes + localization_key = PROVINCE_CONCEPT + } +} + +GetProvinceConceptNoTooltip = { + parent = GetProvinceConcept + suffix = "_NO_TOOLTIP" +} + +GetProvincePluralConcept = { + parent = GetProvinceConcept + suffix = "_PLURAL" +} + +GetProvincePluralConceptNoTooltip = { + parent = GetProvinceConcept + suffix = "_PLURAL_NO_TOOLTIP" +} + +GetProvinceAdministrationConcept = { + type = character + + text = { + trigger = { + top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } + } + localization_key = THEME_ADMINISTRATION_CONCEPT + } + + text = { + trigger = { + top_liege ?= { + government_has_flag = government_is_celestial + } + } + localization_key = CIRCUIT_ADMINISTRATION_CONCEPT + } + + text = { + trigger = { always = no } + fallback = yes + localization_key = PROVINCE_ADMINISTRATION_CONCEPT + } +} + +GetProvincialConcept = { + type = character + + text = { + trigger = { + top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } + } + localization_key = THEME_CONCEPT_ADJECTIVE + } + + text = { + trigger = { + top_liege ?= { + government_has_flag = government_is_celestial + } + } + localization_key = CIRCUIT_CONCEPT_ADJECTIVE + } + + text = { + trigger = { always = no } + fallback = yes + localization_key = PROVINCE_CONCEPT_ADJECTIVE + } +} + +GetProvincialConceptNoTooltip = { + parent = GetProvincialConcept + suffix = "_NO_TOOLTIP" +} + +GetProvincialArmyConcept = { + type = character + + text = { + trigger = { + top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } + } + localization_key = THEMATIC_ARMY_CONCEPT + } + + text = { + trigger = { always = no } + fallback = yes + localization_key = PROVINCIAL_ARMY_CONCEPT + } +} + +GetProvincialArmyConceptNoTooltip = { + parent = GetProvincialArmyConcept + suffix = "_NO_TOOLTIP" +} + +GetProvincialArmiesConcept = { + type = character + + text = { + trigger = { + top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } + } + localization_key = THEMATIC_ARMIES_CONCEPT + } + + text = { + trigger = { always = no } + fallback = yes + localization_key = PROVINCIAL_ARMIES_CONCEPT + } +} + +GetProvincialArmiesConceptNoTooltip = { + parent = GetProvincialArmiesConcept + suffix = "_NO_TOOLTIP" +} + +GetByzantineCoinWithGloss = { + type = province + + text = { + trigger = { + current_year < 1092 + culture = { has_cultural_pillar = heritage_byzantine } + } + localization_key = SOLIDUS + } + + text = { + trigger = { + current_year >= 1092 + culture = { has_cultural_pillar = heritage_byzantine } + } + localization_key = HYPERPYRON + } + + text = { + fallback = yes + localization_key = FALLBACK_COIN + } +} + +GetBestEmpireWithAdjective = { + type = character + + text = { + trigger = { + top_liege = { + OR = { + is_roman_emperor_trigger = yes + has_title = title:e_latin_empire + } + } + } + localization_key = getbestempirewithadjective.rome + } + text = { + trigger = { + top_liege = { has_title = title:e_mongol_empire } + } + localization_key = getbestempirewithadjective.mongolia + } + text = { + trigger = { + top_liege = { has_title = title:e_outremer } + } + localization_key = getbestempirewithadjective.outremer + } + text = { + trigger = { + top_liege = { has_title = title:e_slavia } + } + localization_key = getbestempirewithadjective.slavia + } + text = { + trigger = { + top_liege = { has_title = title:e_armenia } + } + localization_key = getbestempirewithadjective.great_armenia + } + text = { + trigger = { + top_liege = { has_title = title:h_india } + } + localization_key = getbestempirewithadjective.india + } + text = { + trigger = { always = no } + localization_key = getbestempirewithadjective.the_empire + fallback = yes + } +} + +GetGuestsOrNot = { + type = character + + text = { + trigger = { has_government = landless_adventurer_government } + localization_key = COURT_WINDOW_HAS_FOLLOWERS + } + + text = { + trigger = { is_landless_adventurer = no } + localization_key = COURT_WINDOW_HAS_COURTIERS + } +} + +GetNoGuestsOrNot = { + type = character + + text = { + trigger = { has_government = landless_adventurer_government } + localization_key = COURT_WINDOW_NO_FOLLOWERS + } + + text = { + trigger = { is_landless_adventurer = no } + localization_key = COURT_WINDOW_NO_COURTIERS + } +} + +GetAntiquarianOrArmorer = { + type = character + + text = { + trigger = { has_government = landless_adventurer_government } + localization_key = armorer_camp_officer + } + + text = { + trigger = { is_landless_adventurer = no } + localization_key = antiquarian_court_position + } +} + +GetSeason = { + type = character + + text = { + trigger = { + current_season_trigger = { + SEASON = spring + } + } + localization_key = generatepoem_title_spring + } + text = { + trigger = { + current_season_trigger = { + SEASON = summer + } + } + localization_key = generatepoem_title_summer + } + text = { + trigger = { + current_season_trigger = { + SEASON = autumn + } + } + localization_key = generatepoem_title_autumn + } + text = { + trigger = { + current_season_trigger = { + SEASON = winter + } + } + localization_key = generatepoem_title_winter + } + text = { + trigger = { + current_season_trigger = { + SEASON = dry_season + } + } + localization_key = dry_season + } + text = { + trigger = { + current_season_trigger = { + SEASON = rainy_season + } + } + localization_key = rainy_season + } + #Hot season can also be our fallback + text = { + localization_key = rainy_season + } +} + +GetSeasonAdj = { + type = character + + text = { + trigger = { + current_season_trigger = { + SEASON = spring + } + } + localization_key = generatepoem_title_spring_adj + } + text = { + trigger = { + current_season_trigger = { + SEASON = summer + } + } + localization_key = generatepoem_title_summer_adj + } + text = { + trigger = { + current_season_trigger = { + SEASON = autumn + } + } + localization_key = generatepoem_title_autumn_adj + } + text = { + trigger = { + current_season_trigger = { + SEASON = winter + } + } + localization_key = generatepoem_title_winter_adj + } +} + +GetSchemeType = { + type = scheme + + text = { + trigger = { scheme_skill = diplomacy } + localization_key = diplomacy + } + + text = { + trigger = { scheme_skill = martial } + localization_key = martial + } + + text = { + trigger = { scheme_skill = stewardship } + localization_key = stewardship + } + + text = { + trigger = { scheme_skill = intrigue } + localization_key = intrigue + } + + text = { + trigger = { scheme_skill = learning } + localization_key = learning + } + + text = { + trigger = { scheme_skill = prowess } + localization_key = prowess + } +} + +GetPubAdjective = { + type = character + random_valid = yes + + text = { + localization_key = pub_adjective_red + } + text = { + localization_key = pub_adjective_white + } + text = { + localization_key = pub_adjective_blue + } + text = { + localization_key = pub_adjective_green + } + text = { + localization_key = pub_adjective_ebony + } + text = { + localization_key = pub_adjective_scarlet + } + text = { + localization_key = pub_adjective_spotted + } + text = { + localization_key = pub_adjective_golden + } + text = { + localization_key = pub_adjective_sapphire + } + text = { + localization_key = pub_adjective_ashen + } + text = { + localization_key = pub_adjective_girthy + } + text = { + localization_key = pub_adjective_thundering + } + text = { + localization_key = pub_adjective_stinking + } + text = { + localization_key = pub_adjective_lazy + } + text = { + localization_key = pub_adjective_happy + } +} + +GetPubName = { + type = character + random_valid = yes + + text = { + localization_key = pub_noun_prince + } + text = { + localization_key = pub_noun_princess + } + text = { + localization_key = pub_noun_king + } + text = { + localization_key = pub_noun_queen + } + text = { + localization_key = pub_noun_bull + } + text = { + localization_key = pub_noun_horse + } + text = { + localization_key = pub_noun_hound + } + text = { + localization_key = pub_full_crown + } + text = { + localization_key = pub_full_arms + } + text = { + localization_key = pub_full_head + } + text = { + localization_key = pub_full_oak + } + text = { + localization_key = pub_full_plough + } + text = { + localization_key = pub_full_tuns + } + text = { + trigger = { + culture = { + OR = { + has_cultural_pillar = heritage_west_germanic + has_cultural_pillar = heritage_brythonic + has_cultural_pillar = heritage_goidelic + } + } + } + localization_key = pub_full_druid + } + text = { + localization_key = pub_noun_duck + } +} + +4061_size_adjective = { + type = character + + text = { + trigger = { var:4061_size_adjective >= 12 } + localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.titanic + } + + text = { + trigger = { var:4061_size_adjective >= 10 } + localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.colossal + } + + text = { + trigger = { var:4061_size_adjective >= 8 } + localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.mammoth + } + + text = { + trigger = { var:4061_size_adjective >= 6 } + localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.huge + } + + text = { + trigger = { var:4061_size_adjective >= 4 } + localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.large + } + + text = { + localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.sizeable + } +} + +GetAdventurerType = { + type = character + + text = { + trigger = { has_realm_law = camp_purpose_wanderers } + localization_key = tooltipped_camp_purpose_wanderers + } + text = { + trigger = { has_realm_law = camp_purpose_mercenaries } + localization_key = tooltipped_camp_purpose_mercenaries + } + text = { + trigger = { has_realm_law = camp_purpose_scholars } + localization_key = tooltipped_camp_purpose_scholars + } + text = { + trigger = { has_realm_law = camp_purpose_explorers } + localization_key = tooltipped_camp_purpose_explorers + } + text = { + trigger = { has_realm_law = camp_purpose_brigands } + localization_key = tooltipped_camp_purpose_brigands + } + text = { + trigger = { has_realm_law = camp_purpose_legitimists } + localization_key = tooltipped_camp_purpose_legitimists + } +} + +GetInvalidatedContractType = { + type = character + + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_transport_vip } + localization_key = invalidated_laamp_transport_vip + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_transport_artifact } + localization_key = invalidated_laamp_transport_artifact + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_transport_gold } + localization_key = invalidated_laamp_transport_gold + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_transport_ward } + localization_key = invalidated_laamp_transport_ward + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_transport_explorer } + localization_key = invalidated_laamp_transport_explorer + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_transport_animal } + localization_key = invalidated_laamp_transport_animal + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_raid_contract } + localization_key = invalidated_laamp_raid_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_join_war_contract } + localization_key = invalidated_laamp_join_war_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_help_claimant_contract } + localization_key = invalidated_laamp_help_claimant_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_steal_artifact_contract } + localization_key = invalidated_laamp_steal_artifact_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_construction_contract } + localization_key = invalidated_laamp_construction_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_treasure_hunting_contract } + localization_key = invalidated_laamp_treasure_hunting_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_cultural_minority_contract } + localization_key = invalidated_laamp_cultural_minority_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_religious_minority_contract } + localization_key = invalidated_laamp_religious_minority_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_prison_break_contract } + localization_key = invalidated_laamp_prison_break_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_treasure_map_contract } + localization_key = invalidated_laamp_treasure_map_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_join_faction_contract } + localization_key = invalidated_laamp_join_faction_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_help_faith_conversion_contract } + localization_key = invalidated_laamp_help_faith_conversion_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_fight_faith_conversion_contract } + localization_key = invalidated_laamp_fight_faith_conversion_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_help_train_commanders_contract } + localization_key = invalidated_laamp_help_train_commanders_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_help_find_secrets_contract } + localization_key = invalidated_laamp_help_find_secrets_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_help_fabricate_claim_contract } + localization_key = invalidated_laamp_help_fabricate_claim_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_help_increase_control_contract } + localization_key = invalidated_laamp_help_increase_control_contract + } + text = { + trigger = { var:invalidated_task_contract_type = flag:laamp_base_4100 } + localization_key = invalidated_laamp_base_4100 + } +} + +GetContractOrIssue = { + type = character + + text = { + trigger = { + government_has_flag = government_is_administrative + } + localization_key = TASK_CONTRACT_ISSUE + } + + text = { + trigger = { + government_has_flag = government_is_nomadic + } + localization_key = TASK_CONTRACT_SETTLEMENT_ISSUE + } + + text = { + trigger = { + government_has_flag = government_is_mandala + } + localization_key = TASK_CONTRACT_MANDALA_RITUAL + } + + text = { + trigger = { always = no } + fallback = yes + localization_key = TASK_CONTRACT_CONTRACT + } +} + +GetContractOrIssuePlural = { + parent = GetContractOrIssue + suffix = "_PLURAL" +} + +GetContractOrIssuePossessive = { + parent = GetContractOrIssue + suffix = "_POSSESSIVE" +} + +GetContractOrIssuePossessivePlural = { + parent = GetContractOrIssue + suffix = "_POSSESSIVE_PLURAL" +} + +GetContractOrIssueGameConcept = { + type = character + + text = { + trigger = { + government_has_flag = government_is_administrative + } + localization_key = GOVERNANCE_ISSUE + } + + text = { + trigger = { + government_has_flag = government_is_nomadic + } + localization_key = SETTLEMENT_ISSUE + } + + text = { + trigger = { + government_has_flag = government_is_mandala + } + localization_key = MANDALA_RITUAL + } + + text = { + trigger = { always = no } + fallback = yes + localization_key = TASK_CONTRACT + } +} diff --git a/N3OW/common/customizable_localization/10_ach_custom_loc.txt b/N3OW/common/customizable_localization/10_ach_custom_loc.txt new file mode 100644 index 00000000..55307256 --- /dev/null +++ b/N3OW/common/customizable_localization/10_ach_custom_loc.txt @@ -0,0 +1,1757 @@ +# Coronation Related +GetOath = { # This will get the first valid oath + type = character + + ## Diplomacy + text = { # Alliances + trigger = { + has_variable = diplomacy_oath_1 + } + localization_key = GetAllianceOathText + } + + text = { # Children + trigger = { + has_variable = diplomacy_oath_2 + } + localization_key = GetChildrenOathText + } + + ## Martial + text = { # Reconquer Lands + trigger = { + has_variable = martial_oath_1 + } + localization_key = GetReconquerOathText + } + + text = { # Conquer Lands + trigger = { + has_variable = martial_oath_2 + } + localization_key = GetConquestOathText + } + + ## Stewardship + text = { # Peace + trigger = { + has_variable = stewardship_oath_1 + } + localization_key = GetPeaceOathText + } + + text = { # Buildings + trigger = { + has_variable = stewardship_oath_2 + } + localization_key = GetBuildingOathText + } + + ## Intrigue + + ## Learning + text = { # University + trigger = { + has_variable = learning_oath_1 + } + localization_key = GetUniversityOathText + } + + #De Jure + text = { + trigger = { + has_variable = purge_pretenders_oath + } + localization_key = GetPurgePretendersOathText + } + + #End the Struggle + text = { + trigger = { + has_variable = end_the_struggle_oath + } + localization_key = GetEndTheStruggleOathText + } + + # Greatest Hunter + text = { + trigger = { + has_variable = greatest_hunter_oath + } + localization_key = GetGreatestHunterOathText + } + + # Heir Preparation + text = { + trigger = { + has_variable = heir_preparation_oath + } + localization_key = GetHeirPreparationOathText + } + + # Install Claimants + text = { + trigger = { + has_variable = install_claimants_oath + } + localization_key = GetInstallClaimantsOathText + } + + # Mend the Fracture + text = { + trigger = { + has_variable = mend_the_fracture_oath + } + localization_key = GetMendTheFractureOathText + } + + # Provide for the Warriors + text = { + trigger = { + has_variable = provide_for_the_warriors_oath + } + localization_key = GetProvideForTheWarriorsOathText + } + + # Provide for the Faithful + text = { + trigger = { + has_variable = provide_for_the_faithful_oath + } + localization_key = GetProvideForTheFaithfulOathText + } + + # Provide for the Poor + text = { + trigger = { + has_variable = provide_for_the_poor_oath + } + localization_key = GetProvideForThePoorOathText + } + + # Repent + text = { + trigger = { + has_variable = repent_oath + } + localization_key = GetRepentOathText + } + + ## No Oath + text = { + localization_key = GetNoOathText + } +} + +GetOathSpecific = { # This will use a scope to find a specific oath, so it has to be set in the event where this is being used + type = character + + ## Diplomacy + text = { # Reconquer Lands + trigger = { + scope:find_oath = flag:diplomacy_oath_1 + } + localization_key = GetAllianceOathText + } + + text = { # Children Oath + trigger = { + scope:find_oath = flag:diplomacy_oath_2 + } + localization_key = GetChildrenOathText + } + + ## Martial + text = { # Reconquer Lands + trigger = { + scope:find_oath = flag:martial_oath_1 + } + localization_key = GetReconquerOathText + } + + text = { # Conquer Lands + trigger = { + scope:find_oath = flag:martial_oath_2 + } + localization_key = GetConquestOathText + } + + ## Stewardship + text = { # Peace + trigger = { + scope:find_oath = flag:stewardship_oath_1 + } + localization_key = GetPeaceOathText + } + + text = { # Buildings + trigger = { + scope:find_oath = flag:stewardship_oath_2 + } + localization_key = GetBuildingOathText + } + + ## Intrigue + + ## Learning + text = { # University + trigger = { + scope:find_oath = flag:learning_oath_1 + } + localization_key = GetUniversityOathText + } + + #Purge Pretenders + text = { + trigger = { + scope:find_oath = flag:purge_pretenders_oath + } + localization_key = GetPurgePretendersOathText + } + + #End the Struggle + text = { + trigger = { + scope:find_oath = flag:end_the_struggle_oath + } + localization_key = GetEndTheStruggleOathText + } + + # Greatest Hunter + text = { + trigger = { + scope:find_oath = flag:greatest_hunter_oath + } + localization_key = GetGreatestHunterOathText + } + + # Heir Preparation + text = { + trigger = { + scope:find_oath = flag:heir_preparation_oath + } + localization_key = GetHeirPreparationOathText + } + + # Install Claimants + text = { + trigger = { + scope:find_oath = flag:install_claimants_oath + } + localization_key = GetInstallClaimantsOathText + } + + # Mend the Fracture + text = { + trigger = { + scope:find_oath = flag:mend_the_fracture_oath + } + localization_key = GetMendTheFractureOathText + } + + # Provice for the Warriors + text = { + trigger = { + scope:find_oath = flag:provide_for_the_warriors_oath + } + localization_key = GetProvideForTheWarriorsOathText + } + + # Provide for the Faithful + text = { + trigger = { + scope:find_oath = flag:provide_for_the_faithful_oath + } + localization_key = GetProvideForTheFaithfulOathText + } + + # Provide for the Poor + text = { + trigger = { + scope:find_oath = flag:provide_for_the_poor_oath + } + localization_key = GetProvideForThePoorOathText + } + + # Repent + text = { + trigger = { + scope:find_oath = flag:repent_oath + } + localization_key = GetRepentOathText + } +} + +GetRandomConflictDescriptor = { + type = character + random_valid = yes + + text = { + trigger = { + location = { geographical_region = world_europe } + reverse_opinion = { + target = scope:second + value <= medium_negative_opinion + } + } + localization_key = RandomConflictDescriptorIrelandToCathay + } + text = { + trigger = { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + reverse_opinion = { + target = scope:second + value <= medium_negative_opinion + } + } + localization_key = RandomConflictDescriptorAcrossChristendom + } + text = { + trigger = { + OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } + reverse_opinion = { + target = scope:second + value <= medium_negative_opinion + } + NOT = { # Talk about an edge case! + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_mended_great_schism + } + } + } + localization_key = RandomConflictDescriptorSchism + } + text = { + trigger = { + reverse_opinion = { + target = scope:second + value <= medium_negative_opinion + } + } + localization_key = RandomConflictDescriptorStuffOfLegends + } + text = { + trigger = { + reverse_opinion = { + target = scope:second + value <= medium_negative_opinion + } + } + localization_key = RandomConflictDescriptorFromEastToWest + } + text = { + localization_key = RandomConflictDescriptorMarTheMood + } + text = { + localization_key = RandomConflictDescriptorHangDarkly + } +} + +GetHoFGreeterExchangeFirstPerson = { + type = character + + text = { + trigger = { + faith = { + OR = { + has_doctrine_parameter = homosexuality_shunned + has_doctrine_parameter = homosexuality_illegal + } + } + OR = { + has_secret_relation_lover = scope:second + has_relation_lover = scope:second + has_relation_soulmate = scope:second + } + OR = { + AND = { + is_female = yes + scope:second = { + is_female = yes + } + } + AND = { + is_male = yes + scope:second = { + is_male = yes + } + } + } + } + localization_key = HoFGreeterExchangeFPHopefullySubtleEmbrace + } + text = { + trigger = { + OR = { + has_relation_lover = scope:second + has_relation_soulmate = scope:second + } + } + localization_key = HoFGreeterExchangeFPAllTooShortEmbrace + } + text = { + trigger = { + OR = { + has_any_good_relationship_with_character_trigger = { CHARACTER = scope:second } + reverse_opinion = { + target = scope:second + value >= very_high_positive_opinion + } + } + } + localization_key = HoFGreeterExchangeFPJoyousEmbrace + } + text = { + trigger = { + reverse_opinion = { + target = scope:second + value >= low_negative_opinion + } + } + localization_key = HoFGreeterExchangeFPBriefAndCourteous + fallback = yes + } + text = { + trigger = { + reverse_opinion = { + target = scope:second + value >= medium_negative_opinion + } + } + localization_key = HoFGreeterExchangeFPCurtAndBrief + } + text = { + trigger = { + AND = { + OR = { + has_trait = wrathful + has_trait = irritable + ai_vengefulness >= low_positive_ai_value + ai_rationality <= low_negative_ai_value + } + scope:second = { + OR = { + has_trait = wrathful + has_trait = irritable + ai_vengefulness >= low_positive_ai_value + ai_rationality <= low_negative_ai_value + } + opinion = { + target = PREV + value >= high_negative_opinion + } + } + } + } + localization_key = HoFGreeterExchangeFPVitriolAndAnger + } + text = { + trigger = { + reverse_opinion = { + target = scope:second + value >= high_negative_opinion + } + } + localization_key = HoFGreeterExchangeFPVeiledInsults + } +} + +GetHoFGreeterExchange = { + type = character + + text = { + trigger = { + faith = { + OR = { + has_doctrine_parameter = homosexuality_shunned + has_doctrine_parameter = homosexuality_illegal + } + } + OR = { + has_relation_lover = scope:second + has_relation_soulmate = scope:second + } + is_male = yes + scope:second = { + is_male = yes + } + } + localization_key = HoFGreeterExchangeTenderAndBrotherly + } + text = { # They were *roommates!* + setup_scope = { + involved_activity ?= { save_scope_as = activity } + involved_activity.var:officiator ?= { + save_scope_as = hof + } + } + trigger = { + faith = { + OR = { + has_doctrine_parameter = homosexuality_shunned + has_doctrine_parameter = homosexuality_illegal + } + } + OR = { + has_relation_lover = scope:second + has_relation_soulmate = scope:second + } + is_female = yes + scope:second = { + is_female = yes + } + } + localization_key = HoFGreeterExchangeTenderAndSisterly + } + text = { + setup_scope = { + involved_activity ?= { save_scope_as = activity } + involved_activity.var:officiator ?= { + save_scope_as = hof + } + } + trigger = { + OR = { + has_secret_relation_lover = scope:second + has_relation_lover = scope:second + has_relation_soulmate = scope:second + } + } + localization_key = HoFGreeterExchangeOverlong + } + text = { + setup_scope = { + involved_activity ?= { save_scope_as = activity } + involved_activity.var:officiator ?= { + save_scope_as = hof + } + } + trigger = { + OR = { + has_relation_friend = scope:second + has_relation_best_friend = scope:second + AND = { + opinion = { + target = scope:second + value >= very_high_positive_opinion + } + scope:second = { + opinion = { + target = PREV + value >= very_high_positive_opinion + } + } + } + } + } + localization_key = HoFGreeterExchangeJoyous + } + text = { + setup_scope = { + involved_activity ?= { save_scope_as = activity } + involved_activity.var:officiator ?= { + save_scope_as = hof + } + } + trigger = { + opinion = { + target = scope:second + value >= low_positive_opinion + } + scope:second = { + opinion = { + target = PREV + value >= low_positive_opinion + } + } + } + localization_key = HoFGreeterExchangeCourteous + } + text = { + setup_scope = { + involved_activity ?= { save_scope_as = activity } + involved_activity.var:officiator ?= { + save_scope_as = hof + } + } + trigger = { + opinion = { + target = scope:second + value >= low_negative_opinion + } + scope:second = { + opinion = { + target = PREV + value >= low_negative_opinion + } + } + } + localization_key = HoFGreeterExchangeBrief + } + text = { + setup_scope = { + involved_activity ?= { save_scope_as = activity } + involved_activity.var:officiator ?= { + save_scope_as = hof + } + } + trigger = { + opinion = { + target = scope:second + value >= medium_negative_opinion + } + scope:second = { + opinion = { + target = PREV + value >= medium_negative_opinion + } + } + } + localization_key = HoFGreeterExchangeTense + } + text = { + setup_scope = { + involved_activity ?= { save_scope_as = activity } + involved_activity.var:officiator ?= { + save_scope_as = hof + } + } + trigger = { + OR = { + has_trait = wrathful + has_trait = irritable + ai_vengefulness >= low_positive_ai_value + ai_rationality <= low_negative_ai_value + } + opinion = { + target = scope:second + value >= high_negative_opinion + } + scope:second = { + OR = { + has_trait = wrathful + has_trait = irritable + ai_vengefulness >= low_positive_ai_value + ai_rationality <= low_negative_ai_value + } + opinion = { + target = PREV + value >= high_negative_opinion + } + } + } + localization_key = HoFGreeterExchangeLoudAndCurseLaden + } + text = { + setup_scope = { + involved_activity ?= { save_scope_as = activity } + involved_activity.var:officiator ?= { + save_scope_as = hof + } + } + trigger = { + opinion = { + target = scope:second + value >= high_negative_opinion + } + scope:second = { + opinion = { + target = PREV + value >= high_negative_opinion + } + } + } + localization_key = HoFGreeterExchangeOpenlyHostile + } +} + +GetRandomCoronationObject = { + type = character + random_valid = yes + + text = { + trigger = { var:random_coronation_object ?= flag:white_rod } + localization_key = RandomCoronationObjectWhiteRod # White Rod of Ireland + } + text = { + trigger = { var:random_coronation_object ?= flag:coronation_cloak } + localization_key = RandomCoronationObjectCoronationCloak # Imperial coronation cloak + } + text = { + setup_scope = { + random_equipped_character_artifact = { + limit = { artifact_slot_type = regalia } + save_scope_as = equipped_regalia + } + } + trigger = { var:random_coronation_object ?= flag:equipped_regalia } + localization_key = RandomCoronationObjectRegaliaArtifact + } + text = { + trigger = { var:random_coronation_object ?= flag:apostolic_cross } + localization_key = RandomCoronationObjectApostolicCross + } + text = { + trigger = { var:random_coronation_object ?= flag:royal_religioustext } + localization_key = RandomCoronationObjectRoyalReligioustext + } + text = { + trigger = { var:random_coronation_object ?= flag:sceptre_and_orb } + localization_key = RandomCoronationObjectSceptreAndOrb + } + text = { + trigger = { var:random_coronation_object ?= flag:coronation_spoon } + localization_key = RandomCoronationObjectCoronationSpoon # Coronation spoon - English but a fun generic + } + text = { + trigger = { var:random_coronation_object ?= flag:coronation_sword } + localization_key = RandomCoronationObjectCoronationSword + } + text = { + trigger = { var:random_coronation_object ?= flag:coronation_rings } + localization_key = RandomCoronationObjectCoronationRings + } +} + +GetBusynessOpinion = { + type = character + random_valid = no + + text = { + trigger = { + OR = { + has_trait = lazy + ai_energy < medium_negative_ai_value + } + } + localization_key = BusynessOpinionLazy + } + text = { + trigger = { + OR = { + has_trait = diligent + ai_energy > medium_negative_ai_value + } + } + localization_key = BusynessOpinionDiligent + } + text = { localization_key = BusynessOpinionNeutral } +} + +GetCoronationSite = { + type = province + random_valid = no + + text = { # Palatine Chapel in Aachen + trigger = { + religion = religion:christianity_religion + has_special_building = yes + has_building_or_higher = palace_of_aachen_01 + } + localization_key = CoronationSitePalatineChapel + } + + text = { # Hagia Sophia + trigger = { + religion = religion:christianity_religion + has_special_building = yes + has_building = hagia_sophia_01 + } + localization_key = building_hagia_sophia_01 + } + + text = { # Hagia Sophia + trigger = { + religion = religion:islam_religion + has_special_building = yes + has_building = hagia_sophia_02 + } + localization_key = building_hagia_sophia_02 + } + + text = { # Church of the Holy Sepulchre + trigger = { + religion = religion:christianity_religion + has_special_building = yes + OR = { + has_building_or_higher = dome_of_the_rock_01 + has_building_or_higher = temple_in_jerusalem_01 + } + } + localization_key = CoronationSiteChurchOfTheHolySepulchre + } + + text = { # Wawel Cathedral + trigger = { + religion = religion:christianity_religion + this.barony = title:b_krakow + } + localization_key = CoronationSiteWawelCathedral + } + + text = { # Westminster Abbey + trigger = { + religion = religion:christianity_religion + has_special_building = yes + has_building_or_higher = the_tower_of_london_01 + } + localization_key = CoronationSiteWestminsterAbbey + } + + text = { # [ROOT.Province.GetName] + trigger = { always = yes } + localization_key = CoronationSiteLocalHolding + } +} + +GetCoronationSitePrefix = { + type = province + random_valid = no + + text = { + trigger = { + OR = { + AND = { + religion = religion:christianity_religion + OR = { + this.barony = title:b_krakow + has_building_or_higher = palace_of_aachen_01 + has_building = hagia_sophia_01 + has_building_or_higher = dome_of_the_rock_01 + has_building_or_higher = temple_in_jerusalem_01 + } + } + AND = { + religion = religion:islam_religion + has_building = hagia_sophia_02 + } + } + } + localization_key = the_with_space + } + text = { localization_key = blank_line } +} + +GetCoronationSiteShort = { + parent = GetCoronationSite + suffix = _short +} + +# Grabs a random relation - should only use with generated and dummy characters that wouldn't have any relations that contradict this. +GetRandomRelation = { + type = character + + text = { + trigger = { is_female = yes } + localization_key = relation_mother + } + text = { + trigger = { is_female = no } + localization_key = relation_father + } + text = { + trigger = { is_female = yes } + localization_key = relation_daughter + } + text = { + trigger = { is_female = no } + localization_key = relation_son + } + text = { + trigger = { is_female = yes } + localization_key = relation_grandmother + } + text = { + trigger = { is_female = no } + localization_key = relation_grandfather + } + text = { + trigger = { is_female = yes } + localization_key = relation_granddaughter + } + text = { + trigger = { is_female = no } + localization_key = relation_grandson + } + text = { + trigger = { is_female = yes } + localization_key = relation_sister + } + text = { + trigger = { is_female = no } + localization_key = relation_brother + } + text = { + trigger = { is_female = yes } + localization_key = relation_niece + } + text = { + trigger = { is_female = no } + localization_key = relation_nephew + } + text = { + trigger = { is_female = yes } + localization_key = relation_aunt + } + text = { + trigger = { is_female = no } + localization_key = relation_uncle + } + text = { + trigger = { is_female = yes } + localization_key = relation_stepdaughter + } + text = { + trigger = { is_female = no } + localization_key = relation_stepson + } + text = { + trigger = { is_female = yes } + localization_key = relation_stepsister + } + text = { + trigger = { is_female = no } + localization_key = relation_stepbrother + } + text = { + trigger = { is_female = yes } + localization_key = relation_stepmother + } + text = { + trigger = { is_female = no } + localization_key = relation_stepfather + } + text = { + trigger = { is_female = yes } + localization_key = relation_sisterinlaw + } + text = { + trigger = { is_female = no } + localization_key = relation_brotherinlaw + } + text = { + trigger = { is_female = yes } + localization_key = relation_auntinlaw + } + text = { + trigger = { is_female = no } + localization_key = relation_uncleinlaw + } + text = { + trigger = { is_female = yes } + localization_key = relation_grandmotherinlaw + } + text = { + trigger = { is_female = no } + localization_key = relation_grandfatherinlaw + } + text = { + trigger = { is_female = yes } + localization_key = relation_nieceinlaw + } + text = { + trigger = { is_female = no } + localization_key = relation_nephewinlaw + } + text = { + trigger = { is_female = yes } + localization_key = relation_kinswoman + } + text = { + trigger = { is_female = no } + localization_key = relation_kinsman + } + text = { + trigger = { is_female = yes } + localization_key = relation_auntie + } + text = { + trigger = { is_female = yes } + localization_key = mama + } + text = { + trigger = { is_female = no } + localization_key = papa + } + text = { + localization_key = relation_cousin + } + text = { + localization_key = relation_best_friend_male + } + text = { + localization_key = relation_friend_male + } + text = { + localization_key = relation_cousininlaw_male + } + text = { + localization_key = relation_chum + } + text = { + localization_key = relation_pal + } +} + +GetTitleTierAdjective = { + type = character + + text = { + trigger = { + highest_held_title_tier >= tier_empire + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_tribal + government_has_flag = government_is_administrative + government_has_flag = government_is_nomadic + } + culture = { + OR = { + has_cultural_pillar = heritage_mongolic + has_cultural_pillar = heritage_turkic + } + } + } + localization_key = adjective_khaganal + } + text = { + trigger = { highest_held_title_tier >= tier_empire } + localization_key = adjective_imperial + } + text = { + trigger = { + highest_held_title_tier >= tier_kingdom + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_tribal + government_has_flag = government_is_administrative + government_has_flag = government_is_nomadic + } + culture = { + OR = { + has_cultural_pillar = heritage_mongolic + has_cultural_pillar = heritage_turkic + } + } + } + localization_key = adjective_khanal + } + text = { + trigger = { highest_held_title_tier >= tier_kingdom } + localization_key = adjective_royal + } + #Tribal chieftains come first + text = { + trigger = { + highest_held_title_tier >= tier_county + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + government_has_flag = government_is_herder + } + localization_key = adjective_chiefly + } + text = { + trigger = { highest_held_title_tier >= tier_duchy } + localization_key = adjective_ducal + } + text = { + trigger = { highest_held_title_tier >= tier_county } + localization_key = adjective_comital + } + text = { + trigger = { highest_held_title_tier >= tier_barony } + localization_key = adjective_baronial + } + text = { + trigger = { is_lowborn = no } + localization_key = adjective_noble + } + text = { + localization_key = adjective_common + } +} + +# Headers for Hunt events +HuntHeader = { + type = character + + # Titlenamehunt + text = { + trigger = { + OR = { + has_character_flag = impressive_hunt + has_character_flag = personal_hunt + has_character_flag = glorious_hunt + } + } + localization_key = hunt_kings_hunt_header + } + + # Hunt + text = { + localization_key = hunt_default_header + } +} + +GetLocalCommonerTerm = { + type = character + + text = { + trigger = { + location.county = { + any_county_province = { + OR = { + has_holding_type = tribal_holding + has_holding_type = nomad_holding + has_holding_type = herder_holding + } + } + } + is_female = no + } + localization_key = tribesman + } + text = { + trigger = { + location.county = { + any_county_province = { + OR = { + has_holding_type = tribal_holding + has_holding_type = nomad_holding + has_holding_type = herder_holding + } + } + } + is_female = yes + } + localization_key = tribeswoman + } + text = { + trigger = { + location = { + OR = { + has_building = city_01 + has_building = temple_01 + } + county = { + development_level <= 5 + } + } + } + localization_key = villagers + } + text = { + trigger = { + location = { + OR = { + has_holding_type = city_holding + has_holding_type = church_holding + } + } + is_female = no + } + localization_key = townsman + } + text = { + trigger = { + location = { + OR = { + has_holding_type = city_holding + has_holding_type = church_holding + } + } + is_female = yes + } + localization_key = townswoman + } + text = { + trigger = { + location = { + has_holding_type = castle_holding + } + } + localization_key = peasant + } + text = { + localization_key = commoner + fallback = yes + } +} +GetLocalCommonerTermPlural = { + type = character + + text = { + trigger = { + location.county = { + any_county_province = { + OR = { + has_holding_type = tribal_holding + has_holding_type = nomad_holding + has_holding_type = herder_holding + } + } + } + } + localization_key = tribespeople + } + text = { + trigger = { + location = { + OR = { + has_building = city_01 + has_building = temple_01 + } + county = { + development_level <= 5 + } + } + } + localization_key = villagers + } + text = { + trigger = { + location = { + OR = { + has_holding_type = city_holding + has_holding_type = church_holding + } + county = { + development_level >= 20 + } + } + } + localization_key = cityfolk + } + text = { + trigger = { + location = { + OR = { + has_holding_type = city_holding + has_holding_type = church_holding + } + } + } + localization_key = townsfolk + } + text = { + trigger = { + location = { + has_holding_type = castle_holding + } + } + localization_key = peasants + } + text = { + localization_key = commoners + fallback = yes + } +} + +GetFighterTerm = { + type = character + text = { + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + geographical_region = world_middle_east_arabia + geographical_region = world_africa_north + } + } + government_has_flag = government_is_feudal + culture = { + has_cultural_era_or_later = culture_era_high_medieval + NOT = { + has_cultural_parameter = martial_custom_female_only_combatant + } + } + + } + localization_key = man_at_arms + } + text = { + trigger = { + OR = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + government_allows = administrative + } + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + government_has_flag = government_is_herder + } + } + localization_key = soldier + } + text = { + localization_key = warrior + fallback = yes + } +} +GetFighterTermPlural = { + type = character + text = { + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + geographical_region = world_middle_east_arabia + geographical_region = world_africa_north + } + } + government_has_flag = government_is_feudal + culture = { + has_cultural_era_or_later = culture_era_high_medieval + NOT = { + has_cultural_parameter = martial_custom_female_only_combatant + } + } + } + localization_key = men_at_arms + } + text = { + trigger = { + OR = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + government_allows = administrative + } + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + government_has_flag = government_is_herder + } + } + localization_key = soldiers_custom_loc + } + text = { + localization_key = warriors + fallback = yes + } +} +GetFighterTermPossessive = { + type = character + text = { + trigger = { + location = { + OR = { + geographical_region = world_europe + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + geographical_region = world_middle_east_arabia + geographical_region = world_africa_north + } + } + government_has_flag = government_is_feudal + culture = { + has_cultural_era_or_later = culture_era_high_medieval + NOT = { + has_cultural_parameter = martial_custom_female_only_combatant + } + } + + } + localization_key = man_at_arms_possessive + } + text = { + trigger = { + OR = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + } + government_has_flag = government_is_administrative + } + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + government_has_flag = government_is_herder + } + } + localization_key = soldier_possessive + } + text = { + localization_key = warrior_possessive + fallback = yes + } +} +GetMotherlyFatherly = { + type = character + text = { + trigger = { + is_female = yes + } + localization_key = motherly + } + text = { + trigger = { + is_male = yes + } + localization_key = fatherly + } + text = { + localization_key = parental + fallback = yes + } +} + +GetLowOfficial = { + type = character + text = { + trigger = { + OR = { + government_has_flag = government_is_administrative + government_has_flag = government_is_republic + } + } + localization_key = baron_administrative_male_byzantine_group + } + + text = { + trigger = { + OR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + government_has_flag = government_is_herder + } + } + localization_key = tribal_elder + } + text = { + trigger = { + government_has_flag = government_is_feudal + culture = { + OR = { + has_cultural_pillar = language_french + has_cultural_pillar = language_occitano_romance + } + } + } + localization_key = seigneur + } + text = { + trigger = { + government_has_flag = government_is_feudal + culture = { + has_cultural_pillar = language_italian + } + } + localization_key = signore + } + text = { + trigger = { + government_has_flag = government_is_feudal + culture = { + OR = { + has_cultural_pillar = language_iberian + has_cultural_pillar = heritage_iberian + } + } + } + localization_key = hidalgo + } + text = { + trigger = { + government_has_flag = government_is_feudal + culture = { + has_cultural_pillar = language_high_german + } + } + localization_key = junker + } + text = { + trigger = { + culture = { + has_cultural_pillar = language_arabic + } + } + localization_key = baron_feudal_male_arabic_group + } + text = { + trigger = { + OR = { + government_has_flag = government_is_administrative + government_has_flag = government_is_republic + } + } + localization_key = count_administrative_male + } + + text = { + localization_key = nobility_lord + fallback = yes + } +} + +GetLowOfficialPlural = { + type = character + text = { + trigger = { + OR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + government_has_flag = government_is_herder + } + } + localization_key = tribal_elders + } + text = { + trigger = { + culture = { + has_cultural_pillar = language_greek + } + } + localization_key = archons + } + text = { + trigger = { + government_has_flag = government_is_feudal + culture = { + OR = { + has_cultural_pillar = language_french + has_cultural_pillar = language_occitano_romance + } + } + } + localization_key = seigneurs + } + text = { + trigger = { + government_has_flag = government_is_feudal + culture = { + has_cultural_pillar = language_italian + } + } + localization_key = signori + } + text = { + trigger = { + government_has_flag = government_is_feudal + culture = { + OR = { + has_cultural_pillar = language_iberian + has_cultural_pillar = heritage_iberian + } + } + } + localization_key = hidalgos + } + text = { + trigger = { + government_has_flag = government_is_feudal + culture = { + has_cultural_pillar = language_high_german + } + } + localization_key = junkers + } + text = { + trigger = { + culture = { + has_cultural_pillar = language_arabic + } + } + localization_key = walis + } + text = { + trigger = { + OR = { + government_has_flag = government_is_administrative + government_has_flag = government_is_republic + } + } + localization_key = magistrates + } + text = { + localization_key = nobility_lord_plural + fallback = yes + } +} + +GetRegionalSword = { + type = character + text = { + trigger = { + culture = { has_cultural_pillar = heritage_japonic } + } + localization_key = katana + } + text = { + trigger = { + culture = { + has_graphical_iranian_culture_group_trigger = yes + } + } + localization_key = shamshir + } + text = { + trigger = { + culture = { + has_graphical_african_culture_group_trigger = yes + has_cultural_era_or_later = culture_era_high_medieval + has_cultural_pillar = heritage_east_african + } + } + localization_key = shotel + } + text = { + trigger = { + culture = { + has_graphical_african_culture_group_trigger = yes + has_cultural_pillar = heritage_akan + } + } + localization_key = akrafena + } + text = { + trigger = { + culture = { + has_graphical_african_culture_group_trigger = yes + has_cultural_pillar = heritage_yoruba + } + } + localization_key = ida + } + text = { + trigger = { + culture = { + has_graphical_african_culture_group_trigger = yes + OR = { + has_cultural_pillar = heritage_central_african + has_cultural_pillar = heritage_berber + has_cultural_pillar = heritage_sahelian + } + + } + } + localization_key = takoba + } + text = { + trigger = { + culture = { + has_cultural_pillar = heritage_burman + + } + } + localization_key = dha + } + text = { + trigger = { + culture = { + has_graphical_india_culture_group_trigger = yes + has_cultural_era_or_later = culture_era_late_medieval + current_year >= 1300 + } + } + localization_key = talwar + } + text = { + trigger = { + culture = { + has_graphical_india_culture_group_trigger = yes + } + } + localization_key = khanda + } + text = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_early_medieval + has_cultural_pillar = heritage_turkic + } + } + localization_key = kilij + } + text = { + trigger = { + culture = { has_graphical_steppe_culture_group_trigger = yes } + } + localization_key = saber + } + text = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_high_medieval + has_graphical_western_culture_group_trigger = yes + } + has_character_flag = need_military_outfit + } + localization_key = longsword + } + text = { + trigger = { + culture = { + has_cultural_era_or_later = culture_era_late_medieval + has_graphical_western_culture_group_trigger = yes + current_year >= 1300 + } + } + localization_key = estoc + } + text = { + trigger = { + culture = { + has_graphical_mena_culture_group_trigger = yes + has_cultural_pillar = language_arabic + } + } + localization_key = saif + } + text = { + trigger = { + culture = { + has_graphical_mediterranean_culture_group_trigger = yes + has_cultural_pillar = heritage_byzantine + } + } + localization_key = spathion + } + text = { + trigger = { + culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + localization_key = scimitar + } + text = { + localization_key = signature_weapon_sword + fallback = yes + } +} + +#For tribal versus non tribal history making +GetChronicleSaga = { + type = character + text = { + trigger = { + OR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + government_has_flag = government_is_herder + AND = { + culture = { + NOT = { + has_cultural_era_or_later = culture_era_high_medieval + } + } + faith = { + has_doctrine_parameter = unreformed + } + } + } + } + localization_key = saga + } + text = { + localization_key = chronicle + fallback = yes + } +} diff --git a/N3OW/common/decisions/00_major_decisions_east_europe.txt b/N3OW/common/decisions/00_major_decisions_east_europe.txt new file mode 100644 index 00000000..d9d39b07 --- /dev/null +++ b/N3OW/common/decisions/00_major_decisions_east_europe.txt @@ -0,0 +1,1243 @@ +###DECISIONS LIST### + +#unite_the_western_slavs_decision +#unite_the_southern_slavs_decision +#unite_the_slavs_decision +#promote_hungarian_settlement_decision +#revive_magyar_paganism_decision + +### Unite the West Slavs ### +unite_the_western_slavs_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + desc = unite_the_western_slavs_decision_desc + + is_shown = { + culture = { has_cultural_pillar = heritage_west_slavic } + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:unite_the_western_slavs_decision + } + } + } + + is_valid = { + culture = { has_cultural_pillar = heritage_west_slavic } + completely_controls_region = custom_west_slavia #Has de jure Lands + OR = { + custom_description = { + text = unite_the_western_slavs_decision_tt_1 + OR = { + has_primary_title = title:k_poland + has_primary_title = title:k_pomerania + has_primary_title = title:k_bohemia + has_primary_title = title:k_moravia + has_primary_title = title:k_sorbia + } + } + custom_description = { + text = unite_the_western_slavs_decision_tt_2 + AND = { + highest_held_title_tier = tier_empire + OR = { + has_title = title:k_poland + has_title = title:k_pomerania + has_title = title:k_bohemia + has_title = title:k_moravia + has_title = title:k_sorbia + } + } + } + } + } + + is_valid_showing_failures_only = { + is_landed = yes + } + + effect = { + gain_heroic_legend_seed_tooltip_effect = yes + save_scope_as = western_slav_uniter + + show_as_tooltip = { unite_the_western_slavs_decision_effects = yes } #Actually applied in east_europe.0001 - prestige, laws, title, innovation effects + + #Events + trigger_event = east_europe.0001 + every_player = { + limit = { + this != scope:western_slav_uniter + is_within_diplo_range = { CHARACTER = scope:western_slav_uniter } + } + trigger_event = east_europe.0002 + } + + #Can only be done once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:unite_the_western_slavs_decision + } + set_global_variable = { + name = unite_the_western_slavs_decision + value = scope:western_slav_uniter + } + set_global_variable = { + name = unite_the_western_slavs_decision_title + value = scope:western_slav_uniter.primary_title + } + } + + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + + +### Unite the South Slavs ### +unite_the_southern_slavs_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + desc = unite_the_southern_slavs_decision_desc + + is_shown = { + culture = { has_cultural_pillar = heritage_south_slavic } + NOT = { + has_culture = culture:vlach # Not technically Slavic despite being in the South Slavic group. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:unite_the_southern_slavs_decision + } + } + } + + is_valid = { + culture = { has_cultural_pillar = heritage_south_slavic } + completely_controls_region = custom_south_slavia #Has de jure Lands + OR = { + has_primary_title = title:k_croatia + has_primary_title = title:k_serbia + has_primary_title = title:k_bulgaria + has_primary_title = title:k_dacia + has_primary_title = title:k_moldavia + has_primary_title = title:k_bosnia + } + } + + is_valid_showing_failures_only = { + is_landed = yes + } + + effect = { + gain_heroic_legend_seed_tooltip_effect = yes + save_scope_as = southern_slav_uniter + + show_as_tooltip = { unite_the_southern_slavs_decision_effects = yes } #Actually applied in east_europe.0006 - prestige, laws, title, innovation effects + + #Events + trigger_event = east_europe.0005 + every_player = { + limit = { + this != scope:southern_slav_uniter + is_within_diplo_range = { CHARACTER = scope:southern_slav_uniter } + } + trigger_event = east_europe.0006 + } + + #Can only be done once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:unite_the_southern_slavs_decision + } + set_global_variable = { + name = unite_the_southern_slavs_decision + value = scope:southern_slav_uniter + } + set_global_variable = { + name = unite_the_southern_slavs_decision_title + value = scope:southern_slav_uniter.primary_title + } + } + + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + + +### Unite the Slavs ### +unite_the_slavs_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + desc = unite_the_slavs_decision_desc + + is_shown = { + OR = { + culture = { has_cultural_pillar = heritage_west_slavic } + culture = { has_cultural_pillar = heritage_east_slavic } + culture = { has_cultural_pillar = heritage_south_slavic } + } + NOR = { + has_culture = culture:vlach # Not technically Slavic despite being in the South Slavic group. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:unite_the_slavs_decision + } + } + } + + is_valid = { + OR = { + culture = { has_cultural_pillar = heritage_west_slavic } + culture = { has_cultural_pillar = heritage_east_slavic } + culture = { has_cultural_pillar = heritage_south_slavic } + } + completely_controls_region = custom_slavia + } + + is_valid_showing_failures_only = { + is_landed = yes + } + + effect = { + save_scope_as = slav_uniter + + show_as_tooltip = { unite_the_slavs_decision_effects = yes } #Actually applied in east_europe.0010 - prestige, laws, title, innovation effects + + #Events + trigger_event = east_europe.0010 + every_player = { + limit = { + this != scope:slav_uniter + is_within_diplo_range = { CHARACTER = scope:slav_uniter } + } + trigger_event = east_europe.0011 + } + + #Can only happen once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:unite_the_slavs_decision + } + set_global_variable = { + name = unite_the_slavs_decision + value = scope:slav_uniter + } + } + + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = 600 + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = 600 + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + + +### Defenders of [ROOT.Char.GetFaith.HighGodName] ### +defenders_of_highgod_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + desc = defenders_of_highgod_decision_desc + + is_shown = { + OR = { + faith = faith:baltic_pagan + faith = faith:slavic_pagan + faith = faith:finnish_pagan + } + #Only once per faith + NOR = { + AND = { + faith = faith:baltic_pagan + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:defenders_of_highgod_baltic_decision + } + } + AND = { + faith = faith:slavic_pagan + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:defenders_of_highgod_slavic_decision + } + } + AND = { + faith = faith:finnish_pagan + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:defenders_of_highgod_finnish_decision + } + } + } + } + + is_valid = { + #Holds a holy site + faith = { + any_holy_site = { + county = { + holder = root + title_province = { has_special_building = no } + } + } + } + piety_level >= 3 + #Have loyal powerful vassals + trigger_if = { + limit = { + OR = { + highest_held_title_tier = tier_county + highest_held_title_tier = tier_duchy + } + } + any_vassal = { + count >= 3 #Counts/dukes need 3 + is_powerful_vassal = yes + opinion = { + target = root + value >= high_positive_opinion + } + } + } + trigger_if = { + limit = { highest_held_title_tier = tier_kingdom } + any_vassal = { + count >= 4 #Kings need 4 + is_powerful_vassal = yes + opinion = { + target = root + value >= high_positive_opinion + } + } + } + trigger_if = { + limit = { highest_held_title_tier = tier_empire } + any_vassal = { + count >= 5 #Emperor need 5 + is_powerful_vassal = yes + opinion = { + target = root + value >= high_positive_opinion + } + } + } + } + + is_valid_showing_failures_only = { + top_liege = this + is_landed = yes + } + + + effect = { + save_scope_as = defender_of_highgod + + show_as_tooltip = { defenders_of_highgod_decision_effects = yes } #Actually applied in east_europe.0010 - prestige, laws, title, innovation effects + + #Events + if = { + limit = { + faith = { + any_holy_site = { + count > 1 + county.holder = root + title_province = { has_special_building = no } + } + } + } + trigger_event = east_europe.0015 + } + else = { + faith = { + random_holy_site = { + limit = { + county.holder = root + title_province = { has_special_building = no } + } + save_scope_as = holy_site + } + } + trigger_event = east_europe.0016 + } + #Event to every player (east_europe.0017) is actually send through east_europe.0016 to make sure the right holy site scope is set + + #Can only happen once per faith + if = { + limit = { faith = faith:baltic_pagan } + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:defenders_of_highgod_baltic_decision + } + } + else_if = { + limit = { faith = faith:slavic_pagan } + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:defenders_of_highgod_slavic_decision + } + } + else_if = { + limit = { faith = faith:finnish_pagan } + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:defenders_of_highgod_finnish_decision + } + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = 100 + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = 100 + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +#Hungary: historical re-settlement program. +### Promote Christian Settlements ### +promote_hungarian_settlement_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + desc = promote_hungarian_settlement_decision_desc + selection_tooltip = promote_hungarian_settlement_decision_tooltip + decision_group_type = major + ai_goal = yes + + is_shown = { + is_ruler = yes + is_playable_character = yes + game_start_date < 1066.1.1 + culture = { has_cultural_pillar = heritage_magyar } + NOT = { #Can only do it once. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_promoted_hungarian_settlement + } + } + NOT = { #Can only do either or. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_revived_magyar_paganism + } + } + OR = { + has_title = title:k_hungary + has_title = title:e_carpathia + } + any_neighboring_top_liege_realm_owner = { #There are same reli neighboring Realms/Empires to take people from. + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + count >= 2 + } + } + + is_valid = { + # Must be an Ecumenical Christian + custom_description = { + text = promote_hungarian_settlement_decision_ecumenical_christian + faith = { #Denomination of Faith must not be a heresy and must have some degree of control over its core regions. + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + has_doctrine = special_doctrine_ecumenical_christian + } + } + + #Must completely control the Carpathian Basin (Hungary De Jure) + completely_controls = title:k_hungary + + # Capital is Hungarian culture group + capital_province = { culture = { has_cultural_pillar = heritage_magyar } } + } + + is_valid_showing_failures_only = { + is_landed = yes + is_capable_adult = yes + is_imprisoned = no + top_liege = this + is_at_war = no + } + + cost = { + prestige = 2000 + piety = 500 + } + + effect = { + show_as_tooltip = { + promote_hungarian_settlement_decision_scripted_effect = yes + } + trigger_event = { + id = east_europe.0030 + } + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_promoted_hungarian_settlement + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 50 + ai_value_modifier = { + ai_zeal = 1.0 + ai_greed = 1.0 + } + } +} + +######################################### +# Return to Magyar Paganism # +# by Flavio Verna & Ewan Cowhig Croft # +######################################### +### Revive Táltosism ### +revive_magyar_paganism_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + desc = revive_magyar_paganism_decision_desc + selection_tooltip = revive_magyar_paganism_decision_tooltip + decision_group_type = major + ai_check_interval = 0 + + is_shown = { + is_landed = yes + #Must be some flavour of Magyar. + culture = { has_cultural_pillar = heritage_magyar } + #Should be done early. + custom_tooltip = { + text = revive_taltoism_decision_before_last_date + current_date <= 1100.1.1 + } + NOR = { + #Can only do it once. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_revived_magyar_paganism + } + } + #Must be the ruler of the Carpathian Basin. + any_sub_realm_county = { + title_province = { geographical_region = custom_hungary } + } + #Must be feudalised. + OR = { + government_has_flag = government_is_feudal + government_allows = administrative + } + #Must be something other than pagan. + NOT = { + faith.religion = { is_in_family = rf_pagan } + } + #Magyar Paganism must not have been reformed. + religion:magyar_religion = { + any_faith = { + count = all + has_doctrine_parameter = unreformed + } + } + } + + is_valid = { + #Must be suitably prestigious. + prestige_level >= high_prestige_level + #Either you hold k_hungary directly, or your vassal does. + OR = { + has_title = title:k_hungary + AND = { + has_title = title:e_carpathia + any_vassal = { has_title = title:k_hungary } + } + } + #Must control at least 80% of de jure Hungary (usually we'd use a region, but if Hungary has shrunk/grown for some reason, the people and title are more important than the actual area). + any_realm_county = { + count >= 30 + culture = { has_cultural_pillar = heritage_magyar } + } + #Must be a noted scholar of theology (and thus filled out the entire Theologian tree). + OR = { + piety_level >= high_piety_level + has_trait = theologian + } + #Should be done early: reiterate this here so the player isn't surprised by losing the decision when shifting up an era. + custom_tooltip = { + text = revive_taltoism_decision_before_last_date + current_date <= 1100.1.1 + } + } + + is_valid_showing_failures_only = { + is_capable_adult = yes + is_imprisoned = no + is_at_war = no + top_liege = this + } + + cost = { + piety = 2000 + } + + effect = { + gain_holy_legend_seed_tooltip_effect = yes + custom_tooltip = revive_magyar_paganism_decision.adjust_the_faith.tt + show_as_tooltip = { revive_magyar_paganism_decision_scripted_effect = yes } + trigger_event = { id = east_europe.0032 } + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_revived_magyar_paganism + } + } + } + + ai_potential = { + always = no + } +} + +################################# +# Found the Kingdom of Bosnia # +# by Ewan Cowhig Croft # +################################# +### Found Kingdom of Bosnia ### +found_kingdom_of_bosnia_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 0 + empire = 0 + hegemony = 0 + } + + desc = found_kingdom_of_bosnia_decision_desc + selection_tooltip = found_kingdom_of_bosnia_decision_tooltip + + is_shown = { + is_ruler = yes + is_playable_character = yes + exists = dynasty + OR = { + #Must be a Serb or Croat within the Bosnian highlands. + AND = { + OR = { + culture = culture:serbian + culture = culture:croatian + } + capital_county = { + OR = { + this = title:c_vodica + this = title:c_pset + this = title:c_vrbas + this = title:c_donjikraji + this = title:c_usora + this = title:c_rama + this = title:c_soli + this = title:c_vhrbosna + this = title:c_zavrsje + this = title:c_zachlumia + this = title:c_pagania + } + } + } + #Or just be Bosnian. + culture = culture:bosnian + } + NOT = { #You can only do it once. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_founded_kingdom_of_bosnia + } + } + NOR = { + government_has_flag = government_is_mercenary + government_has_flag = government_is_holy_order + } + highest_held_title_tier <= tier_duchy + } + + is_valid = { + #You must have sufficient clout. + top_liege = this + + #You must control the kingdom's heartlands. + has_title = title:d_bosna + has_title = title:d_lower_bosna + has_title = title:d_usora + completely_controls = title:d_bosna + completely_controls = title:d_lower_bosna + completely_controls = title:d_usora + + #You must be sufficiently advanced to conceive of having a separate kingdom, rather than being Croatian or Serbian. + culture = { has_cultural_era_or_later = culture_era_early_medieval } + } + + is_valid_showing_failures_only = { + is_landed = yes + is_available_adult = yes + } + + effect = { + save_scope_as = founder + show_as_tooltip = { found_kingdom_of_bosnia_decision_scripted_effect = yes } + gain_heroic_legend_seed_tooltip_effect = yes + trigger_event = { id = east_europe.0101 } + #Notify other players. + every_player = { + limit = { + this != scope:founder + top_liege = { + OR = { + this = scope:founder + any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:founder } + } + } + } + trigger_event = east_europe.0102 + } + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_founded_kingdom_of_bosnia + } + set_global_variable = { + name = flag_founded_kingdom_of_bosnia + value = scope:founder + } + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = 300 + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = 300 + } + } + prestige = 200 + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +################################# +# Accuse the Krstjani of Heresy # +# by Ewan Cowhig Croft # +################################# +### Accuse the Krstjani of Heresy ### +accuse_krstjani_of_heresy_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + desc = accuse_krstjani_of_heresy_decision_desc + selection_tooltip = accuse_krstjani_of_heresy_decision_tooltip + + is_shown = { + top_liege = this + is_landed_or_landless_administrative = yes + exists = dynasty + #Gotta be an ecumenical Christian... + faith = { + religion_tag = christianity_religion + has_doctrine = special_doctrine_ecumenical_christian + } + #... with an existing Head of Faith. + exists = faith.religious_head + #Shouldn't be possible, but, just in case: you also can't be a Krstjani yourself. + NOT = { faith = faith:bosnian_church } + #The world mustn't already consider the Krstjani to be heretics. + faith:bosnian_church = { has_doctrine = special_doctrine_ecumenical_christian } + #Aaaaand you need an independent Krstjani neighbour of at least a notable level (i.e., at least the size of a fully-independent d_bosnia). + any_neighboring_top_liege_realm_owner = { accuse_krstjani_of_heresy_decision_suitable_krstjani_realm_owner_trigger = yes } + NOT = { #It mustn't have been done recently (this is removed in a hidden cooldown event after the chain is finished, if it fails). + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_krstjani_accused_of_heresy + } + } + #Should always be a playable government, ideally. + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + government_allows = administrative + } + } + + is_valid = { + #You must have sufficient clout. + piety_level >= high_piety_level + highest_held_title_tier >= tier_duchy + } + + is_valid_showing_failures_only = { + is_available_adult = yes + NOT = { has_trait = excommunicated } + } + + effect = { + save_scope_as = accuser + faith.religious_head = { save_scope_as = hof } + random_neighboring_top_liege_realm_owner = { + limit = { accuse_krstjani_of_heresy_decision_suitable_krstjani_realm_owner_trigger = yes } + save_scope_as = heretic + } + custom_tooltip = accuse_krstjani_of_heresy_flavour_effect.tt + #Begin the chain. + trigger_event = { id = east_europe.0111 } + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_krstjani_accused_of_heresy + } + } + } + + cost = { + piety = major_piety_value + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 50 + #Weight up for zealous characters. + modifier = { + add = 25 + has_trait = zealous + } + #Ironically, weight up for cynical characters: they stand to gain the most. + modifier = { + add = 15 + has_trait = cynical + } + #Mildly weight up crusaders, who would be more likely to see/look for heresy. + modifier = { + add = 10 + has_trait = faith_warrior + } + #Mildly weight up order members, who would be more likely to see/look for heresy. + modifier = { + add = 10 + has_trait = order_member + } + #Mildly weight up theologians, who would understand the theological problems of their neighbours best. + modifier = { + add = 10 + has_trait = theologian + } + #Exempt if any friend is Krstjani. + modifier = { + add = -100 + any_relation = { + type = friend + faith = faith:bosnian_church + } + } + #Exempt if any lover is Krstjani. + modifier = { + add = -100 + any_relation = { + type = lover + faith = faith:bosnian_church + } + } + #Exempt if any formal partner (spouse or concubine) is Krstjani. + modifier = { + add = -100 + any_consort = { faith = faith:bosnian_church } + } + #Exempt if any ally is Krstjani. + modifier = { + add = -100 + any_ally = { faith = faith:bosnian_church } + } + #Exempt the HRE: they're not fussed about some remote Balkan peasants. + modifier = { + add = -100 + any_held_title = { this = title:e_hre } + } + #Exempt the ERE: they almost certainly have bigger fish to fry. + modifier = { + add = -100 + any_held_title = { this = title:e_byzantium } + } + #Exempt characters who are at war: they're too busy. + modifier = { + add = -100 + is_at_war = yes + } + } +} + +##################################### +# Last Gasp of the Great Migrations # +# by Ewan Cowhig Croft # +##################################### +### Prepare to Cross the Carpathians ### +launch_hungarian_migration_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 60 + kingdom = 60 + empire = 0 + hegemony = 0 + } + + desc = launch_hungarian_migration_decision_desc + selection_tooltip = launch_hungarian_migration_decision_tooltip + + is_shown = { + is_ruler = yes + is_landed = yes + exists = dynasty + #Either be independent, or else not beneath another Mogyer. + OR = { + top_liege = this + NOT = { liege = { culture = culture:mogyer } } + } + #Must be a steppe Hungarian. + culture = culture:mogyer + #Must not already control a large chunk of Pannonia. + NOT = { + any_county_in_region = { + region = custom_hungary + count >= 12 + OR = { + holder = root + holder = { + any_liege_or_above = { this = root } + } + } + } + } + #You can only do it once. + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_launched_hungarian_migration + } + } + #And the moment for the migration must not have passed. + current_date <= 911.1.1 + } + + is_valid = { + #An emperor does not voluntarily lose a tier. + highest_held_title_tier <= tier_kingdom + #Reshow this here so that players realise they're on a timer. + custom_description = { + text = launch_hungarian_migration_decision_before_last_date + current_date <= 911.1.1 + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + #Can't be fighting elsewhere. + is_at_war = no + } + + effect = { + save_scope_as = invader + custom_tooltip = launch_hungarian_migration_decision_flavour_effect + add_character_flag = undertaking_hungarian_migration + trigger_event = east_europe.0141 + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_launched_hungarian_migration + } + } + } + + cost = { + #Charge a reasonable lump of prestige. + prestige = 1000 + } + + ai_potential = { + #AI decision making is governed via event. + always = no + } + + ai_will_do = { + #AI decision making is governed via event. + base = 0 + } +} + +################################# +# Found the Kingdom of Livonia # +# by James Beaumont # +################################# +### Proclaim Terra Mariana ### +found_kingdom_of_livonia_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 0 + empire = 0 + hegemony = 0 + } + + desc = found_kingdom_of_livonia_decision_desc + selection_tooltip = found_kingdom_of_livonia_decision_tooltip + + is_shown = { + is_ruler = yes + is_playable_character = yes + exists = dynasty + OR = { + #Must be a Latvian or Christian in Livonia + AND = { + NOT = { + culture = culture:estonian #Estonians already have their Kingdom. + } + OR = { + #Considers themselves to be a "Balt" + root.culture = { has_cultural_pillar = heritage_baltic } + root.faith = { + religion_tag = baltic_religion + } + #Is a Crusader founding the Kingdom + root.faith = { + NOT = { religion_tag = baltic_religion } + NOT = { has_doctrine_parameter = unreformed } + } + } + capital_province = { + geographical_region = ghw_region_baltic + } + } + #Or just be Latvian. + culture = culture:latgalian + } + NOT = { #You can only do it once. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_founded_kingdom_of_livonia + } + } + highest_held_title_tier <= tier_duchy + } + + is_valid = { + OR = { #Independent or vassal of an Emperor + top_liege = this + top_liege.primary_title.tier >= tier_empire + } + prestige_level >= medium_prestige_level + + #You must control the kingdom's heartlands. + has_title = title:d_latgalians + has_title = title:d_courland + has_title = title:d_livonia + completely_controls_region = custom_latvia + } + + is_valid_showing_failures_only = { + is_landed = yes + is_available_adult = yes + } + + effect = { + save_scope_as = founder + show_as_tooltip = { found_kingdom_of_livonia_decision_scripted_effect = yes } + gain_heroic_legend_seed_tooltip_effect = yes + trigger_event = { id = east_europe.0200 } + #Notify other players. + every_player = { + limit = { + this != scope:founder + top_liege = { + OR = { + this = scope:founder + any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:founder } + } + } + } + trigger_event = east_europe.0201 + } + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_founded_kingdom_of_livonia + } + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = major_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = major_gold_value + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} diff --git a/N3OW/common/decisions/10_religious_decisions.txt b/N3OW/common/decisions/10_religious_decisions.txt new file mode 100644 index 00000000..90213a7f --- /dev/null +++ b/N3OW/common/decisions/10_religious_decisions.txt @@ -0,0 +1,2150 @@ +################################################## +# Islamic Decisions + +### Appoint a Righteous Caliph ### +appoint_a_righteous_caliph_decision = { # Appoint a righteous caliph + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 48 + kingdom = 24 + empire = 24 + hegemony = 24 + } + + title = { + first_valid = { + triggered_desc = { + trigger = { faith = faith:mutazila } + desc = appoint_a_righteous_caliph_decision_mutazila_variant + } + triggered_desc = { + trigger = { + culture = { has_cultural_pillar = heritage_iranian } + } + desc = appoint_a_righteous_caliph_decision_general_iranian_variant + } + desc = appoint_a_righteous_caliph_decision + } + } + + desc = { + first_valid = { + triggered_desc = { + trigger = { faith = faith:mutazila } + desc = appoint_a_righteous_caliph_decision_mutazila_variant_desc + } + triggered_desc = { + trigger = { + culture = { has_cultural_pillar = heritage_iranian } + } + desc = appoint_a_righteous_caliph_decision_general_iranian_variant_desc + } + desc = appoint_a_righteous_caliph_decision_desc + } + } + + selection_tooltip = appoint_a_righteous_caliph_decision_tooltip + + + is_shown = { + # Standard filter checks. + is_landed_or_landless_administrative = yes + exists = dynasty + # Check some religious stuff; namely that you're the correct religion and your existing-HoF doesn't share your faith. + religion = religion:islam_religion + exists = faith.religious_head + faith != faith.religious_head.faith + # And filter out anyone who'd make this unreliable. + OR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + government_allows = administrative + } + } + + is_valid = { + # Must be independent. + top_liege = this + # Not during the Persian struggle + trigger_if = { # Done this way to hide it for Spanish muslims and the like + limit = { + any_character_struggle = { + involvement = involved + is_struggle_type = persian_struggle + } + } + custom_tooltip = { + text = must_not_be_persia_involved_tt + NOT = { + any_character_struggle = { + involvement = involved + is_struggle_type = persian_struggle + } + } + } + } + # Should have a decent piety level. + piety_level >= high_piety_level + # Must have a decent proportion of sub-realm counties of the faith. + custom_description = { + text = appoint_a_righteous_caliph_decision.need_at_least_ten_same_faith_counties + any_sub_realm_county = { + count >= appoint_a_righteous_caliph_decision_same_faith_county_count + faith = root.faith + } + } + # Can't be the current caliphal controller + custom_description = { + text = appoint_a_righteous_caliph_decision.cant_be_caliphal_controller + NOT = { + faith.religious_head = { + any_liege_or_above = { this = root } + } + } + } + # Plus, you shouldn't be _too_ sinful, even with your piety level. + custom_description = { + text = appoint_a_righteous_caliph_decision.no_more_than_x_sinful_traits + num_sinful_traits <= 2 + } + # Now, pick any three of the valid reasons. + calc_true_if = { + amount >= 3 + + # Sayyids get a free pass. + has_trait = sayyid + # Being outside of your caliph's diplo range helps. + custom_description = { + text = appoint_a_righteous_caliph_decision.caliph_not_in_diplo_range + NOT = { in_diplomatic_range = faith.religious_head } + } + # Having a holy site. + custom_description = { + text = appoint_a_righteous_caliph_decision.control_one_holy_site + faith = { + any_holy_site = { + count >= 1 + holder.top_liege = root + } + } + } + # Having *2* holy sites. + custom_description = { + text = appoint_a_righteous_caliph_decision.control_two_holy_sites + faith = { + any_holy_site = { + count >= 2 + holder.top_liege = root + } + } + } + # Having a higher-than-minimum piety level. + piety_level >= very_high_piety_level + # And just having a caliph who doesn't live up to the root's faith's ideals. + custom_description = { + text = appoint_a_righteous_caliph_decision.caliph_has_x_or_more_traits_sinful_to_your_faith + faith.religious_head = { + num_sinful_traits = { + value >= 2 + target = root.faith + } + } + } + # Has planned to schism off for a *while*. + custom_description = { + text = appoint_a_righteous_caliph_decision.has_wishes_to_schism_caliphate_flag + has_character_flag = wishes_to_schism_caliphate_flag + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + # Has to be around for the ceremony. + not = { exists = involved_activity } + has_contagious_deadly_disease_trigger = no + # Has to be a valid priestly gender for the current faith. + faith = { has_allowed_gender_for_clergy = root } + } + + effect = { + save_scope_as = founder + faith.religious_head = { save_scope_as = old_caliph } + show_as_tooltip = { appoint_a_righteous_caliph_scripted_effect = yes } + # Notify co-faithists; we do this first so we can sort the feed message for how many did/didn't convert. + faith = { + every_faith_ruler = { + limit = { + highest_held_title_tier >= tier_county + this != root + } + trigger_event = religious_decision.0602 + } + } + # Now notify other players. + every_player = { + limit = { + OR = { + religion = religion:islam_religion + any_neighboring_and_across_water_top_liege_realm_owner = { this = root } + any_liege_or_above = { religion = religion:islam_religion } + } + # Exempt same-faith characters, who already got an event. + faith != root.faith + } + # Players who share the faith get + trigger_event = religious_decision.0603 + } + # Finally, we trigger the main conversion. + trigger_event = religious_decision.0601 + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = 500 + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = 500 + } + } + piety = 1000 + } + + ai_potential = { + # Must be independent. + top_liege = this + # Should have a decent piety level. + piety_level >= high_piety_level + OR = { + # Zealous people think they know better. + has_trait = zealous + # And cynics want that power for themselves. + has_trait = cynical + # We guide Muwalladi towards this at the first opportunity. + faith = faith:muwalladi + } + } + + ai_will_do = { + base = 100 + } +} + +################################################## +# General Religious Decisions + +### Take Vow of Poverty ### +take_vow_of_poverty_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + desc = take_vow_of_poverty_decision_desc + selection_tooltip = take_vow_of_poverty_decision_tooltip + + is_shown = { + is_ruler = yes + faith = { + has_doctrine_parameter = vows_of_poverty_active + } + NOT = { has_character_modifier = vow_of_poverty_modifier } + } + + effect = { + add_character_modifier = { + modifier = vow_of_poverty_modifier + } + + stress_impact = { + greedy = major_stress_impact_gain + cynical = medium_stress_impact_gain + ambitious = minor_stress_impact_gain + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = { + faith = { + has_doctrine_parameter = vows_of_poverty_active + } + # AI considers taking if their income exceeds their expenses * 1.4 (decision will reduce it by 20%). + monthly_character_income > monthly_character_expenses_plus_fourty_percent + } + + ai_will_do = { + base = 0 + + # If ai_zeal is 20 points higher than ai_greed, becomes 100% chance. + ai_value_modifier = { + ai_zeal = 5 + ai_greed = -5 + } + } +} + +### Renounce Vow of Poverty ### +renounce_vow_of_poverty_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" + } + desc = renounce_vow_of_poverty_decision_desc + selection_tooltip = renounce_vow_of_poverty_decision_tooltip + + is_shown = { + is_ruler = yes + faith = { + has_doctrine_parameter = vows_of_poverty_active + } + has_character_modifier = vow_of_poverty_modifier + } + + effect = { + add_piety = medium_piety_loss + remove_character_modifier = vow_of_poverty_modifier + + stress_impact = { + generous = major_stress_impact_gain + zealous = medium_stress_impact_gain + humble = minor_stress_impact_gain + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + has_character_modifier = vow_of_poverty_modifier + # AI will consider if we're spending more money than we're making, and their treasury is low. + monthly_character_expenses > monthly_character_income + short_term_gold < minor_gold_value + long_term_gold < minor_gold_value + } + + ai_will_do = { + base = 0 + + # If ai_rationality + ai_greed exceeds ai_zeal by 20 points or more, becomes 100% chance. + ai_value_modifier = { + ai_rationality = 5 + ai_zeal = -5 + ai_greed = 5 + } + } +} + +### Consolamentum: Initiate Endura ### +initiate_consolamentum_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + title = { + first_valid = { + triggered_desc = { + trigger = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + desc = initiate_consolamentum_decision + } + desc = initiate_consolamentum_decision_alternate + } + } + desc = { + first_valid = { + triggered_desc = { + trigger = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + desc = initiate_consolamentum_decision_desc + } + desc = initiate_consolamentum_decision_desc_alternate + } + } + + selection_tooltip = initiate_consolamentum_decision_tooltip + + is_shown = { + faith = { + has_doctrine_parameter = consolamentum_active + } + } + + is_valid = { + OR = { + age >= 60 + custom_description = { + text = decision_consolamentum_health + health <= 1 + } + has_trait = incapable + } + } + + effect = { + hidden_effect = { + add_piety_level = 1 + } + death = { death_reason = death_suicide} + show_as_tooltip = { + add_piety_level = 1 + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + primary_heir ?= { + dynasty = root.dynasty + } + is_at_war = no + } + + ai_will_do = { + base = 0 + + # 100% chance at 50 zeal + ai_value_modifier = { + ai_zeal = 2 + } + + modifier = { + add = 40 + is_close_family_of = primary_heir + } + } +} + +### Seek Aid of the Spirits ### +seek_aid_of_the_spirits_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + desc = { + desc = seek_aid_of_the_spirits_decision_desc + first_valid = { + triggered_desc = { + trigger = { has_government = landless_adventurer_government } + desc = seek_aid_of_the_spirits_decision_desc_landless + } + desc = seek_aid_of_the_spirits_decision_desc_landed + } + } + selection_tooltip = seek_aid_of_the_spirits_decision_tooltip + + is_shown = { + faith = { has_doctrine_parameter = spirit_possession_active } + } + + is_valid = { + trigger_if = { + limit = { exists = cp:councillor_court_chaplain } + custom_description = { + text = decision_has_court_chaplain + exists = cp:councillor_court_chaplain + cp:councillor_court_chaplain = { + is_available_adult = yes + } + } + } + #If we're landless, let's see if we're mystic-savy + trigger_if = { + limit = { has_government = landless_adventurer_government } + OR = { + #We be mystic? + has_trait = lifestyle_mystic + #Or is this simply a very religious place/place with affinity? + location = { county.faith = root.faith } + } + } + NOT = { has_trait = possessed } + custom_description = { + text = decision_sought_aid_of_spirits + NOT = { has_character_flag = flag_sought_aid_of_spirits } + } + } + + is_valid_showing_failures_only = { + } + + effect = { + custom_tooltip = seek_aid_of_the_spirits_decision_effect.tt + trigger_event = religious_decision.0001 + add_character_flag = { + flag = flag_sought_aid_of_spirits + days = 1825 + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 50 + + # 100% chance at 50 zeal, 0% chance at -50 zeal. + ai_value_modifier = { + ai_zeal = 1 + } + } +} + +### Determine Bhakti ### +select_personal_deity_hinduism_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/hindu_religious.dds" + } + desc = select_personal_deity_hinduism_decision_desc + selection_tooltip = select_personal_deity_hinduism_decision_tooltip + + is_shown = { + religion = religion:hinduism_religion + faith = { + has_doctrine_parameter = select_personal_god_active + } + NOT = { government_has_flag = government_is_mandala } + } + + is_valid = { + } + + is_valid_showing_failures_only = { + # Have to at _least_ not be in piety debt. + piety >= 0 + } + + cooldown = { years = 2 } + + effect = { + custom_tooltip = select_personal_deity_hinduism_decision_tt + trigger_event = religious_decision.0101 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 96 + duchy = 96 + kingdom = 96 + empire = 96 + hegemony = 96 + } + + ai_potential = { + piety >= minor_piety_value + NOR = { + has_character_modifier = bhakti_hinduism_ganga + has_character_modifier = bhakti_hinduism_saraswati + has_character_modifier = bhakti_hinduism_kali + has_character_modifier = bhakti_hinduism_kubera + has_character_modifier = bhakti_vaishnavism_lakishmi + has_character_modifier = bhakti_vaishnavism_jagganath + has_character_modifier = bhakti_vaishnavism_hayagriva + has_character_modifier = bhakti_shaivism_parvati + has_character_modifier = bhakti_shaivism_virabhadra + has_character_modifier = bhakti_shaivism_munishwarar + has_character_modifier = bhakti_shaivism_dakshinamoorthy + has_character_modifier = bhakti_smartism_ganesha + has_character_modifier = bhakti_smartism_vishnu + has_character_modifier = bhakti_smartism_shiva + } + } + + ai_will_do = { + base = 100 + } +} + +### Determine Personal Deity ### +select_personal_deity_germanic_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp1_decisons_hold_bolt.dds" + } + desc = select_personal_deity_germanic_decision_desc + selection_tooltip = select_personal_deity_germanic_decision_tooltip + + is_shown = { + # DLC check. + has_fp1_dlc_trigger = yes + # Following a valid religion & faith. + religion = religion:germanic_religion + faith = { has_doctrine_parameter = select_personal_god_active } + } + + is_valid = { + } + + is_valid_showing_failures_only = { + # Have to at _least_ not be in piety debt. + piety >= 0 + } + + cooldown = { years = 2 } + + effect = { + # Show the possible options. + show_as_tooltip = { + random_list = { + desc = select_personal_deity_germanic_decision_tt + 100 = { + show_chance = no + desc = select_personal_deity_germanic_decision.select_odin + add_character_modifier = bhakti_germanic_generic_odin + } + 100 = { + trigger = { is_vaguely_danish_bhakti_trigger = no } + show_chance = no + desc = select_personal_deity_germanic_decision.select_ullr + add_character_modifier = bhakti_germanic_not_danish_ullr + } + 100 = { + trigger = { is_vaguely_danish_bhakti_trigger = yes } + show_chance = no + desc = select_personal_deity_germanic_decision.select_tyr + add_character_modifier = bhakti_germanic_danish_tyr + } + 100 = { + show_chance = no + desc = select_personal_deity_germanic_decision.select_thor + add_character_modifier = bhakti_germanic_generic_thor + } + 100 = { + show_chance = no + desc = select_personal_deity_germanic_decision.select_freyr + add_character_modifier = bhakti_germanic_generic_freyr + } + } + } + # And the actual effect. + trigger_event = religious_decision.0102 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 96 + duchy = 96 + kingdom = 96 + empire = 96 + hegemony = 96 + } + + ai_potential = { + piety >= minor_piety_value + NOR = { + has_character_modifier = bhakti_germanic_generic_odin + has_character_modifier = bhakti_germanic_not_danish_ullr + has_character_modifier = bhakti_germanic_danish_tyr + has_character_modifier = bhakti_germanic_generic_thor + has_character_modifier = bhakti_germanic_generic_freyr + } + } + + ai_will_do = { + base = 100 + } +} + +### Meditate in Seclusion ### +meditate_in_seclusion_decision = { + picture = { + trigger = { religion = religion:shintoism_religion } + reference = "gfx/interface/illustrations/holding_types/tgp_shinto_temple.dds" + } + picture = { + trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/holding_types/tgp_chinese_pagoda.dds" + } + picture = { + trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/holding_types/temple_india.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + desc = meditate_in_seclusion_decision_desc + selection_tooltip = meditate_in_seclusion_decision_tooltip + + is_shown = { + OR = { + faith = { + has_doctrine_parameter = meditation_mechanics_active + } + has_character_modifier = fp3_sufi_initiate_modifier #FP3 addition + has_character_modifier = ep3_refreshed_and_relaxed + has_trait = calm + } + } + + is_valid = { + + } + + is_valid_showing_failures_only = { + is_available_adult = yes + location = capital_province + } + + effect = { + custom_tooltip = meditate_in_seclusion_tooltip + trigger_event = religious_decision.0201 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + cooldown = { months = 36 } + + ai_potential = { + is_at_war = no + stress >= 75 + } + + ai_will_do = { + base = 100 + } +} + +### Give Your [ROOT.Char.Custom2('RelationToMe', ROOT.Var('ancestor_to_bury').Char)|U] a Sky Burial ### +give_sky_burial_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + sort_order = 75 + + desc = give_sky_burial_decision_desc + selection_tooltip = give_sky_burial_decision_tooltip + + is_shown = { + NOT = { + has_dlc_feature = legends_of_the_dead + } + faith = { + has_doctrine_parameter = sky_burials_active + } + has_variable = ancestor_to_bury + var:ancestor_to_bury = { + OR = { + NOT = { exists = var:body_has_been_disposed } + AND = { + exists = var:body_has_been_disposed + var:body_has_been_disposed = no + } + } + } + } + + is_valid = { + } + + is_valid_showing_failures_only = { + + } + + effect = { + show_as_tooltip = { + add_piety = major_piety_value + if = { + limit = { + any_vassal = { + faith = { + has_doctrine_parameter = sky_burials_active + } + } + } + every_vassal = { + limit = { + faith = { + has_doctrine_parameter = sky_burials_active + } + } + custom = give_sky_burial_vassals + add_opinion = { + modifier = pleased_opinion + target = root + opinion = 20 + } + } + } + } + hidden_effect = { + var:ancestor_to_bury = { + set_dead_character_variable = { + name = body_has_been_disposed + value = yes + years = 5 + } + } + } + trigger_event = religious_decision.0302 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + cooldown = { months = 12 } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +### Raise a Runestone ### +raise_runestone_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + desc = raise_runestone_decision_desc + selection_tooltip = raise_runestone_decision_tooltip + + is_shown = { + # Has access to a valid method of raising runestones. + fp1_can_raise_stele_trigger = yes + # Has a suitable ancestor available to bury. + has_variable = ancestor_to_bury + var:ancestor_to_bury = { dynasty = root.dynasty } + # Use expanded version if we have FP1. + has_fp1_dlc_trigger = no + } + + is_valid = { + } + + is_valid_showing_failures_only = { + is_landed = yes + } + + effect = { + #The modifier will only be active if a character of your dynasty holds it + capital_province = { + county = { + set_variable = { + name = ancestor_to_bury + value = root.var:ancestor_to_bury + } + root = { + send_interface_toast = { + type = event_toast_effect_good + title = raise_runestone_decision_toast + left_icon = root + + prev = { + add_county_modifier = { + modifier = county_raised_runestone_modifier + } + } + } + } + } + } + remove_variable = ancestor_to_bury + add_piety = medium_piety_value + add_legitimacy = medium_legitimacy_gain + every_vassal = { + limit = { fp1_can_raise_stele_trigger = yes } + custom = raise_runestone_vassals + add_opinion = { + modifier = pleased_opinion + target = root + opinion = 10 + } + } + #Show a warning about it being destroyed if someone outside of your dynasty takes over the county it's built in + custom_description_no_bullet = { + text = raise_runestone_decision_warning + } + + # Saga in Stone achievement tracking. + if = { + limit = { + # Grab the player and any dynasty members of theirs. + any_player = { dynasty = root.dynasty } + } + dynasty = { + # Start a count if we don't have one. + if = { + limit = { + NOT = { exists = var:saga_in_stone_achievement_tally } + } + set_variable = { + name = saga_in_stone_achievement_tally + value = 1 + } + } + # Otherwise, increment it. + else = { + change_variable = { + name = saga_in_stone_achievement_tally + add = 1 + } + } + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +### Divine the Stars ### +divine_the_stars_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + desc = divine_the_stars_decision_desc + selection_tooltip = divine_the_stars_decision_tooltip + + is_shown = { + faith = { + has_doctrine_parameter = divine_the_stars_active + } + } + + is_valid_showing_failures_only = { + custom_description = { + text = divine_the_stars_trigger + NOT = { has_character_flag = divining_the_stars } + } + NOR = { + has_character_modifier = astrology_great_battle + has_character_modifier = astrology_new_friends + has_character_modifier = astrology_hard_work + has_character_modifier = astrology_betrayal + has_character_modifier = astrology_new_beginnings + } + } + + effect = { + add_character_flag = divining_the_stars + trigger_event = { + id = religious_decision.0401 + days = { 14 28 } + } + custom_tooltip = divine_the_starts_effect + } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +### Reveal True Faith ### +revoke_false_conversion_decision = { #Reveal yourself as a crypto-religionist. + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_secret_faith.dds" + } + desc = revoke_false_conversion_decision.desc + selection_tooltip = revoke_false_conversion_decision.tt + + is_shown = { + any_secret = { + type = secret_crypto_religionist + } + this != faith.religious_head + } + + is_valid = { + is_adult = yes + } + + is_valid_showing_failures_only = { + custom_description = { + text = cannot_be_atoned_krstjani_leader_flag + NOT = { has_character_flag = atoned_krstjani_leader_flag } + } + } + + cost = { + piety = { + value = major_piety_value + # Free if secret faith has sanctioned false conversions tenet + if = { + limit = { secret_faith ?= { has_doctrine_parameter = sanctioned_false_conversion } } + multiply = 0 + } + } + } + + cooldown = { years = 20 } + + effect = { + save_scope_value_as = { + name = decision_piety_cost + value = { + add = major_piety_value + if = { # Free if secret faith has sanctioned false conversions tenet + limit = { + secret_faith ?= { + has_doctrine_parameter = sanctioned_false_conversion + } + } + multiply = 0 + } + } + } + trigger_event = false_conversion.0020 + if = { + limit = { + this = { has_government = landless_adventurer_government } + } + custom_tooltip = revoke_false_conversion_decision.desc.tt_landless + } + else = { + custom_tooltip = revoke_false_conversion_decision.desc.tt + custom_tooltip = revoke_false_conversion_decision.desc.tt_own_faith_counties + } + } + + ai_potential = { + exists = secret_faith + any_secret = { type = secret_crypto_religionist } + liege.faith = { faith_hostility_level_comparison = { root.secret_faith <= root.faith } } + } + + ai_will_do = { + base = 25 + + modifier = { # Having a tolerant liege helps. + add = 25 + liege.faith = { has_doctrine = doctrine_pluralism_pluralistic } + } + modifier = { # If no one is fussed, and your old faith waxes while your current one wanes, then that seems like a good reason to jump ship. + add = 35 + NOT = { liege.faith = { has_doctrine = doctrine_pluralism_fundamentalist } } + secret_faith ?= { fervor >= medium_fervor_value } + faith = { fervor <= medium_fervor_value } + } + } +} + +### Amnesty for False Conversions ### +encourage_confession_of_false_conversions_decision = { # Ask that crypto-religionists in your realm start practicing in the open. + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_secret_faith.dds" + } + desc = encourage_confession_of_false_conversions_decision.desc + selection_tooltip = encourage_confession_of_false_conversions_decision.tt + + cooldown = { days = 3650 } + + is_shown = { + OR = { + AND = { # Pluralists will encourage anyone to convert. + OR = { + any_vassal = { #... Be they person... + any_secret = { + type = secret_crypto_religionist + is_known_by = root + } + liege.faith = { + faith_hostility_level_comparison = { prev.secret_faith <= root.faith } + } + } + any_sub_realm_county = { #... Or county. + has_variable = false_convert + save_temporary_scope_as = current_county + root.faith = { + faith_hostility_level_comparison = { + scope:current_county.var:false_convert <= scope:current_county.faith + } + } + } + } + faith = { has_doctrine = doctrine_pluralism_pluralistic } + } + any_vassal = { #Otherwise, you can have a vassal who practices your faith in secret. + any_secret = { + type = secret_crypto_religionist + is_known_by = root + } + secret_faith = root.secret_faith + } + any_sub_realm_county = { #... Or a county! + has_variable = false_convert + var:false_convert = root.secret_faith + } + } + } + + is_valid = { + is_adult = yes + NOR = { + has_trait = zealous + dread > low_dread + tyranny >= 1 + } + } + + cost = { + piety = major_piety_value + } + + effect = { + trigger_event = false_conversion.0030 + if = { + limit = { + faith = { has_doctrine = doctrine_pluralism_pluralistic } + } + custom_tooltip = encourage_confession_of_false_conversions_decision.desc.tt_pluralist + custom_tooltip = encourage_confession_of_false_conversions_decision.desc.tt_paranoia + custom_tooltip = encourage_confession_of_false_conversions_decision.desc.tt_pluralist_counties + } + else = { + custom_tooltip = encourage_confession_of_false_conversions_decision.desc.tt_coreligionist + custom_tooltip = revoke_false_conversion_decision.desc.tt_own_faith_counties + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 25 + + modifier = { #A tolerant liege, including yourself, makes this more likely. + add = 5 + liege.faith = { has_doctrine = doctrine_pluralism_pluralistic } + } + modifier = { #A tolerant top-liege, including yourself, *also* makes this more likely. + add = 5 + top_liege.faith = { has_doctrine = doctrine_pluralism_pluralistic } + } + modifier = { #Planning for the future helps too. + add = 5 + primary_heir.faith = { has_doctrine = doctrine_pluralism_pluralistic } + } + modifier = { #If the faith isn't feeling militant, why should you? + add = 10 + faith = { fervor <= medium_fervor_value } + } + modifier = { + add = 10 + OR = { + has_trait = compassionate + has_trait = forgiving + has_trait = honest + } + } + } +} + +### Abandon Secret Faith ### +abandon_crypto_faith_decision = { #Abandon your secret faith. + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_secret_faith.dds" + } + desc = abandon_crypto_faith_decision.desc + selection_tooltip = abandon_crypto_faith_decision.tt + + is_shown = { + any_secret = { type = secret_crypto_religionist } + } + + is_valid = { + is_adult = yes + NOT = { has_trait = zealous } + } + + + cost = { + #It shouldn't _cost_ piety to abandon your crypto faith in favor of your actual faith + } + + cooldown = { years = 20 } + + effect = { + custom_tooltip = abandon_crypto_faith_decision.tt + random_secret = { + type = secret_crypto_religionist + remove_secret = yes + } + #Something to remember it by + create_character_memory = { + type = abandoned_crypto_faith_memory + } + scope:new_memory = { + set_variable = { + name = old_faith_to_reminisce + value = prev.secret_faith #The one taking the decision + } + } + if = { + limit = { exists = var:old_faith_to_reminisce } + #To prevent 'unused except in loc' errors :catto: + } + hidden_effect = { remove_character_secret_faith = yes } + } + + ai_potential = { + exists = secret_faith + any_secret = { + type = secret_crypto_religionist + } + liege.faith = { + faith_hostility_level_comparison = { root.secret_faith <= root.faith } + } + } + + ai_will_do = { + base = 0 + ai_value_modifier = { + ai_zeal = -0.5 + } + } +} + +### Return Rome ### +return_rome_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + desc = return_rome_decision_desc + selection_tooltip = return_rome_decision_tooltip + + is_shown = { + top_liege = this + faith = faith:catholic + exists = faith.religious_head + faith.religious_head = { + OR = { + top_liege = this + NOT = { + any_liege_or_above = { + this = root + } + } + } + } + any_sub_realm_county = { + this = title:c_roma + } + NAND = { + is_ai = no + NOT = { + any_sub_realm_county = { + NOT = { + this = title:c_roma + } + } + } + } + root != root.faith.religious_head + } + + effect = { + create_title_and_vassal_change = { + type = returned + save_scope_as = change + add_claim_on_loss = no + } + title:c_roma = { + change_title_holder = { + holder = root.faith.religious_head + change = scope:change + } + } + resolve_title_and_vassal_change = scope:change + + add_piety = major_piety_value + + faith.religious_head = { + add_opinion = { + target = root + modifier = grateful_opinion + opinion = 20 + } + } + + stress_impact = { + cynical = medium_stress_impact_gain + ambitious = minor_stress_impact_gain + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 12 + duchy = 12 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + ai_potential = { + is_at_war = no + top_liege = this + faith = faith:catholic + ai_zeal > very_high_negative_ai_value + title:c_roma = { + holder = { + is_ai = yes + } + } + } + + ai_will_do = { + base = 100 + + modifier = { # If you fought the pope to get rome, don't immediately hand it back + factor = 0 + faith.religious_head = { + has_opinion_modifier = { + target = root + modifier = declared_war + } + } + } + } +} + +### Ai Create Head Of Faith Decision ### +ai_create_head_of_faith_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + decision_group_type = major + + # Never shown, so it doesn't matter what we write here + title = placeholder + desc = placeholder + confirm_text = placeholder + selection_tooltip = placeholder + + is_shown = { + is_ai = yes + can_create_head_of_faith_title_trigger = { FAITH = root.faith } + OR = { + top_liege = this + AND = { + top_liege != this + NOT = { + any_liege_or_above = { + faith = root.faith + } + } + } + } + OR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + government_allows = administrative + } + } + + effect = { + faith = { save_scope_as = faith } + create_head_of_faith_title_effect = yes + } + + ai_check_interval_by_tier = { + barony = 0 + county = 24 + duchy = 12 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + ai_potential = { + is_adult = yes + NOR = { + faith = { + has_doctrine_parameter = no_head_of_faith + } + exists = faith.religious_head + } + } + + ai_will_do = { + base = 100 + } +} + +### Invite Religious Exiles ### +invite_religious_exiles_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_silk_road.dds" + } + sort_order = 100 + + cooldown = { years = 15 } + + is_shown = { + has_tgp_dlc_trigger = yes + NOT = { government_has_flag = government_is_herder } + OR = { + is_open_to_inviting_other_faiths_trigger = yes + government_has_flag = government_is_mandala + } + } + + is_valid = { + OR = { + is_open_to_inviting_other_faiths_trigger = yes + government_has_flag = government_is_mandala + } + } + + is_valid_showing_failures_only = { + is_landed = yes + custom_tooltip = { + text = invite_exiles_same_faith_county_req + any_sub_realm_county = { + faith = root.faith + } + } + custom_tooltip = { + text = invite_exiles_anyone_req + any_religion_global = { + any_faith = { + exists = var:converted_development + var:converted_development >= 1 + NOT = { + has_doctrine_parameter = unreformed + } + save_temporary_scope_as = faith_scope + "root.capital_province.squared_distance(scope:faith_scope.var:associated_county.title_province)" <= squared_distance_mega + } + } + } + } + + desc = invite_religious_exiles_decision_desc + + cost = { + piety = { + value = major_piety_value + if = { + limit = { + culture = { + has_cultural_parameter = less_cost_to_invite_religious_exiles + } + } + multiply = 0.5 # when changing, adjust less_cost_to_invite_religious_exiles string + } + } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_EXILES_DECISION_NEXT_STEP_BUTTON" + show_from_start = yes + + item = { + value = invite_all_exiles + current_description = invite_all_exiles + localization = invite_all_exiles + icon = "gfx/interface/icons/scheme_types/icon_scheme_befriend.dds" + is_valid = { + custom_tooltip = { + text = invite_exiles_req + any_religion_global = { + any_faith = { + exists = var:converted_development + var:converted_development >= 1 + NOT = { + has_doctrine_parameter = unreformed + } + + exists = var:associated_culture + exists = var:associated_county + save_temporary_scope_as = faith_scope + "root.capital_province.squared_distance(scope:faith_scope.var:associated_county.title_province)" <= squared_distance_mega + root = { + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_counties + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_counties + target = scope:faith_scope + } + } + } + any_held_title = { + tier = tier_county + faith = root.faith + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_the_county + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_the_county + target = scope:faith_scope + } + } + } + } + } + } + } + } + } + ai_chance = { + value = 100 + } + } + + item = { + value = invite_same_religion_exiles + current_description = invite_same_religion_exiles + localization = invite_same_religion_exiles + icon = "gfx/interface/icons/court_position_types/court_guru_court_position.dds" + is_valid = { + custom_tooltip = { + text = invite_exiles_req + root.religion = { + any_faith = { + exists = var:converted_development + var:converted_development >= 1 + NOT = { + has_doctrine_parameter = unreformed + } + + exists = var:associated_culture + exists = var:associated_county + save_temporary_scope_as = faith_scope + "root.capital_province.squared_distance(scope:faith_scope.var:associated_county.title_province)" <= squared_distance_mega + root = { + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_counties + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_counties + target = scope:faith_scope + } + } + } + any_held_title = { + tier = tier_county + faith = root.faith + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_the_county + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_the_county + target = scope:faith_scope + } + } + } + } + } + } + } + } + } + ai_chance = { + value = 100 + } + } + + item = { + value = invite_same_faith_exiles + current_description = invite_same_faith_exiles + localization = invite_same_faith_exiles + icon = "gfx/interface/icons/court_position_types/witness_camp_officer.dds" + is_valid = { + custom_tooltip = { + text = invite_exiles_req + root.faith = { + exists = var:converted_development + var:converted_development >= 1 + NOT = { + has_doctrine_parameter = unreformed + } + save_temporary_scope_as = faith_scope + "root.capital_province.squared_distance(scope:faith_scope.var:associated_county.title_province)" <= squared_distance_mega + } + any_held_title = { + tier = tier_county + faith = root.faith + } + } + } + ai_chance = { + value = 100 + } + } + } + + effect = { + custom_tooltip = invite_religious_exiles_decision_effect + save_scope_as = root_scope + save_scope_as = from_decision + hidden_effect = { + if = { + limit = { scope:invite_all_exiles = yes } + random_religion_global = { + limit = { + any_faith = { + exists = var:converted_development + var:converted_development >= 1 + NOT = { + has_doctrine_parameter = unreformed + } + + exists = var:associated_culture + exists = var:associated_county + save_temporary_scope_as = faith_scope + var:associated_county.title_province = { save_temporary_scope_as = faith_scope_province } + "scope:root_scope.capital_province.squared_distance(scope:faith_scope_province)" <= squared_distance_mega + scope:root_scope = { + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_counties + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_counties + target = scope:faith_scope + } + } + } + any_held_title = { + tier = tier_county + faith = scope:root_scope.faith + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_the_county + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_the_county + target = scope:faith_scope + } + } + } + } + } + } + } + random_faith = { + limit = { + exists = var:converted_development + var:converted_development >= 1 + NOT = { + has_doctrine_parameter = unreformed + } + + exists = var:associated_culture + exists = var:associated_county + save_temporary_scope_as = faith_scope + var:associated_county.title_province = { save_temporary_scope_as = faith_scope_province } + "scope:root_scope.capital_province.squared_distance(scope:faith_scope_province)" <= squared_distance_mega + scope:root_scope = { + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_counties + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_counties + target = scope:faith_scope + } + } + } + any_held_title = { + tier = tier_county + faith = scope:root_scope.faith + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_the_county + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_the_county + target = scope:faith_scope + } + } + } + } + } + } + save_scope_as = target_faith + scope:root_scope = { + if = { + limit = { + faith != scope:target_faith + } + save_scope_as = ruler_target + save_scope_as = seeking_any_counties + trigger_event = global_religion.1000 + } + else = { + save_scope_as = ruler_target + save_scope_as = seeking_same_faith_counties + trigger_event = global_religion.1000 + } + } + } + } + } + else_if = { + limit = { scope:invite_same_religion_exiles = yes } + faith.religion = { + random_faith = { + limit = { + exists = var:converted_development + var:converted_development >= 1 + NOT = { + has_doctrine_parameter = unreformed + } + + exists = var:associated_culture + exists = var:associated_county + save_temporary_scope_as = faith_scope + var:associated_county.title_province = { save_temporary_scope_as = faith_scope_province } + "scope:root_scope.capital_province.squared_distance(scope:faith_scope_province)" <= squared_distance_mega + scope:root_scope = { + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_counties + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_counties + target = scope:faith_scope + } + } + } + any_held_title = { + tier = tier_county + faith = scope:root_scope.faith + trigger_if = { + limit = { + has_variable_list = faiths_converted_in_the_county + } + NOT = { + is_target_in_variable_list = { + name = faiths_converted_in_the_county + target = scope:faith_scope + } + } + } + } + } + } + save_scope_as = target_faith + scope:root_scope = { + if = { + limit = { + faith != scope:target_faith + } + save_scope_as = ruler_target + save_scope_as = seeking_any_counties + trigger_event = global_religion.1000 + } + else = { + save_scope_as = ruler_target + save_scope_as = seeking_same_faith_counties + trigger_event = global_religion.1000 + } + } + } + } + } + else_if = { + limit = { scope:invite_same_faith_exiles = yes } + faith = { + save_scope_as = target_faith + scope:root_scope = { + save_scope_as = ruler_target + save_scope_as = seeking_same_faith_counties + trigger_event = global_religion.1000 + } + } + } + } + close_view = { + view = decisions + player = root + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 190 + empire = 190 + hegemony = 190 + } + + ai_will_do = { + base = 0 + modifier = { + culture = { + has_cultural_parameter = less_cost_to_invite_religious_exiles + } + add = 40 + } + } +} + +convert_to_confucianism = { + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_debate.dds" + } + sort_order = 101 + + is_shown = { + culture = { has_cultural_parameter = can_always_convert_to_confucianism } + faith.religion != religion:confucianism_religion + } + + is_valid = { + + } + + cooldown = { years = 15 } + + desc = convert_to_confucianism_desc + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_CONFUCIAN_FAITH_TO_CONVERT_TO" + show_from_start = yes + + item = { + value = jingxue + current_description = convert_to_jingxue_via_tradition_desc + localization = convert_to_jingxue + icon = "gfx/interface/icons/faith/jingxue.dds" + is_valid = { + + } + ai_chance = { + value = { + add = root.ai_rationality + min = 1 + } + } + } + + item = { + value = daoxue + current_description = convert_to_daoxue_via_tradition_desc + localization = convert_to_daoxue + icon = "gfx/interface/icons/faith/daoxue.dds" + is_valid = { + } + ai_chance = { + value = { + add = root.ai_sociability + min = 1 + } + } + } + } + + cost = { + piety = { + value = 50 + } + } + + effect = { + if = { + limit = { + scope:jingxue = yes + } + set_character_faith = faith:jingxue + } + else = { + set_character_faith = faith:daoxue + } + + trigger_event = faith_conversion.1001 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 0 + } + + ai_will_do = { + base = 0 + modifier = { + add = 100 + static_group_filter = { + group = confucianism_drawn + match = 0.05 + } + } + modifier = { + add = -500 + has_character_flag = recent_convert + } + } +} + +convert_to_taoism = { + picture = { + reference = "gfx/interface/illustrations/holding_types/tgp_chinese_pagoda.dds" + } + sort_order = 101 + + cooldown = { years = 15 } #No cooldown needed as its not available if you take it + + is_shown = { + culture = { has_cultural_parameter = can_always_convert_to_taoism } + faith.religion != religion:taoism_religion + } + + is_valid = { + + } + + is_valid_showing_failures_only = { + + } + + desc = convert_to_taoism_desc + + cost = { #Uses normal conversion cost (which is discounted by the same tradition) + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_TAOIST_FAITH_TO_CONVERT_TO" + show_from_start = yes + + item = { + value = zhengyi + current_description = convert_to_zhengyi_via_decision_desc + localization = convert_to_zhengyi + icon = "gfx/interface/icons/faith/taoism.dds" + is_valid = { + + } + ai_chance = { + value = { + add = root.ai_rationality + multiply = -1 + min = 0 + } + } + } + + item = { + value = shangqing + current_description = convert_to_shangqing_via_decision_desc + localization = convert_to_shangqing + icon = "gfx/interface/icons/faith/shangqing.dds" + is_valid = { + } + ai_chance = { + value = { + add = root.ai_greed + multiply = -1 + min = 1 + } + } + } + + item = { + value = quanzhen + current_description = convert_to_quanzhen_via_decision_desc + localization = convert_to_quanzhen + icon = "gfx/interface/icons/faith/quanzhen.dds" + is_valid = { + } + ai_chance = { + value = { + add = root.ai_zeal + min = 1 + } + } + } + } + + cost = { + piety = { + value = 50 + } + } + + + effect = { + + save_scope_as = root_scope + + if = { + limit = { + scope:zhengyi = yes + } + + set_character_faith = faith:zhengyi + + } + else_if = { + limit = { + scope:shangqing = yes + } + set_character_faith = faith:shangqing + } + else = { + set_character_faith = faith:quanzhen + + } + trigger_event = faith_conversion.1001 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 0 + } + + ai_will_do = { + base = 0 + + + modifier = { + add = -20 + has_trait = zealous + } + modifier = { + add = 100 + static_group_filter = { + group = taoism_drawn + match = 0.05 + } + } + modifier = { + add = 10 + has_trait = lifestyle_mystic + } + modifier = { + add = -500 + has_character_flag = recent_convert + } + } +} diff --git a/N3OW/common/decisions/dlc_decisions/ep3_decisions.txt b/N3OW/common/decisions/dlc_decisions/ep3_decisions.txt new file mode 100644 index 00000000..ff09ad82 --- /dev/null +++ b/N3OW/common/decisions/dlc_decisions/ep3_decisions.txt @@ -0,0 +1,3805 @@ +### Hold a Triumph ### +hold_triumph_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 60 + hegemony = 60 + } + + sort_order = 110 + + desc = hold_triumph_decision_desc + selection_tooltip = hold_triumph_decision_tooltip + decision_group_type = roman + + is_shown = { + has_ep3_dlc_trigger = yes + is_roman_emperor_trigger = yes + culture = { has_cultural_parameter = holds_triumphs } + } + + is_valid = { + is_at_war = no + is_roman_emperor_trigger = yes + culture = { has_cultural_parameter = holds_triumphs } + } + + is_valid_showing_failures_only = { + is_alive = yes + is_available_healthy_adult = yes + NOT = { exists = involved_activity } + is_imprisoned = no + } + + cost = { + gold = { + value = 0 + if = { + limit = { + NOR = { + has_treasury = yes + has_character_flag = free_triumph_flag + } + } + add = ep3_triumph_gold_cost + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + NOT = { has_character_flag = free_triumph_flag } + } + add = ep3_triumph_gold_cost + } + } + influence = { + value = 0 + if = { + limit = { + NOT = { has_character_flag = free_triumph_flag } + } + add = ep3_triumph_influence_cost + } + } + } + + cooldown = { years = 10 } + + effect = { + custom_tooltip = hold_triumph_decision_effects + trigger_event = { + id = ep3_decisions_event.0001 + days = 1 + } + if = { + limit = { has_character_flag = free_triumph_flag } + remove_character_flag = free_triumph_flag + } + } + + ai_potential = { + NOT = { has_trait = humble } + has_variable = ep3_valid_triumph_victory + } + + ai_will_do = { + base = 30 + modifier = { + has_trait = arrogant + add = 30 + } + modifier = { + has_trait = ambitious + add = 20 + } + } +} + +### Restore [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] ### +restore_backwater_counties_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_estate.dds" + } + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 0 + hegemony = 0 + } + + sort_order = 70 + + desc = restore_backwater_counties_decision_desc + selection_tooltip = restore_backwater_counties_decision_tooltip + decision_group_type = roman + + is_shown = { + has_ep3_dlc_trigger = yes + primary_title ?= { + OR = { + tier = tier_duchy + tier = tier_kingdom + } + } + any_sub_realm_county = { + has_county_modifier = backwater_county_modifier + } + } + + is_valid = { + is_at_war = no + custom_tooltip = { + text = backwater_county_eligible_modifier_removal_tt + any_sub_realm_county = { + count >= 1 + has_county_modifier = backwater_county_modifier + development_level >= 50 + } + } + } + + is_valid_showing_failures_only = { + is_alive = yes + is_available = yes + NOT = { exists = involved_activity } + is_imprisoned = no + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = medium_gold_value + multiply = { + value = 1 + every_sub_realm_county = { + limit = { + title_province = { + geographical_region = greek_backwater_modifier_region + } + has_county_modifier = backwater_county_modifier + development_level >= 50 + } + add = 1 + } + } + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = medium_gold_value + multiply = { + value = 1 + every_sub_realm_county = { + limit = { + title_province = { + geographical_region = greek_backwater_modifier_region + } + has_county_modifier = backwater_county_modifier + development_level >= 50 + } + add = 1 + } + } + } + } + } + + effect = { + custom_tooltip = greek_backwater_modifier_removal_tt + if = { + limit = { + NOT = { + any_sub_realm_county = { + title_province = { + geographical_region = greek_backwater_modifier_region + } + has_county_modifier = backwater_county_modifier + development_level >= 50 + } + } + } + custom_tooltip = no_backwater_counties_meet_criteria_tt + } + else = { + every_sub_realm_county = { + limit = { + title_province = { + geographical_region = greek_backwater_modifier_region + } + has_county_modifier = backwater_county_modifier + development_level >= 50 + } + add_to_list = frontwater_counties + } + } + primary_title = { save_scope_as = target_theme } + # Toast for the Governor confirming which counties got the modifier removed + send_interface_message = { + type = event_generic_good + title = ep3_theme_not_backwater.t + left_icon = root + right_icon = root.primary_title + every_in_list = { + list = frontwater_counties + remove_county_modifier = backwater_county_modifier + } + } + + if = { # If we remove the modifier from the last county belonging to this governor, we fire a celebration event for some narrative flavor + limit = { + any_sub_realm_county = { + count = 0 + title_province = { + geographical_region = greek_backwater_modifier_region + } + has_county_modifier = backwater_county_modifier + } + } + # Event for the Governor if all counties are restored + trigger_event = { + id = ep3_decisions_event.3000 + days = 1 + } + + # Once all the counties have been brought up to speed, we notify the emperor + liege = { + send_interface_message = { + type = event_generic_good_text + title = ep3_theme_not_backwater.t + desc = ep3_theme_not_backwater.desc + left_icon = root + } + # Trigger the event for the emperor to see if all the counties have been cleared + trigger_event = ep3_decisions_event.3001 + } + } + } +} + +### Prepare Greek Fire Dromons ### +prepare_greek_fire_dromons_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_smith.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + sort_order = 110 + + desc = prepare_greek_fire_dromons_decision_desc + selection_tooltip = prepare_greek_fire_dromons_decision_tooltip + decision_group_type = roman + + is_shown = { + has_ep3_dlc_trigger = yes + has_multiple_players = no + title:c_byzantion = { + holder = root + } + culture = { + OR = { + this = culture:greek + any_parent_culture_or_above = { this = culture:greek } + } + } + } + + is_valid = { + custom_tooltip = { + text = prepare_greek_fire_dromons_constantinople_tt + capital_county = title:c_byzantion + } + custom_tooltip = { + text = prepare_greek_fire_dromons_capital_unoccupied_tt + capital_province = { + is_occupied = no + } + } + custom_tooltip = { + text = prepare_greek_fire_dromons_no_modifier_tt + capital_county = { + NOT = { has_county_modifier = defensive_fire_dromons_modifier } + } + } + + OR = { + influence >= major_influence_value + gold >= major_gold_value_static_max + } + } + + is_valid_showing_failures_only = { + is_available = yes + NOT = { exists = involved_activity } + } + + cooldown = { years = 5 } + + effect = { + custom_tooltip = defensive_fire_dromons_3_years_tooltip + custom_tooltip = defensive_fire_dromons_custom_desc + custom_tooltip = defensive_fire_dromons_buildings_desc + trigger_event = ep3_decisions_event.3100 + } + + ai_potential = { + NOT = { has_trait = compassionate } + OR = { + gold >= massive_gold_value + influence >= massive_influence_value + } + } + + ai_will_do = { + base = 20 + ai_value_modifier = { + ai_compassion = -1 + } + modifier = { + OR = { + has_trait = paranoid + has_trait = craven + } + add = 30 + } + modifier = { + OR = { + martial > high_skill_rating + learning > high_skill_rating + } + add = 20 + } + modifier = { + OR = { + has_trait = calm + has_trait = content + } + add = -20 + } + } +} + +### Re-Establish the Theodosian Borders ### +retake_eastern_provinces_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_roman_restoration.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 120 + hegemony = 120 + } + + sort_order = 50 + + desc = retake_eastern_provinces_decision_desc + selection_tooltip = retake_eastern_provinces_decision_tooltip + decision_group_type = roman + + is_shown = { + has_ep3_dlc_trigger = yes + has_title = title:e_byzantium + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:retake_eastern_provinces_decision + } + } + } + + is_valid = { + government_has_flag = government_is_administrative + completely_controls_region = custom_theodosian_ere + custom_tooltip = { + text = eastern_kingdoms_held_or_vassals_tt + trigger_if = { + limit = { + exists = title:k_bulgaria.holder + } + title:k_bulgaria.holder = { liege = root } + } + trigger_if = { + limit = { + exists = title:k_epirus.holder + } + title:k_epirus.holder = { liege = root } + } + trigger_if = { + limit = { + exists = title:k_hellas.holder + } + title:k_hellas.holder = { liege = root } + } + trigger_if = { + limit = { + exists = title:k_thessalonika.holder + } + title:k_thessalonika.holder = { liege = root } + } + trigger_if = { + limit = { + exists = title:k_krete.holder + } + title:k_krete.holder = { liege = root } + } + trigger_if = { + limit = { + exists = title:k_cyprus.holder + } + title:k_cyprus.holder = { liege = root } + } + trigger_if = { + limit = { + exists = title:k_nikaea.holder + } + title:k_nikaea.holder = { liege = root } + } + trigger_if = { + limit = { + exists = title:k_anatolia.holder + } + title:k_anatolia.holder = { liege = root } + } + trigger_if = { + limit = { + exists = title:k_pontus.holder + } + title:k_pontus.holder = { liege = root } + } + trigger_if = { + limit = { + exists = title:k_syria.holder + } + title:k_syria.holder = { liege = root } + } + trigger_if = { + limit = { + exists = title:k_jerusalem.holder + } + title:k_jerusalem.holder = { liege = root } + } + trigger_if = { + limit = { + exists = title:k_egypt.holder + } + title:k_egypt.holder = { liege = root } + } + } + } + + is_valid_showing_failures_only = { + is_at_war = no + NOT = { exists = involved_activity } + is_imprisoned = no + has_contagious_deadly_disease_trigger = no + } + + cost = { + prestige = { + value = 1000 + } + } + + effect = { + show_as_tooltip = { + retake_eastern_provinces_decision_effect = yes + } + trigger_event = { + id = ep3_decisions_event.4000 + days = 1 + } + #Can only be done once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:retake_eastern_provinces_decision + } + if = { + limit = { + is_ai = no + game_start_date >= 1178.10.1 + } + add_achievement_global_variable_effect = { + VARIABLE = achieved_against_the_odds_achievement + VALUE = yes + } + } + } + + ai_potential = { + has_title = title:e_byzantium + is_at_war = no + NOT = { exists = involved_activity } + is_imprisoned = no + has_contagious_deadly_disease_trigger = no + } + + ai_will_do = { + base = 100 + } +} + +### Refound the Pandidakterion ### +refound_pandidakterion_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 120 + hegemony = 120 + } + + sort_order = 110 + + desc = refound_pandidakterion_decision_desc + selection_tooltip = refound_pandidakterion_decision_tooltip + decision_group_type = roman + + is_shown = { + has_ep3_dlc_trigger = yes + has_title = title:e_byzantium + NOR = { + # the pandidakterion was created by the player + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:refound_pandidakterion_decision + } + # the pandidakterion already existed at game start + title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } + } + } + + is_valid = { + government_has_flag = government_is_administrative + custom_tooltip = { + text = pandidakterion_tt + any_sub_realm_county = { + this = title:c_byzantion #owns Constantinople + } + } + } + + is_valid_showing_failures_only = { + is_at_war = no + NOT = { exists = involved_activity } + is_imprisoned = no + has_contagious_deadly_disease_trigger = no + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = 1000 + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = 1000 + } + } + } + + effect = { + title:c_byzantion = { add_county_modifier = pandidakterion_university_modifier } + found_university_decision_event_effect = yes + #Can only be done once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:refound_pandidakterion_decision + } + create_character_memory = { + type = refounded_pandidakterion_memory + } + } + + ai_potential = { + has_title = title:e_byzantium + gold > 1000 + } + + ai_will_do = { + base = 100 + } +} + +### Ask for Support ### +ask_western_help_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 80 + hegemony = 80 + } + + sort_order = 110 + + desc = ask_western_help_decision_desc + selection_tooltip = ask_western_help_decision_tooltip + decision_group_type = roman + + is_shown = { + has_ep3_dlc_trigger = yes + # Byz emperor or governor + has_title = title:e_byzantium + # Christian without crusades (mainly Orthodox) + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + faith = { + NOT = { has_doctrine_parameter = great_holy_wars_active } + } + government_has_flag = government_is_administrative + } + + is_valid = { + is_at_war = yes + custom_tooltip = { + text = valid_primary_war_enemy_for_crusade + any_primary_war_enemy = { + NOT = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + OR = { + highest_held_title_tier >= tier_kingdom + liege = { highest_held_title_tier >= tier_kingdom } + } + } + } + custom_tooltip = { + text = valid_realm_size_for_help + top_liege = { + realm_size < massive_realm_size + } + } + custom_tooltip = { + text = there_is_someone_to_ask_for_help + OR = { + any_ally = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + faith = { + has_doctrine_parameter = great_holy_wars_active + exists = religious_head + } + trigger_if = { + limit = { + has_variable = asked_for_help_by + } + NOT = { var:asked_for_help_by = root } + } + } + religion:christianity_religion = { + any_faith = { + has_doctrine_parameter = great_holy_wars_active + religious_head ?= { + trigger_if = { + limit = { + has_variable = asked_for_help_by + } + NOT = { var:asked_for_help_by = root } + } + } + } + } + } + } + } + + is_valid_showing_failures_only = { + is_at_war = yes + NOT = { exists = involved_activity } + custom_tooltip = { + text = recently_asked_for_help + NOT = { + primary_title = { has_variable = recently_asked_western_help } + } + } + } + + cost = { + prestige = { + value = 300 + } + influence = { + value = massive_influence_value + multiply = 2 + } + } + + effect = { + custom_tooltip = ask_western_help_decision_effect_desc + hidden_effect = { + save_scope_as = caller + # Cooldown on your main title + primary_title = { + set_variable = { + name = recently_asked_western_help + years = 20 + } + } + ordered_primary_war_enemy = { + limit = { + NOT = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } + OR = { + highest_held_title_tier >= tier_kingdom + liege = { highest_held_title_tier >= tier_kingdom } + } + } + order_by = max_military_strength + save_scope_as = enemy + } + random_character_war = { + limit = { + is_war_leader = scope:enemy + } + save_scope_as = our_war + } + + if = { + limit = { + any_ally = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + faith = { + has_doctrine_parameter = great_holy_wars_active + exists = religious_head + } + trigger_if = { + limit = { + has_variable = asked_for_help_by + } + NOT = { var:asked_for_help_by = root } + } + } + } + ordered_ally = { + limit = { + OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + faith = { + has_doctrine_parameter = great_holy_wars_active + exists = religious_head + } + trigger_if = { + limit = { + has_variable = asked_for_help_by + } + NOT = { var:asked_for_help_by = root } + } + } + order_by = max_military_strength + save_scope_as = called + save_scope_as = called_1 + set_variable = { + name = asked_for_help_by + value = root + years = 20 + } + } + } + else = { + religion:christianity_religion = { + random_faith = { + limit = { + has_doctrine_parameter = great_holy_wars_active + religious_head ?= { + trigger_if = { + limit = { + has_variable = asked_for_help_by + } + NOT = { var:asked_for_help_by = root } + } + } + } + religious_head = { + save_scope_as = called + save_scope_as = called_2 + set_variable = { + name = asked_for_help_by + value = root + years = 20 + } + } + } + } + } + + scope:called.faith = { save_scope_as = the_faith } + # Prep for eventual crusade + scope:enemy ?= { + if = { + limit = { + highest_held_title_tier = tier_kingdom + } + primary_title = { save_scope_as = target_kingdom } + } + else_if = { + limit = { + liege ?= { highest_held_title_tier = tier_kingdom } + } + liege.primary_title = { save_scope_as = target_kingdom } + } + else_if = { + limit = { + highest_held_title_tier > tier_kingdom + } + ordered_realm_de_jure_kingdom = { + order_by = great_holy_war_target_kingdom_weight_simplified + position = 1 + save_scope_as = target_kingdom + } + } + else = { + liege ?= { + ordered_realm_de_jure_kingdom = { + order_by = great_holy_war_target_kingdom_weight_simplified + position = 1 + save_scope_as = target_kingdom + } + } + } + } + scope:called_1 ?= { + trigger_event = { + id = ep3_decisions_event.4010 + days = 3 + } + } + scope:called_2 ?= { + trigger_event = { + id = ep3_decisions_event.4011 + days = 3 + } + } + } + } + + ai_potential = { + has_title = title:e_byzantium + realm_size < massive_realm_size + } + + ai_will_do = { + base = 50 + } +} + +### Evangelize the Pagans ### +evangelize_the_slavs_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 80 + hegemony = 80 + } + + sort_order = 120 + + desc = evangelize_the_slavs_decision_desc + selection_tooltip = evangelize_the_slavs_decision_tooltip + decision_group_type = roman + + cooldown = { years = 10 } + + is_shown = { + has_ep3_dlc_trigger = yes + # Byz emperor or governor + OR = { + has_title = title:e_byzantium + liege = { has_title = title:e_byzantium } + } + OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } + # You border with pagans to convert + trigger_if = { + limit = { + has_title = title:e_byzantium + } + any_neighboring_and_across_water_top_liege_realm_owner = { + valid_for_pagan_conversion_trigger = yes + } + } + trigger_else = { + any_neighboring_and_across_water_realm_same_rank_owner = { + valid_for_pagan_conversion_trigger = yes + } + } + } + + is_valid = { + government_has_flag = government_is_administrative + trigger_if = { + limit = { + has_title = title:e_byzantium + } + custom_tooltip = { + any_neighboring_and_across_water_top_liege_realm_owner = { + valid_for_pagan_conversion_trigger = yes + } + text = valid_neighboring_and_across_water_top_liege + } + } + trigger_else = { + custom_tooltip = { + any_neighboring_and_across_water_realm_same_rank_owner = { + valid_for_pagan_conversion_trigger = yes + } + text = valid_neighboring_and_across_water_realm_same_rank + } + } + } + + is_valid_showing_failures_only = { + is_at_war = no + NOT = { exists = involved_activity } + is_imprisoned = no + has_contagious_deadly_disease_trigger = no + } + + cost = { + piety = massive_piety_value + } + + effect = { + custom_tooltip = evangelize_the_slavs_decision_effect + trigger_event = ep3_decisions_event.4020 + } + + ai_potential = { + piety > massive_piety_value + has_title = title:e_byzantium + } + + ai_will_do = { + base = 0 + ai_value_modifier = { + ai_zeal = 1 + } + modifier = { + any_neighboring_and_across_water_top_liege_realm_owner = { + valid_for_pagan_conversion_trigger = yes + NOT = { + capital_county.title_province = { + geographical_region = world_europe_east + } + } + } + factor = 0.5 + } + } +} + +### Restore the Byzantine Empire ### +recreate_byzantine_empire_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 6 + empire = 6 + hegemony = 0 + } + + desc = recreate_byzantine_empire_decision_desc + selection_tooltip = recreate_byzantine_empire_decision_tooltip + decision_group_type = roman + + is_shown = { + has_dlc_feature = roads_to_power + NOR = { + exists = title:e_byzantium.holder + exists = title:h_roman_empire.holder + exists = title:h_eastern_roman_empire.holder + } + title:e_byzantium = { is_titular = no } + OR = { + culture = { + OR = { + this = culture:greek + any_parent_culture_or_above = { this = culture:greek } + } + } + AND = { + OR = { + ep3_orthodox_faith_trigger = yes + faith = faith:hellenic_pagan + } + primary_title = { + tier <= tier_empire + empire = title:e_latin_empire + } + } + AND = { + OR = { + ep3_orthodox_faith_trigger = yes + faith = faith:hellenic_pagan + } + primary_title = { + tier <= tier_empire + empire = title:e_byzantium + } + } + } + } + + is_valid = { + custom_tooltip = { + NOT = { + exists = title:e_byzantium.holder + } + text = no_byz_emp_exists_tt + } + top_liege = this + OR = { + custom_tooltip = { + culture = { + this = culture:greek + } + text = is_greek_tt + } + custom_tooltip = { + culture = { + any_parent_culture_or_above = { this = culture:greek } + } + text = is_greek_descendent_tt + } + ep3_orthodox_faith_trigger = yes + faith = faith:hellenic_pagan + } + highest_held_title_tier >= tier_kingdom + + realm_size >= 12 + custom_tooltip = { + title:c_byzantion.holder = { + exists = this + OR = { + this = root + AND = { + is_ai = yes + top_liege = root + } + } + } + text = pandidakterion_tt + } + primary_title = { + tier <= tier_empire + OR = { + empire = title:e_latin_empire + empire = title:e_byzantium + } + } + trigger_if = { + limit = { + is_ai = no + has_legitimacy = yes + } + legitimacy_level >= 3 + } + #A liiiiiittle easier for AI + trigger_if = { + limit = { + is_ai = yes + has_legitimacy = yes + } + legitimacy_level >= 1 + } + } + + is_valid_showing_failures_only = { + trigger_if = { + limit = { + is_ai = no + } + NOT = { exists = involved_activity } + is_available = yes + } + trigger_else = { + is_alive = yes + is_imprisoned = no + is_incapable = no + } + } + + cost = { + prestige = { + value = { + add = 1000 + if = { + limit = { + any_held_title = { + this = title:e_latin_empire + } + } + add = 1000 + } + if = { + limit = { + culture = { + NOR = { + this = culture:greek + any_parent_culture_or_above = { this = culture:greek } + } + } + } + add = 500 + } + #AI need to take this decision and aren't good at saving up for it + if = { + limit = { + is_ai = yes + } + multiply = 0.5 + } + } + } + piety = { + value = { + add = massive_piety_value + if = { + limit = { + any_held_title = { + this = title:e_latin_empire + } + } + add = 500 + } + if = { + limit = { + ep3_orthodox_faith_trigger = no + } + add = 500 + } + if = { + limit = { + faith = faith:catholic + } + add = 500 + } + #AI need to take this decision and aren't good at saving up for it + if = { + limit = { + is_ai = yes + } + multiply = 0.5 + } + } + } + } + + effect = { + show_as_tooltip = { + recreate_ere_decision_effect = yes + } + trigger_event = ep3_decisions_event.4030 + } + + ai_potential = { + NOT = { exists = title:e_byzantium.holder } + any_held_title = { + title_tier = kingdom + OR = { + empire = title:e_latin_empire + empire = title:e_byzantium + } + } + OR = { + culture = { + OR = { + this = culture:greek + any_parent_culture_or_above = { this = culture:greek } + } + } + ep3_orthodox_faith_trigger = yes + primary_title = { + tier <= tier_empire + empire = title:e_latin_empire + } + } + } + + ai_will_do = { + base = 100 + modifier = { + primary_title = { + tier <= tier_empire + empire = title:e_latin_empire + } + add = -60 + } + modifier = { + NAND = { + culture = { + OR = { + this = culture:greek + any_parent_culture_or_above = { this = culture:greek } + } + } + OR = { + ep3_orthodox_faith_trigger = yes + faith = faith:hellenic_pagan + } + } + add = -30 + } + } +} + +### Found the Varangian Guard ### +found_varangian_guard_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_varangian_guard.dds" + } + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 60 + hegemony = 60 + } + + sort_order = 100 + + desc = found_varangian_guard_decision_desc + selection_tooltip = found_varangian_guard_decision_tooltip + decision_group_type = roman + + is_shown = { + has_ep3_dlc_trigger = yes + culture = { has_cultural_parameter = unlock_maa_varangian_guards } + primary_title.tier >= tier_empire + NOT = { + # You have not already founded it for your current title + primary_title = { has_variable = founded_varangian_guard } + } + } + + is_valid = { + prestige_level >= 3 + OR = { + any_realm_county = { culture = culture:norse } + any_courtier = { + count >= 5 + culture = culture:norse + } + any_ally = { culture = culture:norse } + } + } + + is_valid_showing_failures_only = { + is_at_war = no + NOT = { exists = involved_activity } + is_imprisoned = no + } + + cost = { + prestige = 1000 + } + + effect = { + primary_title = { set_variable = founded_varangian_guard } + send_interface_toast = { + title = unlocked_varangian_guard_desc_tt + type = event_toast_effect_neutral + left_icon = root + custom_tooltip = unlocked_varangian_guard_desc + } + create_character_memory = { + type = found_varangian_memory + } + } + + ai_potential = { + has_title = title:e_byzantium + } + + ai_will_do = { + base = 100 + } +} + +### Reinstate the Grain Dole ### +reinstitute_grain_dole_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 60 + empire = 60 + hegemony = 0 + } + sort_order = 40 + + desc = reinstitute_grain_dole_decision_desc + selection_tooltip = reinstitute_grain_dole_decision_tooltip + decision_group_type = roman + + is_shown = { + has_ep3_dlc_trigger = yes + is_roman_emperor_trigger = yes + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:reinstitute_grain_dole_decision + } + } + } + + is_valid = { + government_has_flag = government_is_administrative + OR = { + capital_county = title:c_byzantion + capital_county = title:c_roma + } + completely_controls_region = custom_roman_aegyptus + custom_tooltip = { + text = enough_granaries_in_egypt + any_county_in_region = { + region = custom_roman_aegyptus + count >= 3 + any_county_province = { + has_building_or_higher = cereal_fields_05 + } + } + } + } + + is_valid_showing_failures_only = { + is_at_war = no + NOT = { exists = involved_activity } + is_imprisoned = no + custom_tooltip = { + NOT = { + title:c_byzantion = { has_county_modifier = panem_et_circenses_county_modifier } + } + text = grain_dole_already_active + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = grain_dole_cost + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = grain_dole_cost + } + } + } + + effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:reinstitute_grain_dole_decision + } + trigger_event = ep3_decisions_event.4040 + reinstitute_grain_dole_decision_effect = yes + } + + ai_potential = { + is_roman_emperor_trigger = yes + } + + ai_will_do = { + base = 100 + } +} + +### Reconfirm the Grain Dole ### +reconfirm_grain_dole_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 60 + empire = 60 + hegemony = 0 + } + sort_order = 90 + + desc = reconfirm_grain_dole_decision_desc + selection_tooltip = reconfirm_grain_dole_decision_tooltip + decision_group_type = roman + + is_shown = { + has_ep3_dlc_trigger = yes + is_roman_emperor_trigger = yes + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:reinstitute_grain_dole_decision + } + } + + is_valid = { + government_has_flag = government_is_administrative + OR = { + capital_county = title:c_byzantion + capital_county = title:c_roma + } + completely_controls_region = custom_roman_aegyptus + custom_tooltip = { + text = enough_granaries_in_egypt + any_county_in_region = { + region = custom_roman_aegyptus + count >= 3 + any_county_province = { + has_building_or_higher = cereal_fields_05 + } + } + } + } + + is_valid_showing_failures_only = { + is_at_war = no + NOT = { exists = involved_activity } + is_imprisoned = no + custom_tooltip = { + NOT = { + capital_county = { has_county_modifier = panem_et_circenses_county_modifier } + } + text = grain_dole_already_active + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = grain_dole_cost + multiply = { + value = 0.5 + desc = unlocked_grain_dole + } + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = grain_dole_cost + multiply = { + value = 0.5 + desc = unlocked_grain_dole + } + } + } + } + + effect = { + send_interface_message = { + type = event_title_good + title = reconfirm_grain_dole_decision_tt + right_icon = root + reinstitute_grain_dole_decision_effect = yes + } + } + + ai_potential = { + is_roman_emperor_trigger = yes + capital_county = { has_variable = unlocked_grain_dole } + } + + ai_will_do = { + base = 100 + } +} + +#mass_arrests_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_prison.dds" +# } +# sort_order = 115 +# +# desc = mass_arrests_decision_desc +# selection_tooltip = mass_arrests_decision_tooltip +# decision_group_type = admin +# +# is_shown = { +# has_ep3_dlc_trigger = yes +# government_allows = administrative +# primary_title.tier ?= tier_empire +# dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_5 } +# } +# +# is_valid = { +# government_has_flag = government_is_administrative +# primary_title.tier ?= tier_empire +# dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_5 } +# } +# +# is_valid_showing_failures_only = { +# NOT = { exists = involved_activity } +# is_imprisoned = no +# any_powerful_family = { } +# } +# +# cost = { +# influence = monumental_influence_value +# } +# +# cooldown = { years = 20 } +# +# effect = { +# show_as_tooltip = { +# add_tyranny = massive_tyranny_gain +# add_legitimacy = medium_legitimacy_loss +# +# custom_tooltip = house_loses_power_rating +# random_powerful_family = { +# every_house_member = { +# custom = choose_a_powerful_family +# change_influence = major_influence_loss +# custom_tooltip = imprisoned_by_you +# add_opinion = { +# modifier = imprisoned_me +# years = 10 +# target = root +# } +# } +# } +# } +# +# trigger_event = ep3_decisions_event.3200 +# } +# +# ai_potential = { +# always = no +# } +# +# ai_check_interval = 0 +# +# ai_will_do = { +# base = 0 +# } +#} + +change_state_faith = { + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_theocracy + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + is_roman_emperor_primary_title_trigger = yes + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + trigger = { + faith.religion = religion:islam_religion + } + reference = "gfx/interface/illustrations/activity_header_backgrounds/activity_pilgrimage.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 60 + empire = 60 + hegemony = 0 + } + sort_order = 110 + decision_group_type = admin + + desc = change_state_faith_decision_desc + selection_tooltip = change_state_faith_decision_selection_tooltip + + is_shown = { + has_ep3_dlc_trigger = yes + government_allows = state_faith + exists = primary_title.state_faith + faith != primary_title.state_faith + } + + is_valid = { + government_allows = state_faith + NOT = { faith ?= top_liege.primary_title.state_faith } + } + + is_valid_showing_failures_only = { + NOT = { exists = involved_activity } + is_imprisoned = no + } + + cost = { + influence = { + value = 5000 + if = { + limit = { + has_character_flag = ep3_hof_state_faith_discount + } + multiply = { + value = 0.7 + desc = hof_state_faith_discount + } + } + if = { + limit = { + domicile ?= { has_domicile_parameter = reduce_state_faith_cost } + } + multiply = { + value = 0.9 + desc = domicile_large_temple + } + } + if = { + limit = { + has_perk = prophet_perk + } + multiply = { + value = 1 + subtract = admin_state_faith_cost_perk_value + desc = "[GetPerk('prophet_perk').GetName(GetPlayer)]" + } + } + } + piety = { + value = 5000 + if = { + limit = { + has_character_flag = ep3_hof_state_faith_discount + } + multiply = { + value = 0.7 + desc = hof_state_faith_discount + } + } + if = { + limit = { + domicile ?= { has_domicile_parameter = reduce_state_faith_cost } + } + multiply = { + value = 0.9 + desc = domicile_large_temple + } + } + if = { + limit = { + has_perk = prophet_perk + } + multiply = { + value = 1 + subtract = admin_state_faith_cost_perk_value + desc = "[GetPerk('prophet_perk').GetName(GetPlayer)]" + } + } + } + } + + effect = { + hidden_effect = { + primary_title.state_faith = { save_scope_as = old_faith } + root.faith = { save_scope_as = new_faith } + create_character_memory = { type = changed_state_faith_memory } + scope:new_memory = { + set_variable = { + name = old_faith + value = scope:old_faith + } + set_variable = { + name = new_faith + value = scope:new_faith + } + set_variable = { + name = title + value = root.primary_title + } + } + } + + primary_title = { set_state_faith = root.faith } + capital_county = { set_county_faith = root.faith } + + # Some vassals who like you the most will convert + every_vassal = { + custom = vassals_change_state_faith + limit = { + opinion = { + target = root + value >= 30 + } + faith != root.faith + NOT = { has_vassal_stance = zealot } + is_ai = yes + } + + hidden_effect = { + faith = { save_scope_as = old_faith } + root.faith = { save_scope_as = new_faith } + create_character_memory = { type = adopted_state_faith_memory } + scope:new_memory = { + set_variable = { + name = old_faith + value = scope:old_faith + } + set_variable = { + name = new_faith + value = scope:new_faith + } + set_variable = { + name = title + value = root.primary_title + } + } + } + + set_character_faith = root.faith + } + + # Opinion malus with Zealot vassals + save_scope_as = root_scope + every_vassal = { + vassal_stance = zealot + limit = { + faith != root.faith + } + custom = every_zealot_vassal + add_opinion = { + target = root + modifier = changed_state_faith_opinion + opinion = -30 + } + } + + # Notify and let the players choose + every_vassal = { + limit = { + is_ai = no + } + trigger_event = { + id = ep3_emperor_yearly.2300 + days = 1 + } + } + } + + ai_potential = { + government_has_flag = government_is_administrative + primary_title.tier >= tier_empire + faith != primary_title.state_faith + } + + ai_will_do = { + base = 50 + modifier = { + has_trait = ambitious + add = 30 + } + modifier = { + has_trait = arbitrary + add = 30 + } + modifier = { + has_trait = arrogant + add = 25 + } + modifier = { + has_trait = lazy + add = -20 + } + modifier = { + has_trait = content + add = -50 + } + modifier = { + has_trait = cynical + add = -50 + } + modifier = { + has_trait = zealous + factor = 2 + } + } +} + +adopt_state_faith = { + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_theocracy + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + is_roman_emperor_primary_title_trigger = yes + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + trigger = { + top_liege.primary_title.state_faith.religion = religion:islam_religion + } + reference = "gfx/interface/illustrations/activity_header_backgrounds/activity_pilgrimage.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 0 + } + sort_order = 110 + decision_group_type = admin + + desc = adopt_state_faith_decision_desc + selection_tooltip = adopt_state_faith_decision_selection_tooltip + + is_shown = { + has_ep3_dlc_trigger = yes + top_liege = { government_allows = state_faith } + exists = top_liege.primary_title.state_faith + NOT = { faith ?= top_liege.primary_title.state_faith } + } + + is_valid = { + top_liege = { government_allows = state_faith } + NOT = { faith ?= top_liege.primary_title.state_faith } + } + + is_valid_showing_failures_only = { + NOT = { + custom_description = { + text = "is_in_an_activity" + exists = involved_activity + } + } + is_imprisoned = no + NOT = { faith.religious_head ?= root } + } + + cost = {} + + effect = { + hidden_effect = { + faith = { save_scope_as = old_faith } + top_liege.faith = { save_scope_as = new_faith } + create_character_memory = { type = adopted_state_faith_memory } + scope:new_memory = { + set_variable = { + name = old_faith + value = scope:old_faith + } + set_variable = { + name = new_faith + value = scope:new_faith + } + set_variable = { + name = title + value = root.top_liege.primary_title + } + } + } + + set_character_faith = top_liege.primary_title.state_faith + + if = { + limit = { NOT = { has_character_flag = adopted_state_faith } } + if = { + limit = { government_allows = administrative } + change_influence = monumental_influence_gain + } + add_piety = massive_piety_gain + top_liege = { + if = { + limit = { faith = primary_title.state_faith } + add_opinion = { + target = root + modifier = converted_to_state_faith_opinion + opinion = 30 + } + } + every_vassal = { + custom = every_governor_of_state_faith + limit = { + faith = top_liege.primary_title.state_faith + this != root + } + add_opinion = { + target = root + modifier = converted_to_state_faith_opinion + opinion = 30 + } + } + } + add_character_flag = adopted_state_faith + } + } + + ai_potential = { + government_has_flag = government_is_administrative + NOT = { has_trait = zealous } # A zealous vassal would presumably not want to change their faith + exists = top_liege.primary_title.state_faith + faith != top_liege.primary_title.state_faith + } + + ai_will_do = { + base = 20 + modifier = { + is_governor = yes + add = 40 + } + + # Personality + modifier = { + is_governor = yes + has_trait = ambitious + add = 20 + } + modifier = { + has_trait = fickle + add = 30 + } + modifier = { + has_trait = arbitrary + add = 10 + } + modifier = { + has_trait = ambitious + add = -15 + } + modifier = { + has_trait = arrogant + add = -15 + } + modifier = { + has_trait = content + add = -20 + } + modifier = { + has_trait = cynical + add = -30 + } + modifier = { + has_trait = stubborn + add = -50 + } + + # Faith + modifier = { # More likely to switch away from an unreformed faith + faith ?= { has_doctrine_parameter = unreformed } + add = 20 + } + modifier = { # Communal Identity make it more likely to adopt faith if they share same culture with the top liege + faith ?= { has_doctrine_parameter = same_culture_conversion_bonus_active } + culture ?= top_liege.culture + add = 10 + } + modifier = { # Some faith are more likely to be abandoned + faith ?= { has_doctrine_parameter = unattractive_for_character_conversions } + add = 10 + } + modifier = { # Don't adopt the state faith if you have the same faith as the top liege (if the emperor can have this faith, so can we!) + faith = top_liege.faith + top_liege != this + factor = 0 + } + + # Other + modifier = { + has_vassal_stance = zealot + factor = 0.3 + } + + # Non-admin vassals only consider converting if their faith hostility is low enough + modifier = { + NOT = { government_has_flag = government_is_administrative } + faith ?= { + faith_hostility_level = { + target = root.top_liege.primary_title.state_faith + value >= faith_hostile_level + } + } + factor = 0 + } + } +} + +### Found Salon ### +found_salon_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" + } + sort_order = 120 + + desc = found_salon_decision_desc + selection_tooltip = found_salon_decision_tooltip + decision_group_type = adventurer + + is_shown = { + has_ep3_dlc_trigger = yes + has_trait = violet_poet + NOT = { #You can only do it once. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_founded_salon + } + } + } + + is_valid = { + has_trait = violet_poet + custom_tooltip = { + text = found_salon_decision_trigger_tt + any_courtier = { + has_trait = lifestyle_poet + count > 4 + } + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = 350 + if = { + limit = { + has_character_modifier = ep3_power_couple_modifier + } + subtract = 125 + } + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = 350 + if = { + limit = { + has_character_modifier = ep3_power_couple_modifier + } + subtract = 125 + } + } + } + } + + effect = { + root.location = { + save_scope_as = location + } + show_as_tooltip = { + if = { + limit = { + exists = dynasty + } + dynasty = { + add_dynasty_prestige = medium_dynasty_prestige_gain + } + } + add_prestige = major_prestige_gain + scope:location = { + add_province_modifier = { + modifier = ep3_poets_salon_modifier + years = 250 + } + } + add_character_modifier = { + modifier = ep3_founded_salon_modifier + } + } + + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_founded_salon + } + } + + trigger_event = ep3_decisions_event.4080 + } + + ai_potential = { + always = no + } + + ai_check_interval = 0 + + ai_will_do = { + base = 0 + } +} + +### Cleave the Empire ### +split_roman_empire_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 0 + hegemony = 360 + } + sort_order = 110 + + desc = split_roman_empire_decision_desc + selection_tooltip = split_roman_empire_decision_selection_tooltip + decision_group_type = roman + + is_shown = { + has_ep3_dlc_trigger = yes + primary_title = title:h_roman_empire + NOT = { exists = title:h_eastern_roman_empire.holder } + } + + is_valid = { + realm_size >= 150 + capital_county = title:c_roma + has_title = title:c_byzantion + } + + is_valid_showing_failures_only = { + NOT = { exists = involved_activity } + is_imprisoned = no + } + + cost = {} + + effect = { + if = { + limit = { + has_active_diarchy = yes + has_diarchy_type = co_emperorship + } + diarch = { save_scope_as = new_holder } + } + if = { + limit = { + any_powerful_family = { + this != root.house + count >= 1 + exists = house_head + } + } + ordered_powerful_family = { + limit = { this != root.house } + order_by = house_power_score + house_head = { save_scope_as = new_holder } + } + } + else = { + ordered_powerful_vassal = { + order_by = max_military_strength + save_scope_as = new_holder + } + } + custom_tooltip = { + text = form_eastern_roman_empire_tt + create_eastern_roman_empire_scripted_effect = yes + } + title:h_roman_empire = { + set_title_name = h_roman_empire_western + } + + # Add truce with new Byzantine Emperor + add_truce_both_ways = { + character = scope:new_holder + years = 10 + name = TRUCE_COLLABORATION + } + + # Some additional bonuses + change_influence = { + value = monumental_influence_gain + multiply = 2 + } + + if = { + limit = { + any_owned_story = { + type = ep3_story_cycle_restoring_rome + has_variable = roman_empire_hard_mode + } + } + custom_tooltip = { + text = ending_of_restore_rome_trials_tt + random_owned_story = { + limit = { story_type = ep3_story_cycle_restoring_rome } + remove_variable = roman_empire_hard_mode + } + } + } + } + + ai_potential = { + primary_title = title:h_roman_empire + } + + ai_will_do = { + base = 50 + } +} + +### Commission Icon ### +commission_icon_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_smith.dds" + } + cooldown = { days = standard_commission_artifact_cooldown_time } + sort_order = 150 + decision_group_type = admin + + is_shown = { + has_dlc_feature = roads_to_power + is_landed_or_landless_administrative = yes + OR = { + faith = faith:orthodox + faiths_are_in_orthodox_christianity_group = { FAITH_1 = faith:orthodox FAITH_2 = root.faith } + } + faith_is_aniconic_trigger = no + } + + is_valid_showing_failures_only = { + trigger_if = { + limit = { + government_allows = administrative + } + domicile ?= { + has_domicile_building_or_higher = temple_monastery_04 + } + } + trigger_else = { always = yes } + } + + minimum_cost = { + # Matches the cost defined in 00_inspirations.txt + gold = { + value = basic_fund_inspiration_cost + if = { + limit = { # Estate discount bonus + domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost } + } + multiply = estate_reduce_commission_artifact_cost_value + } + } + } + widget = { + gui = "decision_view_widget_commission_artifact" + controller = decision_option_list_controller + decision_to_second_step_button = "COMMISSION_ARTIFACT_DECISION_NEXT_STEP_BUTTON" + + # Personal Artifacts are always valid to commission + item = { + value = commission_trinket_icon + current_description = { + desc = commission_artifact_decision_option_trinket_icon_desc + } + localization = { + desc = commission_artifact_decision_option_trinket_icon + } + icon = "gfx/interface/icons/artifact/artifact_icon_byz.dds" + + ai_chance = { + value = 10 + if = { + limit = { + has_royal_court = yes + } + multiply = 0 + } + } + } + # Court Artifacts only appear if you have the Royal Court DLC, and are only valid if you have an active Royal Court + item = { + value = commission_court_icon_large + is_shown = { has_dlc_feature = royal_court } + is_valid = { has_royal_court = yes } + current_description = { + desc = commission_artifact_decision_option_tapestry_desc + } + + localization = { + desc = commission_artifact_decision_option_court_icon_large + } + icon = "gfx/interface/icons/artifact/artifact_icon_byz.dds" + + ai_chance = { + value = 20 + if = { + limit = { + has_royal_court = yes + # Only make this choice if we don't already have an artifact of this type. + NOT = { + any_character_artifact = { + artifact_slot_type = wall_big + } + } + } + add = 100 + } + } + } + item = { + value = commission_court_icon_small + is_shown = { has_dlc_feature = royal_court } + is_valid = { has_royal_court = yes } + current_description = { + desc = commission_artifact_decision_option_court_icon_small_desc + } + + localization = { + desc = commission_artifact_decision_option_court_icon_small + } + icon = "gfx/interface/icons/artifact/artifact_icon_byz.dds" + + ai_chance = { + value = 20 + if = { + limit = { + has_royal_court = yes + # Only make this choice if we don't already have an artifact of this type. + NOT = { + any_character_artifact = { + artifact_slot_type = wall_small + } + } + } + add = 100 + } + } + } + } + effect = { + if = { + limit = { + any_court_position_holder = { + type = antiquarian_court_position + } + } + random_court_position_holder = { + type = antiquarian_court_position + save_scope_as = antiquarian + } + } + # Explanatory Tooltips + custom_tooltip = commission_icon_decision_effect + if = { + limit = { + any_pool_character = { + province = root.capital_province + has_no_particular_noble_roots_trigger = yes + is_available_healthy_ai_adult = yes + NOR = { + exists = inspiration + has_trait = peasant_leader + } + } + } + random_pool_character = { + province = root.capital_province + limit = { + has_no_particular_noble_roots_trigger = yes + is_available_healthy_ai_adult = yes + NOR = { + exists = inspiration + has_trait = peasant_leader + } + } + save_scope_as = local_artisan + } + } + else_if = { + limit = { + is_ai = yes + any_courtier_or_guest = { + is_available_healthy_ai_adult = yes + } + } + random_courtier_or_guest = { + limit = { + is_available_healthy_ai_adult = yes + } + save_scope_as = local_artisan + } + } + else = { + # Artisan Generation + hidden_effect = { + create_character = { + template = local_artisan_template + location = root.capital_province + gender_female_chance = root_faith_dominant_gender_adjusted_female_chance + save_scope_as = local_artisan + } + } + } + + hidden_effect = { + if = { + # Conditional exists to avoid false-positives during tooltip generation, but 'local_artisan' should always exist on execution! + limit = { exists = scope:local_artisan } + root = { add_courtier = scope:local_artisan } + scope:local_artisan = { + add_trait = devoted + } + } + trigger_event = ep3_decisions_event.5000 + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + ai_potential = { + is_at_war = no + ai_greed < medium_positive_ai_value + short_term_gold > ai_war_chest_desired_gold_value + war_chest_gold >= halved_ai_war_chest_gold_maximum + NOT = { has_variable = conqueror } + ai_should_focus_on_building_in_their_capital = no + } + + ai_will_do = { + base = 75 + + ai_value_modifier = { + ai_zeal = 1 + } + } +} + +### Embrace Heresy ### +embrace_heresy_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + sort_order = 120 + + desc = embrace_heresy_decision_desc + selection_tooltip = embrace_heresy_decision_tooltip + decision_group_type = admin + + is_shown = { + government_allows = state_faith + is_adult = yes + top_liege != this + top_liege ?= { is_ai = yes } + top_liege.primary_title.state_faith ?= { + OR = { + NOT = { has_doctrine = eastern_hostility_doctrine } + has_doctrine = heresy_hostility_doctrine #Zoroastrians also get heresies, despite being Eastern. + } + } + this != top_liege.primary_title.state_faith.religious_head + } + + is_valid = { + has_lifestyle = learning_lifestyle + custom_tooltip = { + text = heresy_in_empire_or_bordering_tt + top_liege ?= { + any_realm_county = { + OR = { + faith = { + faith_is_interesting_heresy_to_state_faith_trigger = yes + } + any_neighboring_county = { + holder.top_liege ?= { + this != root.top_liege + } + faith = { + faith_is_interesting_heresy_to_state_faith_trigger = yes + } + } + } + } + } + } + } + + is_valid_showing_failures_only = { + NOT = { exists = involved_activity } + is_imprisoned = no + is_available = yes + } + + cost = { + prestige = major_influence_loss + piety = massive_piety_loss + } + + cooldown = { years = 50 } + + effect = { + custom_tooltip = embrace_heresy_tt + custom_tooltip = leverage_position_tt + custom_tooltip = unlocks_demand_state_faith_decision + trigger_event = ep3_decisions_event.5020 + } + + ai_potential = { + always = no + } + + ai_check_interval = 0 + + ai_will_do = { + base = 0 + } +} + +push_heresy_as_state_faith = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + sort_order = 150 + + desc = push_heresy_as_state_faith_desc + selection_tooltip = push_heresy_as_state_faith_tooltip + decision_group_type = admin + + is_shown = { + government_allows = state_faith + is_adult = yes + top_liege != this + top_liege ?= { is_ai = yes } + top_liege.primary_title.state_faith ?= { + OR = { + NOT = { has_doctrine = eastern_hostility_doctrine } + has_doctrine = heresy_hostility_doctrine #Zoroastrians also get heresies, despite being Eastern. + } + } + NOR = { + this = top_liege.primary_title.state_faith.religious_head + faith = top_liege.primary_title.state_faith + } + has_variable = heresy_embraced + } + + is_valid = { + custom_tooltip = { + text = has_embraced_heresy_tt + has_variable = heresy_embraced + faith = var:heresy_embraced + } + } + + is_valid_showing_failures_only = { + NOT = { exists = involved_activity } + is_imprisoned = no + is_available = yes + } + + cost = { + influence = major_influence_loss + } + + cooldown = { years = 10 } + + effect = { + custom_tooltip = try_to_push_faith_with_emperor_tt + save_scope_as = heretic + scope:heretic.faith = { save_scope_as = heresy } + top_liege = { + trigger_event = { + id = ep3_decisions_event.5021 + days = 1 + } + } + } + + ai_potential = { + always = no + } + + ai_check_interval = 0 + + ai_will_do = { + base = 0 + } +} + +### Establish Silk Production ### +establish_silk_production_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_estate.dds" + } + sort_order = 120 + + desc = { + first_valid = { + triggered_desc = { + trigger = { top_liege = this } + desc = establish_silk_production_decision_desc.emperor + } + desc = establish_silk_production_decision_desc + } + } + selection_tooltip = establish_silk_production_decision_tooltip + decision_group_type = admin + + is_shown = { + has_ep3_dlc_trigger = yes + government_allows = administrative + OR = { + this = house.house_head + AND = { + is_ai = no + house.house_head = top_liege + } + } + domicile ?= { + is_domicile_type = estate + } + top_liege ?= { + is_roman_emperor_primary_title_trigger = yes + } + NOT = { + house = { + has_house_modifier = ep3_unlocked_silk + } + } + } + + is_valid = { + trigger_if = { + limit = { top_liege = this } + is_roman_emperor_trigger = yes + OR = { + has_realm_law = imperial_bureaucracy_2 + has_realm_law = imperial_bureaucracy_3 + } + } + trigger_else = { + influence_level >= 3 + OR = { + has_weak_hook = top_liege + has_strong_usable_hook = top_liege + AND = { + exists = house + top_liege.house ?= house + } + } + } + } + + cost = { + gold = { + value = { + value = massive_gold_value + multiply = 2 + } + } + } + + effect = { + custom_tooltip = { + text = unlocked_estate_silk_buildings + house = { add_house_modifier = ep3_unlocked_silk } + } + send_interface_toast = { + type = msg_domicile_building_unlocked + title = unlocked_estate_silk_buildings_t + } + if = { + limit = { + top_liege != this + NOT = { + exists = house + top_liege.house ?= house + } + } + use_hook = top_liege + } + } + + ai_potential = { + domicile ?= { + is_domicile_type = estate + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_will_do = { + base = 50 + modifier = { + has_trait = arrogant + add = 15 + } + modifier = { + has_trait = ambitious + add = 25 + } + } +} + +### Commission Silk Regalia ### +commission_silk_regalia_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_smith.dds" + } + cooldown = { days = standard_commission_artifact_cooldown_time } + sort_order = 120 + + desc = commission_silk_regalia_decision_desc + selection_tooltip = commission_silk_regalia_decision_tooltip + decision_group_type = admin + + is_shown = { + has_dlc_feature = roads_to_power + government_allows = administrative + this = house.house_head + domicile ?= { + has_domicile_parameter = estate_unlock_silk_regalia_decision + } + } + + is_valid = { + } + + minimum_cost = { + # Matches the cost defined in 00_inspirations.txt + gold = { + value = basic_fund_inspiration_cost + if = { + limit = { # Estate discount bonus + domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost } + } + multiply = estate_reduce_commission_artifact_cost_value + } + } + } + effect = { + # Explanatory Tooltips + custom_tooltip = commission_silk_regalia_decision_effect + if = { + limit = { + any_pool_character = { + province = root.capital_province + has_no_particular_noble_roots_trigger = yes + is_available_healthy_ai_adult = yes + NOR = { + exists = inspiration + has_trait = peasant_leader + } + } + } + random_pool_character = { + province = root.capital_province + limit = { + has_no_particular_noble_roots_trigger = yes + is_available_healthy_ai_adult = yes + NOR = { + exists = inspiration + has_trait = peasant_leader + } + } + save_scope_as = local_artisan + hidden_effect = { + add_character_modifier = local_artisan_modifier + } + } + } + else = { + # Artisan Generation + hidden_effect = { + create_character = { + template = local_artisan_template + location = root.capital_province + gender_female_chance = root_faith_dominant_gender_adjusted_female_chance + save_scope_as = local_artisan + } + scope:local_artisan = { + hidden_effect = { + add_character_modifier = local_artisan_modifier + } + } + } + } + hidden_effect = { + if = { + # Conditional exists to avoid false-positives during tooltip generation, but 'local_artisan' should always exist on execution! + limit = { exists = scope:local_artisan } + root = { add_courtier = scope:local_artisan } + scope:local_artisan = { + add_character_flag = local_artisan + } + } + trigger_event = ep3_decisions_event.5030 + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + is_at_war = no + ai_greed < medium_positive_ai_value + short_term_gold > ai_war_chest_desired_gold_value + war_chest_gold >= halved_ai_war_chest_gold_maximum + NOT = { has_variable = conqueror } + ai_should_focus_on_building_in_their_capital = no + } + + ai_will_do = { + base = 75 + + ai_value_modifier = { + ai_boldness = 0.5 + } + } +} + +### Foster Integration ### +foster_integration_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_legitimacy.dds" + } + cooldown = { years = 20 } + sort_order = 120 + + desc = foster_integration_decision_desc + selection_tooltip = foster_integration_decision_tooltip + decision_group_type = admin + + is_shown = { + has_dlc_feature = roads_to_power + is_adult = yes + this = house.house_head + government_allows = administrative + domicile ?= { + is_domicile_type = estate + } + exists = top_liege + root.top_liege != root + OR = { + top_liege.primary_title = { + NOT = { is_de_jure_liege_or_above_target = root.domicile.domicile_location.county } + } + domicile.domicile_location.county.culture != root.top_liege.culture + } + } + + is_valid = { + OR = { + domicile.domicile_location.county = { de_jure_drifting_towards = root.top_liege.primary_title } + domicile.domicile_location.county.culture = { + cultural_acceptance = { + target = root.top_liege.culture + value <= 75 + } + } + } + } + + is_valid_showing_failures_only = { + NOT = { exists = involved_activity } + is_imprisoned = no + is_available = yes + is_at_war = no + } + + cost = { + influence = { + value = { + add = major_influence_value + multiply = 2 + } + } + } + + effect = { + domicile.domicile_location.county = { save_scope_as = target_county } + add_character_modifier = { + modifier = ep3_integration_promoter_modifier + years = 15 + } + set_variable = { + name = integration_promoted_in + value = scope:target_county + years = 15 + } + if = { + limit = { + scope:target_county = { de_jure_drifting_towards = root.top_liege.primary_title } + } + scope:target_county = { + add_county_modifier = { + modifier = improve_de_jure_integration_modifier + years = 10 + } + } + } + if = { + limit = { + scope:target_county.culture != root.top_liege.culture + scope:target_county.culture = { + cultural_acceptance = { + target = root.top_liege.culture + value <= 75 + } + } + } + scope:target_county = { + add_county_modifier = { + modifier = improve_promote_culture_modifier + years = 10 + } + } + } + if = { + limit = { + top_liege = { is_ai = yes } + } + top_liege = { + add_opinion = { + target = root + modifier = grateful_opinion + opinion = 25 + } + } + } + else = { + if = { + limit = { + scope:target_county = { has_county_modifier = improve_promote_culture_modifier } + } + top_liege = { + send_interface_message = { + type = msg_vassal_decision_good + title = improve_promote_culture_modifier + desc = improve_promote_culture_modifier_tt + left_icon = root + right_icon = scope:target_county + } + } + } + else = { + top_liege = { + send_interface_message = { + type = msg_vassal_decision_good + title = improve_de_jure_integration_modifier + desc = improve_de_jure_integration_modifier_tt + left_icon = root + right_icon = scope:target_county + } + } + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 0 + } + + ai_potential = { + government_allows = administrative + exists = top_liege + root.top_liege != root + } + + ai_will_do = { + base = 75 + modifier = { + culture = top_liege.culture + add = 25 + } + modifier = { + has_trait = loyal + add = 20 + } + modifier = { + has_trait = disloyal + add = -20 + } + } +} + +### Gather Faction Support ### +gather_faction_support_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds" + } + cooldown = { years = 25 } + sort_order = 120 + + desc = gather_faction_support_decision_desc + selection_tooltip = gather_faction_support_decision_tooltip + decision_group_type = admin + + is_shown = { + has_dlc_feature = roads_to_power + government_allows = administrative + exists = top_liege + top_liege != root + is_adult = yes + this = house.house_head + domicile ?= { + is_domicile_type = estate + } + } + + is_valid = { + custom_tooltip = { + text = belong_to_claimant_liberty_faction_tt + joined_faction ?= { + OR = { + faction_is_type = claimant_faction + faction_is_type = liberty_faction + } + } + } + } + + is_valid_showing_failures_only = { + NOT = { exists = involved_activity } + is_imprisoned = no + is_available = yes + is_at_war = no + } + + cost = { + influence = { + value = { + add = massive_influence_value + multiply = 2 + } + } + } + + effect = { + joined_faction = { save_scope_as = the_faction } + add_joined_faction_discontent = 20 + custom_tooltip = gathered_support_for_faction_get_army_tt + set_variable = { + name = gathered_support_for_faction + value = scope:the_faction + years = 5 + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 0 + } + + ai_potential = { + government_allows = administrative + exists = top_liege + top_liege != root + } + + ai_will_do = { + base = 50 + modifier = { + has_trait = loyal + add = -30 + } + modifier = { + has_trait = disloyal + add = 30 + } + modifier = { + has_trait = ambitious + add = 50 + } + } +} + +#The latin emperor switching byz kingdoms to his de jure +### Legitimize Latin Dominion ### +legitimize_latin_dominion_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" + } + decision_group_type = major + + desc = legitimize_latin_dominion_decision_desc + selection_tooltip = legitimize_latin_dominion_decision_tooltip + # Yeah it's in the Roman category: what're you gonna do about it, _Greek_? + decision_group_type = roman + + cooldown = { days = 60 } + + is_shown = { + has_dlc_feature = roads_to_power + primary_title = title:e_latin_empire + title:e_byzantium = { + any_de_jure_county = { } + } + } + + is_valid = { + custom_tooltip = { + text = is_latin_emperor_tt + primary_title = title:e_latin_empire + } + OR = { + custom_tooltip = { + text = control_byzantine_kingdom_tt + title:e_byzantium = { + any_in_de_jure_hierarchy = { + tier = tier_kingdom + NOT = { this = title:e_byzantium } + any_de_jure_county = { + percent >= 0.8 + holder.top_liege = { + this = root + } + } + } + } + } + custom_tooltip = { + text = latin_capital_byzantine_kingdom_tt + title:e_byzantium = { + any_in_de_jure_hierarchy = { + tier = tier_kingdom + NOT = { this = title:e_byzantium } + any_de_jure_county = { + this = root.capital_county + } + } + } + } + } + custom_tooltip = { + text = hold_byz_kingdom_title_tt + title:e_byzantium = { + any_in_de_jure_hierarchy = { + tier = tier_kingdom + NOT = { this = title:e_byzantium } + holder ?= { + OR = { + this = root + top_liege = root + } + } + OR = { + any_de_jure_county = { + this = root.capital_county + } + any_de_jure_county = { + percent >= 0.8 + holder.top_liege = { + this = root + } + } + } + } + } + } + trigger_if = { + limit = { + is_ai = no + has_legitimacy = yes + } + legitimacy_level >= 3 + } + #A liiiiiittle easier for AI + trigger_if = { + limit = { + has_legitimacy = yes + is_ai = yes + } + legitimacy_level >= 2 + } + } + + is_valid_showing_failures_only = { + trigger_if = { + limit = { + is_ai = no + } + NOT = { exists = involved_activity } + is_available = yes + } + trigger_else = { + is_alive = yes + is_imprisoned = no + is_incapable = no + } + } + + cost = { + prestige = { + value = { + add = massive_prestige_value + #AI suck + if = { + limit = { + is_ai = yes + } + multiply = 0.75 + } + } + } + piety = { + value = { + add = massive_piety_value + } + if = { + limit = { + is_ai = yes + } + multiply = 0.1 + } + } + } + + effect = { + custom_tooltip = gain_byz_kingdom_de_jure_tt + custom_tooltip = legitimize_latin_control_tt + custom_tooltip = legitimize_latin_cultural_acceptance_tt + show_as_tooltip = { + if = { + limit = { + government_allows = administrative + } + custom_tooltip = legitimize_latin_holder_influence_tt + } + else = { + custom_tooltip = legitimize_latin_holder_legitimacy_tt + } + } + custom_tooltip = latin_de_jure_lost_on_title_loss_tt + custom_tooltip = byzantines_threaten_latin_titles_tt + + + trigger_event = ep3_frankokratia_events.0080 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 6 + hegemony = 0 + } + + ai_potential = { + primary_title ?= { + this = title:e_latin_empire + } + title:e_byzantium = { + any_in_de_jure_hierarchy = { + tier = tier_kingdom + exists = holder + holder.top_liege = { + this = root + } + } + } + NOT = { + any_held_title = { + this = title:e_byzantium + } + } + } + + ai_will_do = { + base = 100 + } +} + +#A Byzantine switches it back +### Expunge Latin Dominion ### +expunge_latin_dominion_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" + } + decision_group_type = major + + desc = expunge_latin_dominion_decision_desc + selection_tooltip = expunge_latin_dominion_decision_tooltip + decision_group_type = roman + + cooldown = { days = 60 } + + is_shown = { + has_dlc_feature = roads_to_power + #Latin land needs to exist + title:e_latin_empire = { + any_in_de_jure_hierarchy = { + tier <= tier_kingdom + } + } + #Must be a Greek or Greekoid + OR = { + culture = culture:greek + culture = culture:roman + culture = { + any_parent_culture_or_above = { + this = culture:greek + } + } + ep3_orthodox_faith_trigger = yes + faith = faith:hellenic_pagan + AND = { + exists = title:e_byzantium.holder + this = title:e_byzantium.holder + } + AND = { + exists = title:h_roman_empire.holder + this = title:h_roman_empire.holder + } + AND = { + exists = title:h_eastern_roman_empire.holder + this = title:h_eastern_roman_empire.holder + } + } + OR = { + capital_province = { + OR = { + geographical_region = world_asia_minor + geographical_region = world_europe_south + geographical_region = world_middle_east + geographical_region = world_europe_east + geographical_region = world_steppe_west + } + } + AND = { + exists = title:e_byzantium.holder + this = title:e_byzantium.holder + } + AND = { + exists = title:h_roman_empire.holder + this = title:h_roman_empire.holder + } + AND = { + exists = title:h_eastern_roman_empire.holder + this = title:h_eastern_roman_empire.holder + } + } + } + + is_valid = { + trigger_if = { + limit = { + top_liege != this + } + custom_tooltip = { + text = liege_isnt_latin_emp_tt + NOT = { + top_liege = { + primary_title = title:e_latin_empire + } + } + } + } + trigger_else = { + OR = { + highest_held_title_tier <= tier_kingdom + custom_tooltip = { + exists = title:e_byzantium.holder + this = title:e_byzantium.holder + text = holds_byz_emp_tt + } + custom_tooltip = { + exists = title:h_roman_empire.holder + this = title:h_roman_empire.holder + text = holds_roman_emp_tt + } + custom_tooltip = { + exists = title:h_eastern_roman_empire.holder + this = title:h_eastern_roman_empire.holder + text = holds_roman_emp_tt + } + } + } + #Must be a Greek or Greekoid + OR = { + culture = culture:greek + culture = culture:roman + custom_tooltip = { + culture = { + any_parent_culture_or_above = { this = culture:greek } + } + text = is_greek_descendent_tt + } + ep3_orthodox_faith_trigger = yes + faith = faith:hellenic_pagan + custom_tooltip = { + exists = title:e_byzantium.holder + this = title:e_byzantium.holder + text = holds_byz_emp_tt + } + custom_tooltip = { + exists = title:h_roman_empire.holder + this = title:h_roman_empire.holder + text = holds_roman_emp_tt + } + custom_tooltip = { + exists = title:h_eastern_roman_empire.holder + this = title:h_eastern_roman_empire.holder + text = holds_roman_emp_tt + } + } + OR = { + #Controls entire kingdom + custom_tooltip = { + text = control_latin_kingdom_tt + title:e_latin_empire = { + any_in_de_jure_hierarchy = { + tier = tier_kingdom + NOT = { this = title:e_latin_empire } + any_de_jure_county = { + percent >= 1 + holder.top_liege = { + this = root + } + } + } + } + } + #Controls half and has de jure title + custom_tooltip = { + text = has_latin_kingdom_title_tt + title:e_latin_empire = { + any_in_de_jure_hierarchy = { + tier = tier_kingdom + NOT = { this = title:e_latin_empire } + holder ?= { + OR = { + this = root + top_liege = root + } + } + OR = { + any_de_jure_county = { + this = root.capital_county + } + any_de_jure_county = { + percent >= 0.5 + holder.top_liege = { + this = root + } + } + } + } + } + } + } + trigger_if = { + limit = { + has_legitimacy = yes + is_ai = no + } + legitimacy_level >= 2 + } + #A liiiiiittle easier for AI + trigger_if = { + limit = { + has_legitimacy = yes + is_ai = yes + } + legitimacy_level >= 1 + } + } + + is_valid_showing_failures_only = { + trigger_if = { + limit = { + is_ai = no + } + NOT = { exists = involved_activity } + is_available = yes + } + trigger_else = { + is_alive = yes + is_imprisoned = no + is_incapable = no + } + is_at_war = no + } + + cost = { + prestige = { + value = { + add = major_prestige_value + #AI should definitely take this + if = { + limit = { + is_ai = yes + } + multiply = 0.5 + } + } + } + piety = { + value = { + add = major_piety_value + if = { + limit = { + is_ai = yes + } + multiply = 0.5 + } + } + } + } + + effect = { + custom_tooltip = remove_latin_kingdom_de_jure_tt + custom_tooltip = legitimize_byz_control_tt + custom_tooltip = legitimize_byz_claim_tt + show_as_tooltip = { + expunge_latin_dominion_effect = yes + } + trigger_event = ep3_frankokratia_events.0090 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 12 + kingdom = 9 + empire = 9 + hegemony = 9 + } + + ai_potential = { + is_available = yes + OR = { + highest_held_title_tier >= tier_kingdom + realm_size >= 10 + } + #Must be a Greek or Greekoid + OR = { + culture = culture:greek + culture = culture:roman + culture = { + any_parent_culture_or_above = { + this = culture:greek + } + } + ep3_orthodox_faith_trigger = yes + faith = faith:hellenic_pagan + primary_title = title:e_byzantium + } + OR = { + #Controls entire kingdom + title:e_latin_empire = { + any_in_de_jure_hierarchy = { + tier = tier_kingdom + NOT = { this = title:e_latin_empire } + any_de_jure_county = { + percent >= 1 + holder.top_liege = { + this = root + } + } + } + } + #Controls half and has de jure title + title:e_latin_empire = { + any_in_de_jure_hierarchy = { + tier = tier_kingdom + NOT = { this = title:e_latin_empire } + holder ?= { + OR = { + this = root + top_liege = root + } + } + OR = { + any_de_jure_county = { + this = root.capital_county + } + any_de_jure_county = { + percent >= 0.5 + holder.top_liege = { + this = root + } + } + } + } + } + } + } + + ai_will_do = { + base = 75 + modifier = { + add = 25 + primary_title = title:e_byzantium + } + modifier = { + add = -50 + any_held_title = { + this = title:e_latin_empire + } + } + } +} + +### Go Fishing ### +go_fishing_decision = { + picture = { reference = "gfx/interface/illustrations/event_scenes/bp1_docks_tribal.dds" } + desc = go_fishing_decision_desc + selection_tooltip = go_fishing_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 24 + kingdom = 0 + empire = 0 + hegemony = 0 + } + cooldown = { years = 2 } + decision_group_type = adventurer_minor + + is_shown = { + #DLC check. + has_ep3_dlc_trigger = yes + has_government = landless_adventurer_government + } + + is_valid_showing_failures_only = { + is_available = yes + custom_tooltip = { + text = go_fishing_decision_unlock_tt + location = { + OR = { + is_coastal = yes + is_riverside_province = yes + } + } + } + } + + effect = { + custom_tooltip = { + text = go_fishing_decision_effect_tt + trigger_event = ep3_decisions_event.9001 + } + close_view = { + view = decisions + player = root + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} diff --git a/N3OW/common/domiciles/buildings/00_estate_buildings.txt b/N3OW/common/domiciles/buildings/00_estate_buildings.txt new file mode 100644 index 00000000..ce30cef1 --- /dev/null +++ b/N3OW/common/domiciles/buildings/00_estate_buildings.txt @@ -0,0 +1,15349 @@ +################## +# ESTATE BUILDINGS +################## + +### NOTE: If updating, adding, or changing buildings, ensure the following effects are updated too: +### destroy_random_estate_building_variable_effect +### destroy_random_estate_building_effect + +### Estate Main Building - The Villa +estate_main_01 = { + slot_type = main + internal_slots = 2 + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = estate_external_building_high_cost_tier_2_value + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + domicile_monthly_influence_add = 1 + domicile_external_slots_capacity_add = 2 + } + + ai_value = { + value = 100 + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } +} + +estate_main_02 = { + slot_type = main + internal_slots = 4 + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = estate_main_01 + + can_construct = { + culture ?= { has_innovation = innovation_city_planning } + } + + cost = { + gold = estate_external_building_high_cost_tier_3_value + } + + parameters = { + reduce_success_of_raid_estate = yes + estate_increase_house_member_investment_cap_1 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + domicile_monthly_influence_add = 0.5 + domicile_external_slots_capacity_add = 1 + } + + ai_value = { + value = 100 + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds" + texture = "gfx/interface/window_domiciles/estate_building_manor_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds" + texture = "gfx/interface/window_domiciles/estate_building_manor_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds" + texture = "gfx/interface/window_domiciles/estate_building_manor_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds" + texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } +} + +estate_main_03 = { + slot_type = main + internal_slots = 6 + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = estate_main_02 + + can_construct = { + culture ?= { has_innovation = innovation_manorialism } + } + + cost = { + gold = estate_external_building_high_cost_tier_4_value + } + + parameters = { + reduce_success_of_raid_estate = yes + estate_increase_house_member_investment_cap_2 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.5 + domicile_monthly_gold_mult = 0.02 + domicile_monthly_influence_add = 0.5 + domicile_external_slots_capacity_add = 1 + } + + ai_value = { + value = 100 + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds" + texture = "gfx/interface/window_domiciles/estate_building_mansion_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds" + texture = "gfx/interface/window_domiciles/estate_building_mansion_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds" + texture = "gfx/interface/window_domiciles/estate_building_mansion_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds" + texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } +} + +estate_main_04 = { + slot_type = main + internal_slots = 8 + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = estate_main_03 + + can_construct = { + culture ?= { has_innovation = innovation_development_03 } + } + + cost = { + gold = estate_external_building_high_cost_tier_5_value + } + + parameters = { + reduce_success_of_raid_estate = yes + estate_increase_house_member_investment_cap_3 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.5 + domicile_monthly_gold_mult = 0.03 + domicile_monthly_influence_add = 0.5 + domicile_external_slots_capacity_add = 1 + } + + ai_value = { + value = 100 + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_estate_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_estate_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_estate_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } +} + +estate_main_05 = { + slot_type = main + internal_slots = 10 + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = estate_main_04 + + can_construct = { + culture ?= { has_innovation = innovation_cranes } + } + + cost = { + gold = estate_external_building_high_cost_tier_6_value + } + + parameters = { + reduce_success_of_raid_estate = yes + estate_increase_house_member_investment_cap_4 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.75 + domicile_monthly_gold_mult = 0.05 + domicile_monthly_influence_add = 0.5 + domicile_external_slots_capacity_add = 1 + } + + ai_value = { + value = 100 + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_grand_estate_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } +} + +#################### +##### VILLA UPGRADES +### Diplomacy Upgrade +living_quarters_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + personal_scheme_phase_duration_add = -10 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +living_quarters_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = living_quarters_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + dynasty_house_opinion = 5 + personal_scheme_phase_duration_add = -10 + owned_personal_scheme_success_chance_add = 5 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +living_quarters_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = living_quarters_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + personal_scheme_phase_duration_add = -10 + owned_personal_scheme_success_chance_add = 5 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +living_quarters_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = living_quarters_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + dynasty_house_opinion = 5 + personal_scheme_phase_duration_add = -10 + owned_personal_scheme_success_chance_add = 5 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Martial Upgrade +trophy_room_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +trophy_room_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = trophy_room_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + prowess = 1 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +trophy_room_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = trophy_room_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + advantage = 3 + } + + parameters = { + trophy_room_victory_influence = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +trophy_room_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = trophy_room_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + advantage = 3 + prowess = 1 + } + + parameters = { + trophy_room_victory_influence = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Stewardship Upgrade +office_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + estate_local_theme_cost_reduction = yes + estate_unlock_teach_governor_interaction = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +office_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = office_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + estate_local_theme_cost_reduction = yes + estate_governor_efficiency_bonus = yes + estate_unlock_teach_governor_interaction = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +office_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = office_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + estate_local_theme_cost_reduction = yes + estate_governor_efficiency_bonus = yes + estate_governor_efficiency_bonus_for_house_members = yes + estate_unlock_teach_governor_interaction = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +office_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = office_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + estate_local_theme_cost_reduction = yes + estate_governor_efficiency_bonus = yes + estate_governor_efficiency_bonus_for_house_members = yes + estate_governor_trait_xp_bonus_for_contracts = yes + estate_unlock_teach_governor_interaction = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Intrigue Upgrade +servants_quarters_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +servants_quarters_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = servants_quarters_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + parameters = { + estate_unlock_hire_agents_decision = yes + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +servants_quarters_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = servants_quarters_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + parameters = { + estate_unlock_hire_agents_decision = yes + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + owned_hostile_scheme_success_chance_add = 5 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +servants_quarters_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = servants_quarters_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + parameters = { + estate_unlock_hire_agents_decision = yes + estate_improve_political_scheme_countermeasure = yes + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + owned_hostile_scheme_success_chance_add = 5 + max_hostile_schemes_add = 1 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Learning Upgrade +library_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +library_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = library_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_increase_physician_aptitude = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +# Observatory sub-branch +library_observatory_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = library_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_increase_physician_aptitude = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + owned_legend_spread_mult = 0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_observatory.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +library_observatory_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = library_observatory_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_increase_physician_aptitude = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + owned_legend_spread_mult = 0.05 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_observatory.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +# Education sub-branch +library_education_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = library_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_increase_physician_aptitude = yes + estate_reduced_tutor_cost = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +library_education_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = library_education_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_unlock_tier_5_education = yes + estate_increase_physician_aptitude = yes + estate_reduced_tutor_cost = yes + estate_increased_tutor_aptitude = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Bath +bath_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + } + + parameters = { + estate_increase_safe_treatment_success_1 = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +bath_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = bath_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + epidemic_resistance = 2 + } + + parameters = { + estate_increase_safe_treatment_success_1 = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +bath_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = bath_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + epidemic_resistance = 3 + } + + parameters = { + estate_increase_safe_treatment_success_1 = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +bath_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = bath_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + epidemic_resistance = 5 + } + + parameters = { + estate_increase_safe_treatment_success_2 = yes + } + + ai_value = { + value = 3 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Guest Room +guest_room_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + courtier_and_guest_opinion = 2 + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_room_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = guest_room_01 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + } + + parameters = { + increased_success_personal_schemes_1 = yes + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_room_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = guest_room_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + courtier_and_guest_opinion = 2 + } + + parameters = { + increased_success_personal_schemes_1 = yes + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_room_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = guest_room_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + } + + parameters = { + increased_success_personal_schemes_2 = yes + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_room_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = guest_room_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + courtier_and_guest_opinion = 2 + } + + parameters = { + increased_success_personal_schemes_2 = yes + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_room_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = guest_room_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + } + + parameters = { + increased_success_personal_schemes_3 = yes + } + + ai_value = { + value = 3 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Wine Cellar +wine_cellar_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_wine_cellar } + multiply = 0.75 + } + } + } + + parameters = { + estate_unlock_feast_influence_option_1 = yes + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner.culture ?= { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_tradition = tradition_culinary_art + } + } + } + add = 3 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +wine_cellar_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = wine_cellar_01 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_wine_cellar } + multiply = 0.75 + } + } + } + + parameters = { + estate_unlock_feast_influence_option_2 = yes + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner.culture ?= { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_tradition = tradition_culinary_art + } + } + } + add = 3 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +wine_cellar_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = wine_cellar_02 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_wine_cellar } + multiply = 0.75 + } + } + } + + parameters = { + estate_unlock_feast_influence_option_3 = yes + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner.culture ?= { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_tradition = tradition_culinary_art + } + } + } + add = 3 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Courtyard +courtyard_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_courtyard } + multiply = 0.75 + desc = raid_insight_courtyard + } + } + } + + parameters = { + estate_improved_feast_opinion = yes + } + + character_modifier = { + political_scheme_phase_duration_add = -3 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +courtyard_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = courtyard_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_courtyard } + multiply = 0.75 + desc = raid_insight_courtyard + } + } + } + + parameters = { + estate_improved_feast_opinion = yes + estate_cheaper_feast_cost = yes + } + + character_modifier = { + political_scheme_phase_duration_add = -3 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +courtyard_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = courtyard_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_courtyard } + multiply = 0.75 + desc = raid_insight_courtyard + } + } + } + + parameters = { + estate_improved_feast_opinion = yes + estate_cheaper_feast_cost = yes + } + + character_modifier = { + political_scheme_phase_duration_add = -3 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +courtyard_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = courtyard_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_courtyard } + multiply = 0.75 + desc = raid_insight_courtyard + } + } + } + + parameters = { + estate_improved_feast_opinion = yes + estate_cheaper_feast_cost = yes + } + + character_modifier = { + political_scheme_phase_duration_add = -3 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Prison +prison_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +prison_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = prison_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + parameters = { + estate_torture_grants_influence = yes + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +prison_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = prison_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + parameters = { + estate_torture_grants_influence = yes + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + hostage_renown_mult = 0.05 + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +prison_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = prison_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + parameters = { + estate_torture_grants_influence = yes + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + hostage_renown_mult = 0.05 + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Reception Hall +reception_hall_01 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_reception_hall } + multiply = 0.75 + desc = raid_insight_reception_hall + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + } + + parameters = { + legitimacy_counter = yes + reception_hall_legitimacy_loss_01 = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +reception_hall_02 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = reception_hall_01 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_reception_hall } + multiply = 0.75 + desc = raid_insight_reception_hall + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.04 + } + + parameters = { + legitimacy_counter = yes + reception_hall_legitimacy_loss_02 = yes + estate_increase_house_member_investment_cap_1 = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +reception_hall_03 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = reception_hall_02 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_reception_hall } + multiply = 0.75 + desc = raid_insight_reception_hall + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.06 + } + + parameters = { + legitimacy_counter = yes + reception_hall_legitimacy_loss_03 = yes + estate_increase_house_member_investment_cap_2 = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +reception_hall_04 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = reception_hall_03 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_reception_hall } + multiply = 0.75 + desc = raid_insight_reception_hall + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.08 + } + + parameters = { + legitimacy_counter = yes + reception_hall_legitimacy_loss_04 = yes + estate_increase_house_member_investment_cap_3 = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +reception_hall_05 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = reception_hall_04 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_reception_hall } + multiply = 0.75 + desc = raid_insight_reception_hall + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.1 + } + + parameters = { + legitimacy_counter = yes + reception_hall_legitimacy_loss_05 = yes + estate_increase_house_member_investment_cap_4 = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Cabinet of Curiosities +cabinet_of_curiosities_01 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_4 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_cabinet_of_curiosities } + multiply = 0.75 + desc = raid_insight_cabinet_of_curiosities + } + } + } + + character_modifier = { + learning_per_influence_level = 1 + domicile_monthly_influence_add = 0.1 + } + + parameters = { + can_receive_artifacts = yes + estate_improved_inspirations_1 = yes + house_head_can_ask_for_artifacts = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +cabinet_of_curiosities_02 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = cabinet_of_curiosities_01 + + can_construct = { + dynasty ?= { + has_dynasty_perk = ep3_administrative_legacy_4 + custom_description = { + text = cabinet_of_curiosities_upgrade_trigger_2 + dynast.house ?= { cabinet_of_curiosities_artifact_score >= 15 } + } + } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_cabinet_of_curiosities } + multiply = 0.75 + desc = raid_insight_cabinet_of_curiosities + } + } + } + + character_modifier = { + stewardship_per_influence_level = 1 + monthly_dynasty_prestige = 0.5 + domicile_monthly_influence_add = 0.2 + monthly_court_grandeur_change_add = 0.2 + } + + parameters = { + can_receive_artifacts = yes + estate_improved_inspirations_2 = yes + estate_reduce_commission_artifact_cost = yes + estate_increase_antiquarian_aptitude = yes + house_head_can_ask_for_artifacts = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +cabinet_of_curiosities_03 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = cabinet_of_curiosities_02 + + can_construct = { + dynasty ?= { + has_dynasty_perk = ep3_administrative_legacy_4 + custom_description = { + text = cabinet_of_curiosities_upgrade_trigger_3 + dynast.house ?= { cabinet_of_curiosities_artifact_score >= 35 } + } + } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_cabinet_of_curiosities } + multiply = 0.75 + desc = raid_insight_cabinet_of_curiosities + } + } + } + + character_modifier = { + learning_per_influence_level = 1 + stewardship_per_influence_level = 1 + monthly_dynasty_prestige = 0.5 + domicile_monthly_influence_add = 0.3 + monthly_court_grandeur_change_add = 0.3 + general_opinion = 10 + } + + parameters = { + can_receive_artifacts = yes + estate_improved_inspirations_2 = yes + estate_reduce_commission_artifact_cost = yes + estate_increase_antiquarian_aptitude = yes + house_head_can_ask_for_artifacts = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +#Grand Solar +grand_solar_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + can_construct = { + custom_tooltip = { + text = unlocked_via_event + house.house_head = { has_character_flag = ep3_construct_grand_solar } + } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_grand_solar } + multiply = 0.75 + desc = raid_insight_grand_solar + } + } + } + + character_modifier = { + dynasty_opinion = 5 + stress_gain_mult = -0.05 + } + + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +grand_solar_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = grand_solar_01 + + can_construct = { + custom_tooltip = { + text = unlocked_via_event + house.house_head = { has_character_flag = ep3_construct_grand_solar } + } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_grand_solar } + multiply = 0.75 + desc = raid_insight_grand_solar + } + } + } + + character_modifier = { + dynasty_opinion = 5 + stress_gain_mult = -0.05 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +grand_solar_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = grand_solar_02 + + can_construct = { + custom_tooltip = { + text = unlocked_via_event + house.house_head = { has_character_flag = ep3_construct_grand_solar } + } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_grand_solar } + multiply = 0.75 + desc = raid_insight_grand_solar + } + } + } + + character_modifier = { + monthly_dynasty_prestige = 0.1 + dynasty_opinion = 5 + stress_gain_mult = -0.1 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +grand_solar_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = grand_solar_03 + + can_construct = { + custom_tooltip = { + text = unlocked_via_event + house.house_head = { has_character_flag = ep3_construct_grand_solar } + } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + parameters = { + solar_white_peace_stress_loss = yes + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_grand_solar } + multiply = 0.75 + desc = raid_insight_grand_solar + } + } + } + + character_modifier = { + monthly_dynasty_prestige = 0.1 + dynasty_opinion = 5 + stress_gain_mult = -0.1 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +#################### +#### BUILDINGS ##### +#################### + +### Temple Building +temple_small_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + can_construct = { + NOT = { + government_has_flag = government_is_celestial + } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.1 + } + parameters = { + influence_gain_from_hof_support_1 = yes + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } +} +temple_small_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_small_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.1 + } + parameters = { + influence_gain_from_hof_support_2 = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } +} +temple_small_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_small_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.1 + } + parameters = { + influence_gain_from_hof_support_3 = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } +} + +# Crypt sub-branch +temple_crypt_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_small_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + parameters = { + estate_inherit_influence_small_bonus = yes + influence_gain_from_hof_support_3 = yes + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.03 + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + has_cultural_tradition = tradition_mystical_ancestors + } + faith ?= { has_doctrine = tenet_ancestor_worship } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } +} +temple_crypt_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_crypt_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + parameters = { + estate_inherit_influence_medium_bonus = yes + influence_gain_from_hof_support_3 = yes + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.03 + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + has_cultural_tradition = tradition_mystical_ancestors + } + faith ?= { has_doctrine = tenet_ancestor_worship } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } +} +temple_crypt_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_crypt_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + parameters = { + estate_inherit_influence_large_bonus = yes + influence_gain_from_hof_support_3 = yes + estate_powerful_family_rating_per_dynasty_level = yes + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.04 + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + has_cultural_tradition = tradition_mystical_ancestors + } + faith ?= { has_doctrine = tenet_ancestor_worship } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } +} + +# Temple sub-branch +temple_large_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_small_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.2 + domicile_monthly_gold_add = 0.3 + clergy_opinion = 5 + } + parameters = { + influence_gain_from_hof_support_4 = yes + reduce_state_faith_cost = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } +} +temple_large_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_large_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.2 + domicile_monthly_gold_add = 0.4 + clergy_opinion = 5 + } + parameters = { + influence_gain_from_hof_support_5 = yes + reduce_state_faith_cost = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } +} +temple_large_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_large_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.3 + domicile_monthly_gold_add = 0.5 + clergy_opinion = 5 + } + + parameters = { + influence_gain_from_hof_support_6 = yes + reduce_state_faith_cost = yes + more_successful_heresies = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } +} + +# Monastery sub-branch +temple_monastery_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_small_03 + + can_construct = { + faith = { has_doctrine = tenet_monasticism } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + parameters = { + influence_gain_from_hof_support_4 = yes + } + + character_modifier = { + domicile_monthly_piety_mult = 0.05 + domicile_monthly_gold_add = 0.6 + } + + parameters = { + estate_unlocks_commission_icon = yes + } + + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } +} +temple_monastery_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_monastery_04 + + can_construct = { + faith = { has_doctrine = tenet_monasticism } + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + parameters = { + influence_gain_from_hof_support_5 = yes + } + + character_modifier = { + domicile_monthly_piety_mult = 0.05 + domicile_monthly_gold_add = 0.8 + } + + parameters = { + estate_unlocks_commission_icon = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } +} +temple_monastery_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_monastery_05 + + can_construct = { + faith = { has_doctrine = tenet_monasticism } + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + parameters = { + influence_gain_from_hof_support_6 = yes + } + + character_modifier = { + domicile_monthly_piety_mult = 0.05 + domicile_monthly_gold_add = 1 + } + + parameters = { + estate_unlocks_commission_icon = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } +} + +### Barracks +barracks_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.03 + skirmishers_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +barracks_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = barracks_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.03 + skirmishers_toughness_mult = 0.01 + heavy_infantry_damage_mult = 0.02 + heavy_infantry_toughness_mult = 0.01 + pikemen_damage_mult = 0.02 + pikemen_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +barracks_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = barracks_02 + + can_construct = { + estate_can_construct_barracks_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.03 + skirmishers_toughness_mult = 0.01 + heavy_infantry_damage_mult = 0.02 + heavy_infantry_toughness_mult = 0.01 + pikemen_damage_mult = 0.02 + pikemen_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +barracks_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = barracks_03 + + can_construct = { + estate_can_construct_barracks_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.03 + skirmishers_toughness_mult = 0.01 + heavy_infantry_damage_mult = 0.02 + heavy_infantry_toughness_mult = 0.01 + pikemen_damage_mult = 0.02 + pikemen_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +barracks_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = barracks_04 + + can_construct = { + estate_can_construct_barracks_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.04 + skirmishers_toughness_mult = 0.03 + heavy_infantry_damage_mult = 0.02 + heavy_infantry_toughness_mult = 0.01 + pikemen_damage_mult = 0.02 + pikemen_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +barracks_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = barracks_05 + + can_construct = { + estate_can_construct_barracks_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.04 + skirmishers_toughness_mult = 0.03 + heavy_infantry_damage_mult = 0.02 + heavy_infantry_toughness_mult = 0.01 + pikemen_damage_mult = 0.02 + pikemen_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} + +### Watchtower +watchtower_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + hostile_raid_time = 0.1 + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_1 = yes + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +watchtower_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = watchtower_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.02 + archers_toughness_mult = 0.01 + hostile_raid_time = 0.1 + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_1 = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +watchtower_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = watchtower_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_2 = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.02 + archers_toughness_mult = 0.01 + hostile_raid_time = 0.1 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +watchtower_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = watchtower_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_2 = yes + house_head_can_ask_for_maa = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.02 + archers_toughness_mult = 0.01 + hostile_raid_time = 0.2 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +watchtower_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = watchtower_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_3 = yes + house_head_can_ask_for_maa = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.02 + archers_toughness_mult = 0.01 + hostile_raid_time = 0.2 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +watchtower_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = watchtower_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_3 = yes + estate_unlock_patrol_decision = yes + house_head_can_ask_for_maa = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.02 + archers_toughness_mult = 0.01 + hostile_raid_time = 0.3 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} + +### Guardhouse +guardhouse_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_guardhouse } + multiply = 0.75 + desc = raid_insight_guardhouse + } + } + } + + character_modifier = { + enemy_hostile_scheme_success_chance_add = -2 + character_travel_safety = 2 + } + + parameters = { + house_head_can_ask_for_knight = yes + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_1 = yes + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } +} +guardhouse_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = guardhouse_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_guardhouse } + multiply = 0.75 + desc = raid_insight_guardhouse + } + } + } + + parameters = { + estate_increase_bodyguard_aptitude_1 = yes + house_head_can_ask_for_knight = yes + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_1 = yes + } + + character_modifier = { + enemy_hostile_scheme_success_chance_add = -2 + character_travel_safety = 2 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } +} +guardhouse_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = guardhouse_02 + + can_construct = { + estate_can_construct_guardhouse_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_guardhouse } + multiply = 0.75 + desc = raid_insight_guardhouse + } + } + } + + parameters = { + estate_unlock_bolster_security_decision = yes + estate_increase_bodyguard_aptitude_1 = yes + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_2 = yes + } + + character_modifier = { + enemy_hostile_scheme_success_chance_add = -2 + character_travel_safety = 2 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } +} +guardhouse_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = guardhouse_03 + + can_construct = { + estate_can_construct_guardhouse_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_guardhouse } + multiply = 0.75 + desc = raid_insight_guardhouse + } + } + } + + parameters = { + estate_unlock_bolster_security_decision = yes + estate_increase_bodyguard_aptitude_2 = yes + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_2 = yes + } + + character_modifier = { + enemy_hostile_scheme_success_chance_add = -4 + character_travel_safety = 2 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } +} + +### Garden +garden_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + stress_loss_mult = 0.05 + } + + parameters = { + increased_gardener_aptitude_1 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_parameter = can_recruit_gardeners + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } +} +garden_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + stress_loss_mult = 0.05 + } + + parameters = { + increased_gardener_aptitude_2 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } +} +garden_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_02 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + stress_loss_mult = 0.05 + } + + parameters = { + increased_gardener_aptitude_3 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } +} + +# Leisure Garden sub-branch +garden_leisure_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_03 + + can_construct = { + estate_can_construct_garden_leisure_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + courtier_opinion = 5 + stress_loss_mult = 0.05 + fertility = 0.05 + } + + parameters = { + increased_gardener_aptitude_3 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_leisure + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } +} +garden_leisure_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_leisure_04 + + can_construct = { + estate_can_construct_garden_leisure_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + courtier_opinion = 5 + stress_loss_mult = 0.1 + fertility = 0.05 + } + + parameters = { + increased_gardener_aptitude_3 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_leisure + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } +} +garden_leisure_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_leisure_05 + + can_construct = { + estate_can_construct_garden_leisure_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + courtier_opinion = 5 + stress_loss_mult = 0.1 + fertility = 0.05 + } + + parameters = { + increased_gardener_aptitude_3 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_leisure + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } +} + +# Fruit Garden sub-branch +garden_fruit_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_03 + + can_construct = { + estate_can_construct_garden_fruit_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + development_growth = 0.1 + negate_health_penalty_add = 0.05 + } + + parameters = { + increased_gardener_aptitude_3 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_fruit + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } +} +garden_fruit_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_fruit_04 + + can_construct = { + estate_can_construct_garden_fruit_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + development_growth = 0.1 + negate_health_penalty_add = 0.1 + } + + parameters = { + increased_gardener_aptitude_3 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_fruit + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } +} +garden_fruit_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_fruit_05 + + can_construct = { + estate_can_construct_garden_fruit_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + development_growth = 0.1 + negate_health_penalty_add = 0.15 + } + + parameters = { + increased_gardener_aptitude_3 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_fruit + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } +} + +### Stable +stable_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + character_modifier = { + movement_speed = 0.01 + } + + ai_value = { + value = 9 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } +} +stable_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + } + + character_modifier = { + movement_speed = 0.01 + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } +} +stable_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_02 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + } + + character_modifier = { + movement_speed = 0.01 + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } +} + +# Grand Stable sub-branch +stable_grand_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + } + + character_modifier = { + character_travel_speed_mult = 0.05 + domicile_monthly_prestige_add = 0.2 + movement_speed = 0.01 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } +} +stable_grand_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_grand_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_increase_master_of_horse_aptitude = yes + } + + character_modifier = { + character_travel_speed_mult = 0.1 + domicile_monthly_prestige_add = 0.2 + movement_speed = 0.01 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } +} +stable_grand_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_grand_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_increase_master_of_horse_aptitude = yes + } + + character_modifier = { + character_travel_speed_mult = 0.15 + domicile_monthly_prestige_add = 0.3 + movement_speed = 0.01 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } +} + +# Kennel sub-branch +stable_kennel_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_unlock_adopt_puppy_decision = yes + kennels_more_successful_hunts_1 = yes + } + + character_modifier = { + stress_gain_mult = -0.1 + prowess = 1 + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } +} +stable_kennel_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_kennel_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_unlock_adopt_puppy_decision = yes + estate_cheaper_hunt_cost = yes + kennels_more_successful_hunts_1 = yes + } + + character_modifier = { + stress_gain_mult = -0.1 + diplomacy = 1 + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } +} +stable_kennel_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_kennel_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_unlock_adopt_puppy_decision = yes + estate_cheaper_hunt_cost = yes + estate_increase_master_of_hunt_aptitude = yes + kennels_more_successful_hunts_2 = yes + } + + character_modifier = { + stress_gain_mult = -0.2 + prowess = 1 + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } +} + +# Charioteer sub-branch (Byzantine unique upgrade) +stable_chariot_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_03 + + can_construct_potential = { + culture = { has_cultural_parameter = hosts_chariot_races } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_charioteer_training_task = yes + } + + character_modifier = { + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } +} +stable_chariot_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_chariot_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_charioteer_training_task = yes + estate_increase_charioteer_aptitude = yes + } + + character_modifier = { + same_culture_opinion = 2 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } +} +stable_chariot_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_chariot_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_charioteer_training_task = yes + estate_increase_charioteer_aptitude = yes + } + + character_modifier = { + same_culture_opinion = 3 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } +} + +### Workshop +workshop_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } +} +workshop_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } +} + +# Carpenter sub-branch +workshop_carpenter_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_02 + + can_construct = { + estate_can_construct_workshop_carpenter_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_build_speed = -0.05 + } + + parameters = { + estate_improved_inspirations_1 = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } +} +workshop_carpenter_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_carpenter_03 + + can_construct = { + estate_can_construct_workshop_carpenter_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + parameters = { + estate_improved_inspirations_1 = yes + estate_reduce_commission_artifact_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } +} +workshop_carpenter_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_carpenter_04 + + can_construct = { + estate_can_construct_workshop_carpenter_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + parameters = { + estate_improved_inspirations_2 = yes + estate_reduce_commission_artifact_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } +} +workshop_carpenter_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_carpenter_05 + + can_construct = { + estate_can_construct_workshop_carpenter_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + parameters = { + estate_improved_inspirations_2 = yes + estate_reduce_commission_artifact_cost = yes + estate_increase_antiquarian_aptitude = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } +} + +# Mason sub-branch +workshop_mason_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_02 + + can_construct = { + estate_can_construct_workshop_mason_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } +} +workshop_mason_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_mason_03 + + can_construct = { + estate_can_construct_workshop_mason_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } +} +workshop_mason_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_mason_04 + + can_construct = { + estate_can_construct_workshop_mason_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + holding_build_gold_cost = -0.05 + holding_build_speed = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } +} +workshop_mason_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_mason_05 + + can_construct = { + estate_can_construct_workshop_mason_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + holding_build_gold_cost = -0.05 + holding_build_speed = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } +} + +# Textile sub-branch +workshop_textile_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_02 + + can_construct = { + estate_can_construct_workshop_textile_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_1 = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } +} +workshop_textile_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_textile_03 + + can_construct = { + estate_can_construct_workshop_textile_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_1 = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } +} +workshop_textile_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_textile_04 + + can_construct = { + estate_can_construct_workshop_textile_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_2 = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } +} +workshop_textile_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_textile_05 + + can_construct = { + estate_can_construct_workshop_textile_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_2 = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } +} + +### Storage +storage_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + supply_capacity_mult = 0.1 + } + + parameters = { + house_head_can_ask_building_support = yes + } + + ai_value = { + value = 9 + if = { + limit = { + has_domicile_building_or_higher = grain_field_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } +} +storage_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = storage_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + supply_capacity_mult = 0.15 + } + + parameters = { + house_head_can_ask_building_support = yes + } + + ai_value = { + value = 8 + if = { + limit = { + has_domicile_building_or_higher = grain_field_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } +} + +# Warehouse sub-branch +storage_warehouse_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = storage_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_gold_cost = -0.05 + } + + parameters = { + house_head_can_ask_building_support = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } +} +storage_warehouse_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = storage_warehouse_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_gold_cost = -0.1 + } + + parameters = { + house_head_can_ask_building_support = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } +} + +# Granary sub-branch +storage_granary_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = storage_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + development_growth_factor = 0.05 + epidemic_resistance = 2 + county_opinion_add = 10 + } + + ai_value = { + value = 7 + if = { + limit = { + has_domicile_building_or_higher = grain_field_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } +} +storage_granary_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = storage_granary_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + parameters = { + estate_unlock_granary_decision = yes + } + + character_modifier = { + development_growth_factor = 0.1 + epidemic_resistance = 5 + county_opinion_add = 10 + } + + ai_value = { + value = 6 + if = { + limit = { + has_domicile_building_or_higher = grain_field_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } +} + +### Market +market_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + } + + ai_value = { + value = 9 + if = { # Let's make sure the AI builds at least one good income building + limit = { + NOR = { + has_domicile_building_or_higher = grain_field_01 + has_domicile_building_or_higher = vineyard_01 + has_domicile_building_or_higher = olive_01 + } + } + add = 20 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +market_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = market_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating_2 = yes + estate_increase_influence_on_building_construction_1 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +market_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = market_02 + + can_construct = { + estate_can_construct_market_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating_3 = yes + estate_increase_influence_on_building_construction_2 = yes + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +market_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = market_03 + + can_construct = { + estate_can_construct_market_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating_4 = yes + estate_increase_influence_on_building_construction_3 = yes + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +market_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = market_04 + + can_construct = { + estate_can_construct_market_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating_5 = yes + estate_increase_influence_on_building_construction_4 = yes + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.8 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +market_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = market_05 + + can_construct = { + estate_can_construct_market_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating_6 = yes + estate_increase_influence_on_building_construction_5 = yes + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 1.6 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/illustrations/activity_locales/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} + +### Grazing Lands +grazing_land_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = -0.05 + } + + parameters = { + cheaper_grain_fields_buildings_1 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + if = { + limit = { + scope:owner = { + OR = { + can_recruit_archer_cavalry_trigger = yes + culture ?= { + OR = { + has_innovation = innovation_elephantry + has_innovation = innovation_war_camels + } + } + } + } + } + add = 4 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = -0.05 + } + + parameters = { + cheaper_grain_fields_buildings_1 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner = { + OR = { + can_recruit_archer_cavalry_trigger = yes + culture ?= { + OR = { + has_innovation = innovation_elephantry + has_innovation = innovation_war_camels + } + } + } + } + } + add = 4 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_02 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = -0.05 + } + + parameters = { + cheaper_grain_fields_buildings_2 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner = { + OR = { + can_recruit_archer_cavalry_trigger = yes + culture ?= { + OR = { + has_innovation = innovation_elephantry + has_innovation = innovation_war_camels + } + } + } + } + } + add = 4 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = -0.05 + heavy_cavalry_damage_mult = 0.04 + heavy_cavalry_toughness_mult = 0.02 + heavy_cavalry_maintenance_mult = -0.05 + } + + parameters = { + cheaper_grain_fields_buildings_2 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = -0.05 + heavy_cavalry_damage_mult = 0.04 + heavy_cavalry_toughness_mult = 0.02 + heavy_cavalry_maintenance_mult = -0.05 + } + + parameters = { + cheaper_grain_fields_buildings_3 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = -0.05 + heavy_cavalry_damage_mult = 0.04 + heavy_cavalry_toughness_mult = 0.02 + heavy_cavalry_maintenance_mult = -0.05 + } + + parameters = { + cheaper_grain_fields_buildings_3 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} + +# Horse Archer sub-branch +horse_pasture_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_03 + + can_construct = { + can_recruit_archer_cavalry_trigger = yes + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + archer_cavalry_damage_mult = 0.04 + archer_cavalry_toughness_mult = 0.02 + archer_cavalry_maintenance_mult = -0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_horse_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } +} +horse_pasture_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = horse_pasture_04 + + can_construct = { + can_recruit_archer_cavalry_trigger = yes + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + archer_cavalry_damage_mult = 0.04 + archer_cavalry_toughness_mult = 0.02 + archer_cavalry_maintenance_mult = -0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_horse_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } +} +horse_pasture_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = horse_pasture_05 + + can_construct = { + can_recruit_archer_cavalry_trigger = yes + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + archer_cavalry_damage_mult = 0.04 + archer_cavalry_toughness_mult = 0.02 + archer_cavalry_maintenance_mult = -0.1 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_horse_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } +} + +# Camel sub-branch +camel_pasture_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_03 + + can_construct = { + culture ?= { has_innovation = innovation_war_camels } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + camel_cavalry_damage_mult = 0.04 + camel_cavalry_toughness_mult = 0.02 + camel_cavalry_maintenance_mult = -0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_camel_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } +} +camel_pasture_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = camel_pasture_04 + + can_construct = { + culture ?= { has_innovation = innovation_war_camels } + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + camel_cavalry_damage_mult = 0.04 + camel_cavalry_toughness_mult = 0.02 + camel_cavalry_maintenance_mult = -0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_camel_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } +} +camel_pasture_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = camel_pasture_05 + + can_construct = { + culture ?= { has_innovation = innovation_war_camels } + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + camel_cavalry_damage_mult = 0.04 + camel_cavalry_toughness_mult = 0.02 + camel_cavalry_maintenance_mult = -0.1 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_camel_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } +} + +# Elephant sub-branch +elephant_pasture_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_03 + + can_construct = { + culture ?= { has_innovation = innovation_elephantry } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + elephant_cavalry_damage_mult = 0.06 + elephant_cavalry_toughness_mult = 0.03 + elephant_cavalry_maintenance_mult = -0.05 + } + + ai_value = { + value = 12 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } +} +elephant_pasture_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = elephant_pasture_04 + + can_construct = { + culture ?= { has_innovation = innovation_elephantry } + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + elephant_cavalry_damage_mult = 0.06 + elephant_cavalry_toughness_mult = 0.03 + elephant_cavalry_maintenance_mult = -0.05 + } + + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } +} +elephant_pasture_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = elephant_pasture_05 + + can_construct = { + culture ?= { has_innovation = innovation_elephantry } + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + elephant_cavalry_damage_mult = 0.06 + elephant_cavalry_toughness_mult = 0.03 + elephant_cavalry_maintenance_mult = -0.1 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } +} + +### Grain Fields +grain_field_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 10 + if = { # Let's make sure the AI builds at least one good income building + limit = { + NOR = { + has_domicile_building_or_higher = vineyard_01 + has_domicile_building_or_higher = olive_01 + has_domicile_building_or_higher = market_01 + } + } + add = 20 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +grain_field_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grain_field_01 + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +grain_field_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grain_field_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +grain_field_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grain_field_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +grain_field_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grain_field_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +grain_field_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grain_field_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +### Rice Fields +rice_field_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + can_construct_potential = { + culture ?= { has_innovation = innovation_champa_rice } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +rice_field_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = rice_field_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +rice_field_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = rice_field_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +rice_field_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = rice_field_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +rice_field_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = rice_field_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +rice_field_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = rice_field_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +### Vineyard +vineyard_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + desc = raid_insight_vineyard + } + } + } + + parameters = { + estate_improved_wine_cellar_1 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 10 + if = { # Let's make sure the AI builds at least one good income building + limit = { + NOR = { + has_domicile_building_or_higher = grain_field_01 + has_domicile_building_or_higher = olive_01 + has_domicile_building_or_higher = market_01 + } + } + add = 20 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +vineyard_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = vineyard_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + desc = raid_insight_vineyard + } + } + } + + parameters = { + estate_improved_wine_cellar_1 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +vineyard_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = vineyard_02 + + can_construct = { + estate_can_construct_vineyard_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + } + } + } + + parameters = { + estate_improved_wine_cellar_1 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +vineyard_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = vineyard_03 + + can_construct = { + estate_can_construct_vineyard_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + } + } + } + + parameters = { + estate_improved_wine_cellar_2 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +vineyard_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = vineyard_04 + + can_construct = { + estate_can_construct_vineyard_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + } + } + } + + parameters = { + estate_improved_wine_cellar_2 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +vineyard_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = vineyard_05 + + can_construct = { + estate_can_construct_vineyard_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + } + } + } + + parameters = { + estate_improved_wine_cellar_3 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} + +### Tea Plantation +tea_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + can_construct_potential = { + culture ?= { has_innovation = innovation_champa_rice } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + negate_health_penalty_add = 0.01 + } + + ai_value = { + value = 10 + if = { # Let's make sure the AI builds at least one good income building + limit = { + NOT = { + has_domicile_building_or_higher = market_01 + } + } + add = 20 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +tea_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = tea_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + desc = raid_insight_vineyard + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + negate_health_penalty_add = 0.02 + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +tea_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = tea_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + negate_health_penalty_add = 0.04 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +tea_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = tea_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + negate_health_penalty_add = 0.06 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +tea_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = tea_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + negate_health_penalty_add = 0.08 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +tea_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = tea_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + negate_health_penalty_add = 0.1 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} + +### Olive Plantation +olive_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 1 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 10 + if = { # Let's make sure the AI builds at least one good income building + limit = { + NOR = { + has_domicile_building_or_higher = grain_field_01 + has_domicile_building_or_higher = vineyard_01 + has_domicile_building_or_higher = market_01 + } + } + add = 20 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} +olive_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = olive_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 1 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} +olive_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = olive_02 + + can_construct = { + estate_can_construct_olive_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 2 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} +olive_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = olive_03 + + can_construct = { + estate_can_construct_olive_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 2 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} +olive_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = olive_04 + + can_construct = { + estate_can_construct_olive_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 2 + attraction_opinion = 4 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} +olive_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = olive_05 + + can_construct = { + estate_can_construct_olive_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 4 + attraction_opinion = 6 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} + +### Silk Production - Byzantine exclusive +silk_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + can_construct = { + custom_tooltip = { + text = has_unlocked_estate_silk + OR = { + house = { has_house_modifier = ep3_unlocked_silk } + culture = { has_cultural_parameter = unlocks_silk_buildings_parameter } + } + } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.05 + owned_political_scheme_success_chance_add = 3 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 15 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} +silk_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = silk_01 + + can_construct = { + OR = { + custom_tooltip = { + house = { has_house_modifier = ep3_unlocked_silk } + text = has_unlocked_estate_silk + } + culture = { has_cultural_parameter = unlocks_silk_buildings_parameter } + } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + parameters = { + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.05 + owned_political_scheme_success_chance_add = 3 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 13 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} +silk_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = silk_02 + + can_construct = { + OR = { + custom_tooltip = { + house = { has_house_modifier = ep3_unlocked_silk } + text = has_unlocked_estate_silk + } + culture = { has_cultural_parameter = unlocks_silk_buildings_parameter } + } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + parameters = { + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.05 + owned_political_scheme_success_chance_add = 3 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 11 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} +silk_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = silk_03 + + can_construct = { + OR = { + custom_tooltip = { + house = { has_house_modifier = ep3_unlocked_silk } + text = has_unlocked_estate_silk + } + culture = { has_cultural_parameter = unlocks_silk_buildings_parameter } + } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + parameters = { + estate_unlock_silk_regalia_decision = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.1 + owned_political_scheme_success_chance_add = 3 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} +silk_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = silk_04 + + can_construct = { + OR = { + custom_tooltip = { + house = { has_house_modifier = ep3_unlocked_silk } + text = has_unlocked_estate_silk + } + culture = { has_cultural_parameter = unlocks_silk_buildings_parameter } + } + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + parameters = { + estate_unlock_silk_regalia_decision = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.1 + owned_political_scheme_success_chance_add = 4 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} +silk_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = silk_05 + + can_construct = { + OR = { + custom_tooltip = { + house = { has_house_modifier = ep3_unlocked_silk } + text = has_unlocked_estate_silk + } + culture = { has_cultural_parameter = unlocks_silk_buildings_parameter } + } + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + parameters = { + estate_unlock_silk_regalia_decision = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.15 + owned_political_scheme_success_chance_add = 4 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} diff --git a/N3OW/common/epidemics/00_epidemics.txt b/N3OW/common/epidemics/00_epidemics.txt new file mode 100644 index 00000000..6a239d5a --- /dev/null +++ b/N3OW/common/epidemics/00_epidemics.txt @@ -0,0 +1,2699 @@ +@default_tile_multiplier = 0.009702 + +smallpox = { + trait = smallpox + color = { 88 12 31 } + priority = 3 + + shader_data = { + strength = 0.8 + edge_fade = 0.25 + tile_multiplier = 0.004702 + texture_index = 0 + channel = alpha + } + + name = { + first_valid = { + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = province:3045 + } + desc = epidemic_bonifacy_gift + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = province:7596 + } + desc = epidemic_raqguul_plague + } + random_valid = { + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = { + geographical_region = ghw_region_egypt + county.faith.religion = { is_in_family = rf_abrahamic } + } + } + desc = epidemic_eleventh_plague + } + desc = epidemic_rulers_pox + desc = epidemic_titled_rulers_pox + desc = epidemic_animal_pox # Monkeypox, chickenpox and the like + desc = epidemic_realm_pox + desc = epidemic_holder_pox + desc = epidemic_culture_pox + desc = epidemic_location_pox + } + desc = trait_smallpox + } + } + + on_start = { + # LEGITIMACY LOSS FROM EPIDEMIC OUTBREAK + epidemic_outbreak_legitimacy_effect = { PROVINCE = root.outbreak_province } + #if = { + # limit = { + # outbreak_intensity = apocalyptic + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_smallpox_apocalyptic + # } + # } + # set_global_variable = { + # name = epidemic_smallpox_apocalyptic + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_smallpox_apocalyptic + # add = 1 + # } + # } + #} + #else_if = { + # limit = { + # outbreak_intensity = major + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_smallpox_major + # } + # } + # set_global_variable = { + # name = epidemic_smallpox_major + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_smallpox_major + # add = 1 + # } + # } + #} + #else = { + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_smallpox_minor + # } + # } + # set_global_variable = { + # name = epidemic_smallpox_minor + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_smallpox_minor + # add = 1 + # } + # } + #} + } + + on_monthly = { + trigger_event = { + on_action = epidemic_ongoing_events + } + } + + character_infection_chance = { + value = character_infection_chance_default_value + } + + can_infect_character = { + can_contract_disease_trigger = { DISEASE = smallpox } + immune_to_epidemic = { EPIDEMIC = scope:epidemic } + } + + on_character_infected = { + contract_disease_notify_effect = { DISEASE = smallpox } + if = { + limit = { + is_commanding_army = yes + } + trigger_event = epidemic_events.0001 #we infect your army + } + } + + infection_levels = { + 10 = { + province_modifier = { + county_opinion_add = -2 + epidemic_travel_danger = 10 + development_decline = -1 + } + } + 50 = { + province_modifier = { + county_opinion_add = -3 + epidemic_travel_danger = 20 + development_decline = -2 + } + } + 80 = { + province_modifier = { + monthly_county_control_decline_add = -0.1 + supply_limit_mult = -0.2 + county_opinion_add = -5 + epidemic_travel_danger = 30 + development_decline = -3 + } + } + } + + outbreak_intensities = { + minor = { + outbreak_chance = { + value = outbreak_chance_minor_default_value + multiply = outbreak_chance_minor_mult_value + multiply = recent_epidemics_outbreak_mult_value + + ### NO DLC - We increase the chance to make up for the locked diseases ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + multiply = 2 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 30 55 } + + infection_duration = { + months = { 6 8 } + } + + infection_progress_duration = { + days = { 80 120 } + } + + infection_recovery_duration = { + days = { 15 22 } + } + } + + major = { + outbreak_chance = { + value = outbreak_chance_major_default_value + multiply = outbreak_chance_major_mult_value + multiply = recent_epidemics_outbreak_mult_value + + ### NO DLC - We increase the chance to make up for the locked diseases ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + multiply = 1.5 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 85 130 } + + infection_duration = { + months = { 10 20 } + } + + infection_progress_duration = { + days = { 40 60 } + } + + infection_recovery_duration = { + days = 25 + } + } + + apocalyptic = { + outbreak_chance = { + value = outbreak_chance_apocalyptic_default_value + multiply = outbreak_chance_apocalyptic_mult_value + multiply = recent_epidemics_outbreak_mult_value + + ### NO DLC - We increase the chance to make up for the locked diseases ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + multiply = 1.25 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 220 325 } + + infection_duration = { + months = { 22 40 } + } + + infection_progress_duration = { + days = { 15 20 } + } + + infection_recovery_duration = { + days = { 25 35 } + } + } + } + + on_province_infected = { + county = { + apply_infection_development_loss = { BASE = 5 } + } + cant_touch_this_achievement_effect = yes + } + + on_province_recovered = { + county = { + remove_isolated_capital_modifiers_effect = yes + } + add_to_variable_list = { + name = epidemic_cooldown + target = scope:epidemic.epidemic_type + years = 50 + } + set_variable = { + name = epidemic_cooldown_general + years = 15 + } + # Prosperity event + plague_recovery_event_effect = yes + } +} + +bubonic_plague = { + trait = bubonic_plague + color = black + priority = 5 + + shader_data = { + strength = 0.8 + edge_fade = 0.4 + tile_multiplier = 0.005 + texture_index = 0 + channel = red + } + + name = { + first_valid = { + triggered_desc = { + trigger = { + outbreak_province = province:1580 + outbreak_intensity = apocalyptic + } + desc = epidemic_mitcheldean_malaise + } + triggered_desc = { + trigger = { + outbreak_province = province:8748 + outbreak_intensity = apocalyptic + } + desc = epidemic_green_death + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + } + desc = epidemic_black_death + } + triggered_desc = { + trigger = { + has_ep3_dlc_trigger = yes + outbreak_province.county.holder = { + is_roman_emperor_primary_title_excluding_byzantium_trigger = yes + any_owned_story = { type = ep3_story_cycle_restoring_rome } + } + } + desc = epidemic_ruler_plague + } + triggered_desc = { + trigger = { + OR = { + outbreak_province.county.faith = faith:catholic + outbreak_province.county.faith = faith:orthodox + outbreak_province.county.faith = faith:nestorian + outbreak_province.county.faith = faith:coptic + outbreak_province.county.faith = faith:armenian_apostolic + outbreak_province.county.faith = faith:insular_celtic + } + } + desc = epidemic_random_saint_plague + } + triggered_desc = { + trigger = { + outbreak_intensity = major + } + desc = epidemic_reapers_will + } + triggered_desc = { + trigger = { + outbreak_intensity = major + } + desc = epidemic_reapers_due + } + triggered_desc = { + trigger = { + outbreak_intensity = major + } + desc = epidemic_wicked_blight + } + random_valid = { + desc = epidemic_realm_plague + desc = epidemic_culture_plague + desc = epidemic_location_plague + desc = epidemic_ruler_plague + desc = epidemic_titled_ruler_plague + desc = epidemic_evil_god_plague + desc = epidemic_bubonic_plague + } + } + } + + on_start = { + if = { + limit = { + outbreak_intensity = apocalyptic + } + + set_global_variable = black_death_happened + + set_global_variable = { + name = black_death + value = root + } + } + # LEGITIMACY LOSS FROM EPIDEMIC OUTBREAK + epidemic_outbreak_legitimacy_effect = { PROVINCE = root.outbreak_province } + #if = { + # limit = { + # outbreak_intensity = apocalyptic + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_bubonic_plague_apocalyptic + # } + # } + # set_global_variable = { + # name = epidemic_bubonic_plague_apocalyptic + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_bubonic_plague_apocalyptic + # add = 1 + # } + # } + #} + #else_if = { + # limit = { + # outbreak_intensity = major + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_bubonic_plague_major + # } + # } + # set_global_variable = { + # name = epidemic_bubonic_plague_major + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_bubonic_plague_major + # add = 1 + # } + # } + #} + #else = { + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_bubonic_plague_minor + # } + # } + # set_global_variable = { + # name = epidemic_bubonic_plague_minor + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_bubonic_plague_minor + # add = 1 + # } + # } + #} + } + + on_end = { + if = { + limit = { + outbreak_intensity = apocalyptic + } + remove_global_variable = black_death + } + } + + on_monthly = { + trigger_event = { + on_action = epidemic_ongoing_events + } + } + + character_infection_chance = { + value = character_infection_chance_default_value + multiply = 0.02 #The only way we can make it not kill every single character in the game + } + + can_infect_character = { + can_contract_disease_trigger = { DISEASE = bubonic_plague } + immune_to_epidemic = { EPIDEMIC = scope:epidemic } + } + + on_character_infected = { + contract_disease_notify_effect = { DISEASE = bubonic_plague } + } + + infection_levels = { + 10 = { + province_modifier = { + monthly_county_control_decline_add = -0.6 + development_decline = -3 + levy_reinforcement_rate = -0.3 + levy_size = -0.25 + supply_limit_mult = -0.2 + county_opinion_add = -10 + epidemic_travel_danger = 25 + } + } + 50 = { + province_modifier = { + monthly_county_control_decline_add = -0.8 + development_decline = -6 + levy_reinforcement_rate = -0.5 + levy_size = -0.4 + supply_limit_mult = -0.5 + county_opinion_add = -25 + epidemic_travel_danger = 40 + } + } + 80 = { + province_modifier = { + monthly_county_control_decline_add = -0.8 + development_decline = -8 + levy_reinforcement_rate = -1 + levy_size = -0.5 + supply_limit_mult = -1 + county_opinion_add = -25 + epidemic_travel_danger = 60 + } + } + } + + outbreak_intensities = { + minor = { + outbreak_chance = { + value = outbreak_chance_minor_default_value + multiply = outbreak_chance_minor_mult_value + multiply = recent_epidemics_outbreak_mult_value + multiply = 0.0005 #should almost never be minor + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 180 360 } + + infection_duration = { + months = { 6 12 } + } + + infection_progress_duration = { + days = { 40 60 } + } + + infection_recovery_duration = { + days = { 25 35 } + } + } + + major = { + outbreak_chance = { + value = outbreak_chance_major_default_value + multiply = outbreak_chance_major_mult_value + multiply = recent_epidemics_outbreak_mult_value + multiply = 0.005 #should almost never be major + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + + max_provinces = { 540 900 } + + infection_duration = { + months = { 12 24 } + } + + infection_progress_duration = { + days = { 25 35 } + } + + infection_recovery_duration = { + days = { 50 70 } + } + } + + apocalyptic = { #The Black Death + # We trigger the event specially for Black Death + notification = { + global = yes + holder_event = "" + liege_event = "" + realm_event = "" + } + + outbreak_chance = { + value = { + value = outbreak_chance_black_plague_default_value + multiply = outbreak_chance_black_plague_mult_value + multiply = recent_epidemics_outbreak_mult_value + } + if = { + limit = { + current_date >= 1346.1.1 + has_game_rule = bd_occurrence_historical + NOT = { + has_global_variable = black_death_happened + } + geographical_region = world_central_asia + } + add = 100 + } + + if = { + limit = { + # Currently happening + has_global_variable = black_death + } + value = 0 + } + if = { + limit = { #it can only happen once per game + has_global_variable = black_death_happened + has_game_rule = bd_frequency_once + } + value = 0 + } + if = { + limit = { #it can never happen + has_game_rule = bd_frequency_never + } + value = 0 + } + + #Historical exemption + if = { + limit = { + has_game_rule = bd_occurrence_historical + OR = { + current_date < 1346.1.1 + NOT = { + geographical_region = world_central_asia + } + } + } + value = 0 + } + multiply = 0.1 + + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + + #Exclusions for historical Milan and Poland, husariaaaa + if = { + limit = { + has_game_rule = bd_occurrence_historical + OR = { + geographical_region = ghw_region_poland + geographical_region = custom_polabia + geographical_region = world_tibet + county.duchy = title:d_lombardia + county.duchy = title:d_aragon + county.duchy = title:d_armagnac + county.duchy = title:d_bohemia + } + } + multiply = 0.02 + } + } + max_provinces = { 12000 13100 } + + infection_duration = { + months = { 24 48 } + } + + infection_progress_duration = { + days = { 5 9 } + } + + infection_recovery_duration = { + days = { 80 120 } + } + } + } + + on_province_infected = { + county = { + apply_infection_development_loss = { BASE = 10 } + } + every_player = { + if = { + limit = { + NOR = { + any_owned_story = { + type = story_cycle_black_death + } + has_character_flag = black_death_splash #black plague is in your realm + } + } + create_story = story_cycle_black_death + trigger_event = { #time-based fallback to notify the players that the black death is here. + id = epidemic_events.5999 + years = { 4 6 } #Average time for Black Death to move from Siberia to Europe + } + } + } + every_player = { + if = { + limit = { + has_dlc_feature = legends_of_the_dead + is_landless_ruler = yes + location = { + any_province_epidemic = { + intensity = apocalyptic + epidemic_type.epidemic_trait = trait:bubonic_plague + } + } + } + trigger_event = epidemic_events.6000 + } + } + cant_touch_this_achievement_effect = yes + } + + on_province_recovered = { + county = { + remove_isolated_capital_modifiers_effect = yes + } + add_to_variable_list = { + name = epidemic_cooldown + target = scope:epidemic.epidemic_type + years = 50 + } + set_variable = { + name = epidemic_cooldown_general + years = 15 + } + # Prosperity event + plague_recovery_event_effect = yes + } +} + +typhus = { + trait = typhus + color = { 37 90 57 } + priority = 4 + + shader_data = { + strength = 0.6 + edge_fade = 0.25 + tile_multiplier = 0.01 + texture_index = 1 + channel = red + } + + name = { + first_valid = { + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = province:4921 + } + desc = epidemic_bydgoszczanka + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = province:3199 + } + desc = epidemic_torunianka + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = province:1527 + } + desc = epidemic_penge_plague + } + random_valid = { + triggered_desc = { + trigger = { + OR = { + outbreak_intensity = apocalyptic + outbreak_intensity = major + } + } + desc = epidemic_rulers_fever + } + triggered_desc = { + trigger = { + OR = { + outbreak_intensity = apocalyptic + outbreak_intensity = major + } + } + desc = epidemic_titled_rulers_fever + } + triggered_desc = { + trigger = { + OR = { + outbreak_intensity = apocalyptic + outbreak_intensity = major + } + } + desc = epidemic_realm_fever + } + triggered_desc = { + trigger = { + OR = { + outbreak_intensity = apocalyptic + outbreak_intensity = major + } + } + desc = epidemic_devils_fever + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = { + geographical_region = ghw_region_egypt + county.faith.religion = { is_in_family = rf_abrahamic } + } + } + desc = epidemic_eleventh_plague + } + triggered_desc = { + trigger = { + NOT = { + outbreak_province = { + terrain = jungle # Yeah, no, we're not calling it that + } + } + } + desc = epidemic_terrain_fever + } + desc = epidemic_camp_fever + desc = epidemic_province_fever + desc = epidemic_province_sweats + desc = epidemic_culture_sweats + desc = epidemic_famine_fever + desc = epidemic_spotted_fever + } + desc = trait_typhus + } + } + + on_start = { + # LEGITIMACY LOSS FROM EPIDEMIC OUTBREAK + epidemic_outbreak_legitimacy_effect = { PROVINCE = root.outbreak_province } + #if = { + # limit = { + # outbreak_intensity = apocalyptic + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_typhus_apocalyptic + # } + # } + # set_global_variable = { + # name = epidemic_typhus_apocalyptic + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_typhus_apocalyptic + # add = 1 + # } + # } + #} + #else_if = { + # limit = { + # outbreak_intensity = major + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_typhus_major + # } + # } + # set_global_variable = { + # name = epidemic_typhus_major + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_typhus_major + # add = 1 + # } + # } + #} + #else = { + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_typhus_minor + # } + # } + # set_global_variable = { + # name = epidemic_typhus_minor + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_typhus_minor + # add = 1 + # } + # } + #} + } + + on_monthly = { + trigger_event = { + on_action = epidemic_ongoing_events + } + } + + character_infection_chance = { + value = character_infection_chance_default_value + if = { + limit = { + is_commanding_army = yes + } + multiply = 4 + } + } + + can_infect_character = { + can_contract_disease_trigger = { DISEASE = typhus } + immune_to_epidemic = { EPIDEMIC = scope:epidemic } + } + + on_character_infected = { + contract_disease_notify_effect = { DISEASE = typhus } + } + + infection_levels = { + 10 = { + province_modifier = { + monthly_county_control_decline_add = -0.3 + development_decline = -1 + levy_reinforcement_rate = -0.2 + county_opinion_add = -2 + epidemic_travel_danger = 20 + } + } + 50 = { + province_modifier = { + monthly_county_control_decline_add = -0.4 + development_decline = -2 + levy_reinforcement_rate = -0.2 + garrison_size = -0.1 + county_opinion_add = -3 + epidemic_travel_danger = 30 + } + } + 80 = { + province_modifier = { + monthly_county_control_decline_add = -0.5 + development_decline = -3 + levy_reinforcement_rate = -0.2 + garrison_size = -0.2 + county_opinion_add = -5 + epidemic_travel_danger = 40 + } + } + } + + outbreak_intensities = { + minor = { + outbreak_chance = { + value = outbreak_chance_minor_default_value + multiply = outbreak_chance_minor_mult_value + multiply = recent_epidemics_outbreak_mult_value + + ### NO DLC - We increase the chance to make up for the locked diseases ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + multiply = 2 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 30 55 } + + infection_duration = { + months = { 6 12 } + } + + infection_progress_duration = { + days = 100 + } + + infection_recovery_duration = { + days = 30 + } + } + + major = { + outbreak_chance = { + value = outbreak_chance_major_default_value + multiply = outbreak_chance_major_mult_value + multiply = recent_epidemics_outbreak_mult_value + multiply = 0.75 + + ### NO DLC - We increase the chance to make up for the locked diseases ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + multiply = 1.5 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 75 90 } + + infection_duration = { + months = { 12 24 } + } + + infection_progress_duration = { + days = { 45 55 } + } + + infection_recovery_duration = { + days = { 28 32 } + } + } + + apocalyptic = { + outbreak_chance = { + value = outbreak_chance_apocalyptic_default_value + multiply = outbreak_chance_apocalyptic_mult_value + multiply = recent_epidemics_outbreak_mult_value + multiply = 0.5 + + ### NO DLC - We increase the chance to make up for the locked diseases ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + multiply = 1.25 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 145 220 } + + infection_duration = { + months = { 24 48 } + } + + infection_progress_duration = { + days = { 15 22 } + } + + infection_recovery_duration = { + days = { 28 32 } + } + } + } + + on_province_infected = { + county = { + apply_infection_development_loss = { BASE = 5 } + } + cant_touch_this_achievement_effect = yes + } + + on_province_recovered = { + county = { + remove_isolated_capital_modifiers_effect = yes + } + add_to_variable_list = { + name = epidemic_cooldown + target = scope:epidemic.epidemic_type + years = 50 + } + set_variable = { + name = epidemic_cooldown_general + years = 15 + } + # Prosperity event + plague_recovery_event_effect = yes + } +} + +consumption = { #Tuberculosis + trait = consumption + color = { 84 171 176 } + priority = 1 + + shader_data = { + strength = 0.35 + edge_fade = 0.28 + tile_multiplier = 0.00538 + texture_index = 0 + channel = green + } + + name = { + first_valid = { + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = province:527 + } + desc = epidemic_napolna_zaraza + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = province:369 + } + desc = epidemic_gannholm_grievance + } + random_valid = { + triggered_desc = { + trigger = { + OR = { + outbreak_intensity = apocalyptic + outbreak_intensity = major + } + outbreak_province = { + county.faith.religion = { is_in_family = rf_abrahamic } + } + } + desc = epidemic_curse_of_canaan # Named for a section in the Old Testament + } + triggered_desc = { + trigger = { + outbreak_province = { + geographical_region = world_india + } + } + desc = epidemic_yaksma + } + triggered_desc = { + trigger = { + outbreak_province = { + county.culture = { + OR = { + has_cultural_pillar = heritage_chinese + has_cultural_pillar = language_chinese + } + } + } + } + desc = epidemic_shizhai + } + triggered_desc = { + trigger = { + outbreak_province = { + county.faith.religion = { + is_in_family = rf_pagan + NOT = { this = religion:north_african_religion } # Canary islanders believed dogs were sacred + } + } + } + desc = epidemic_demon_dog_disease + } + triggered_desc = { + trigger = { + OR = { + outbreak_intensity = apocalyptic + outbreak_intensity = major + } + } + desc = epidemic_titles_evil #King's evil + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = { + geographical_region = ghw_region_egypt + county.faith.religion = { is_in_family = rf_abrahamic } + } + } + desc = epidemic_eleventh_plague + } + desc = epidemic_cold_humor + desc = epidemic_cold_humor + desc = epidemic_white_plague + desc = epidemic_realm_flu + desc = epidemic_realm_coughs + desc = epidemic_ruler_flu + desc = epidemic_ruler_coughs + desc = epidemic_titled_ruler_flu + desc = epidemic_romantic_plague + desc = epidemic_holder_flu + desc = epidemic_holder_coughs + } + desc = trait_consumption + } + } + + on_start = { + # LEGITIMACY LOSS FROM EPIDEMIC OUTBREAK + epidemic_outbreak_legitimacy_effect = { PROVINCE = root.outbreak_province } + #if = { + # limit = { + # outbreak_intensity = apocalyptic + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_consumption_apocalyptic + # } + # } + # set_global_variable = { + # name = epidemic_consumption_apocalyptic + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_consumption_apocalyptic + # add = 1 + # } + # } + #} + #else_if = { + # limit = { + # outbreak_intensity = major + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_consumption_major + # } + # } + # set_global_variable = { + # name = epidemic_consumption_major + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_consumption_major + # add = 1 + # } + # } + #} + #else = { + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_consumption_minor + # } + # } + # set_global_variable = { + # name = epidemic_consumption_minor + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_consumption_minor + # add = 1 + # } + # } + #} + } + + on_monthly = { + trigger_event = { + on_action = epidemic_ongoing_events + } + } + + character_infection_chance = { + value = character_infection_chance_default_value + } + + can_infect_character = { + can_contract_disease_trigger = { DISEASE = consumption } + immune_to_epidemic = { EPIDEMIC = scope:epidemic } + } + + on_character_infected = { + contract_disease_notify_effect = { DISEASE = consumption } + } + + infection_levels = { + 10 = { + province_modifier = { + development_decline = -2 + epidemic_travel_danger = 20 + } + } + 50 = { + province_modifier = { + monthly_county_control_decline_add = -0.05 + development_decline = -3 + county_opinion_add = -2 + epidemic_travel_danger = 40 + } + } + 80 = { + province_modifier = { + monthly_county_control_decline_add = -0.1 + development_decline = -4 + county_opinion_add = -3 + epidemic_travel_danger = 60 + } + } + } + + outbreak_intensities = { + minor = { + outbreak_chance = { + value = outbreak_chance_minor_default_value + + #Are you in the consumption zone? + if = { + limit = { + geographical_region = world_atlantic + } + add = outbreak_increase_add_low + } + + #Endemism + if = { + limit = { has_variable = consumption_endemic_variable } + add = outbreak_increase_add_high + } + + multiply = outbreak_chance_minor_mult_value + + ### NO DLC - We increase the chance to make up for the locked diseases ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + multiply = 2 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + multiply = recent_epidemics_outbreak_mult_value + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 30 55 } + + infection_duration = { + months = { 12 18 } #stays around for a long time + } + + infection_progress_duration = { + days = { 80 100 } + } + + infection_recovery_duration = { + days = { 30 60 } #stays around for a long time + } + } + + major = { + outbreak_chance = { + value = outbreak_chance_major_default_value + + #Are you in the consumption zone? + if = { + limit = { + geographical_region = world_atlantic + } + add = outbreak_increase_add_medium + } + + #Endemism + if = { + limit = { has_variable = consumption_endemic_variable } + add = outbreak_increase_add_low + } + + multiply = outbreak_chance_major_mult_value + + ### NO DLC - We increase the chance to make up for the locked diseases ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + multiply = 1.5 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + multiply = recent_epidemics_outbreak_mult_value + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 75 90 } + + infection_duration = { + months = { 20 25 } + } + + infection_progress_duration = { + days = { 40 60 } + } + + infection_recovery_duration = { + days = { 60 80 } + } + } + + apocalyptic = { + outbreak_chance = { + value = outbreak_chance_apocalyptic_default_value + + #Endemism + if = { + limit = { has_variable = consumption_endemic_variable } + add = outbreak_increase_add_low + } + + #Are you in the consumption zone? + if = { + limit = { + geographical_region = world_atlantic + } + add = outbreak_increase_add_low + } + + multiply = outbreak_chance_apocalyptic_mult_value + + ### NO DLC - We increase the chance to make up for the locked diseases ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + multiply = 2 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + multiply = recent_epidemics_outbreak_mult_value + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 145 220 } + + infection_duration = { + months = { 30 45 } + } + + infection_progress_duration = { + days = { 15 30 } + } + + infection_recovery_duration = { + days = { 80 100 } + } + } + } + + on_province_infected = { + county = { + apply_infection_development_loss = { BASE = 7 } + } + cant_touch_this_achievement_effect = yes + } + + on_province_recovered = { + random = { #Endemism + chance = 10 + set_variable = { + name = consumption_endemic_variable + years = 2 + } + } + county = { + remove_isolated_capital_modifiers_effect = yes + } + add_to_variable_list = { + name = epidemic_cooldown + target = scope:epidemic.epidemic_type + years = 50 #can come back quite fast + } + set_variable = { + name = epidemic_cooldown_general + years = 15 + } + # Prosperity event + plague_recovery_event_effect = yes + } +} + +measles = { + trait = measles + color = { 201 111 112 } + priority = 2 + + shader_data = { + strength = 0.4 + edge_fade = 0.3 + tile_multiplier = 0.006 + texture_index = 0 + channel = blue + } + + name = { + first_valid = { + triggered_desc = { + trigger = { + outbreak_province = province:1626 + outbreak_intensity = apocalyptic + } + desc = epidemic_cooties + } + triggered_desc = { + trigger = { + outbreak_province = province:1787 + outbreak_intensity = apocalyptic + outbreak_province.county.faith = { religion_tag = christianity_religion } + } + desc = epidemic_saint_veronica_evil + } + random_valid = { + triggered_desc = { + trigger = { + OR = { + outbreak_intensity = apocalyptic + outbreak_intensity = major + } + } + desc = epidemic_little_leprosy + } + triggered_desc = { + trigger = { + OR = { + outbreak_intensity = apocalyptic + outbreak_intensity = major + } + } + desc = epidemic_evil_god_pestilence + } + triggered_desc = { + trigger = { + OR = { + outbreak_intensity = apocalyptic + outbreak_intensity = major + } + } + desc = epidemic_titles_evil #King's evil + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = { + geographical_region = ghw_region_egypt + county.faith.religion = { is_in_family = rf_abrahamic } + } + } + desc = epidemic_eleventh_plague + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = { + duchy = title:d_york + } + } + desc = epidemic_crimson_horror + } + desc = epidemic_realm_boils + desc = epidemic_rulers_boils + desc = epidemic_titled_rulers_boils + desc = epidemic_holder_boils + desc = epidemic_culture_boils + desc = epidemic_location_boils + } + desc = trait_measles + } + } + + on_start = { + # LEGITIMACY LOSS FROM EPIDEMIC OUTBREAK + epidemic_outbreak_legitimacy_effect = { PROVINCE = root.outbreak_province } + #if = { + # limit = { + # outbreak_intensity = apocalyptic + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_measles_apocalyptic + # } + # } + # set_global_variable = { + # name = epidemic_measles_apocalyptic + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_measles_apocalyptic + # add = 1 + # } + # } + #} + #else_if = { + # limit = { + # outbreak_intensity = major + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_measles_major + # } + # } + # set_global_variable = { + # name = epidemic_measles_major + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_measles_major + # add = 1 + # } + # } + #} + #else = { + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_measles_minor + # } + # } + # set_global_variable = { + # name = epidemic_measles_minor + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_measles_minor + # add = 1 + # } + # } + #} + } + + on_monthly = { + trigger_event = { + on_action = epidemic_ongoing_events + } + } + + character_infection_chance = { + value = character_infection_chance_default_value + multiply = 5 #highly infectious + } + + can_infect_character = { + can_contract_disease_trigger = { DISEASE = measles } + immune_to_epidemic = { EPIDEMIC = scope:epidemic } + } + + on_character_infected = { + contract_disease_notify_effect = { DISEASE = measles } + } + + infection_levels = { + 10 = { + province_modifier = { + monthly_county_control_decline_add = -0.1 + epidemic_travel_danger = 5 + } + } + 50 = { + province_modifier = { + monthly_county_control_decline_add = -0.2 + development_decline = -0.25 + county_opinion_add = -2 + epidemic_travel_danger = 15 + } + } + 80 = { + province_modifier = { + monthly_county_control_decline_add = -0.4 + development_decline = -0.5 + county_opinion_add = -5 + epidemic_travel_danger = 30 + } + } + } + + outbreak_intensities = { + minor = { + outbreak_chance = { + value = outbreak_chance_minor_default_value + + #Endemism + if = { + limit = { has_variable = measles_endemic_variable } + add = outbreak_increase_add_high + } + + multiply = outbreak_chance_minor_mult_value + multiply = recent_epidemics_outbreak_mult_value + #Measles should be pretty common + multiply = 1.25 + + ### DLC LOCKING ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + value = 0 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 55 75 } + + infection_duration = { + months = { 3 6 } + } + + infection_progress_duration = { + days = { 20 40 } + } + + infection_recovery_duration = { + days = { 28 32 } + } + } + + major = { + outbreak_chance = { + value = outbreak_chance_major_default_value + + #Endemism + if = { + limit = { has_variable = measles_endemic_variable } + add = outbreak_increase_add_medium + } + else = { + multiply = 0.5 + } + + multiply = outbreak_chance_major_mult_value + multiply = recent_epidemics_outbreak_mult_value + + ### DLC LOCKING ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + value = 0 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 130 180 } + + infection_duration = { + months = { 6 12 } + } + + infection_progress_duration = { + days = { 15 20 } + } + + infection_recovery_duration = { + days = { 28 32 } + } + } + + apocalyptic = { + outbreak_chance = { + value = outbreak_chance_apocalyptic_default_value + + #Endemism + if = { + limit = { has_variable = measles_endemic_variable } + add = outbreak_increase_add_low + } + else = { + multiply = 0.25 + } + + multiply = outbreak_chance_apocalyptic_mult_value + multiply = recent_epidemics_outbreak_mult_value + + ### DLC LOCKING ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + value = 0 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 270 405 } + + infection_duration = { + months = { 12 24 } + } + + infection_progress_duration = { + days = { 7 14 } + } + + infection_recovery_duration = { + days = { 28 32 } + } + } + } + + on_province_infected = { + county = { + apply_infection_development_loss = { BASE = 5 } + } + cant_touch_this_achievement_effect = yes + } + + on_province_recovered = { + random = { + chance = 10 + set_variable = { + name = measles_endemic_variable + years = 2 + } + } + county = { + remove_isolated_capital_modifiers_effect = yes + } + add_to_variable_list = { + name = epidemic_cooldown + target = scope:epidemic.epidemic_type + years = 50 + } + set_variable = { + name = epidemic_cooldown_general + years = 15 + } + # Prosperity event + plague_recovery_event_effect = yes + } +} + +dysentery = { + trait = dysentery + color = { 102 0 0 } + priority = 3 + + shader_data = { + strength = 0.7 + edge_fade = 0.25 + tile_multiplier = 0.01 + texture_index = 1 + channel = green + } + + name = { + first_valid = { + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + OR = { + outbreak_province = province:2833 + outbreak_province = province:2830 + } + } + desc = epidemic_twin_cods_revenge + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = province:6253 + } + desc = epidemic_ligma + } + random_valid = { + triggered_desc = { + trigger = { + OR = { + outbreak_intensity = apocalyptic + outbreak_intensity = major + } + } + desc = epidemic_evil_god_flux + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = { + geographical_region = ghw_region_egypt + county.faith.religion = { is_in_family = rf_abrahamic } + } + } + desc = epidemic_eleventh_plague + } + desc = epidemic_realm_flux + desc = epidemic_ruler_flux + desc = epidemic_titled_ruler_flux + desc = epidemic_holder_flux + desc = epidemic_culture_flux + desc = epidemic_terrain_flux + desc = epidemic_location_flux + } + desc = trait_dysentery + } + } + + on_start = { + # LEGITIMACY LOSS FROM EPIDEMIC OUTBREAK + epidemic_outbreak_legitimacy_effect = { PROVINCE = root.outbreak_province } + #if = { + # limit = { + # outbreak_intensity = apocalyptic + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_dysentery_apocalyptic + # } + # } + # set_global_variable = { + # name = epidemic_dysentery_apocalyptic + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_dysentery_apocalyptic + # add = 1 + # } + # } + #} + #else_if = { + # limit = { + # outbreak_intensity = major + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_dysentery_major + # } + # } + # set_global_variable = { + # name = epidemic_dysentery_major + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_dysentery_major + # add = 1 + # } + # } + #} + #else = { + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_dysentery_minor + # } + # } + # set_global_variable = { + # name = epidemic_dysentery_minor + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_dysentery_minor + # add = 1 + # } + # } + #} + } + + on_monthly = { + trigger_event = { + on_action = epidemic_ongoing_events + } + } + + character_infection_chance = { + value = character_infection_chance_default_value + multiply = 3.5 #highly infectious + if = { + limit = { + is_commanding_army = yes + } + multiply = 2 + } + } + + can_infect_character = { + can_contract_disease_trigger = { DISEASE = dysentery } + immune_to_epidemic = { EPIDEMIC = scope:epidemic } + } + + on_character_infected = { + contract_disease_notify_effect = { DISEASE = dysentery } + } + + infection_levels = { + 10 = { + province_modifier = { + monthly_county_control_decline_add = -0.15 + county_opinion_add = -2 + epidemic_travel_danger = 10 + development_decline = -1.5 + } + } + 50 = { + province_modifier = { + monthly_county_control_decline_add = -0.3 + development_decline = -2.5 + supply_limit_mult = -0.1 + county_opinion_add = -3 + epidemic_travel_danger = 20 + } + } + 80 = { + province_modifier = { + monthly_county_control_decline_add = -0.5 + development_decline = -4 + supply_limit_mult = -0.2 + county_opinion_add = -5 + epidemic_travel_danger = 30 + } + } + } + + outbreak_intensities = { + minor = { + outbreak_chance = { + value = outbreak_chance_dysentery_default_value #special values for armies here + multiply = outbreak_chance_minor_mult_value + multiply = recent_epidemics_outbreak_mult_value + + ### DLC LOCKING ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + value = 0 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + + max_provinces = { 20 30 } + + infection_duration = { + months = { 2 4 } + } + + infection_progress_duration = { + days = { 15 20 } + } + + infection_recovery_duration = { + days = { 28 32 } + } + } + + major = { + outbreak_chance = { + value = outbreak_chance_dysentery_default_value #special values for armies here + multiply = outbreak_chance_major_mult_value + multiply = recent_epidemics_outbreak_mult_value + multiply = 0.25 + + ### DLC LOCKING ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + value = 0 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 40 55 } + + infection_duration = { + months = { 8 16 } + } + + infection_progress_duration = { + days = { 18 22 } + } + + infection_recovery_duration = { + days = { 28 32 } + } + } + + apocalyptic = { + outbreak_chance = { + value = outbreak_chance_dysentery_default_value #special values for armies here + multiply = outbreak_chance_apocalyptic_mult_value + multiply = recent_epidemics_outbreak_mult_value + multiply = 0.15 + + ### DLC LOCKING ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + value = 0 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + } + max_provinces = { 90 270 } + + infection_duration = { + months = { 16 32 } + } + + infection_progress_duration = { + days = { 10 15 } + } + + infection_recovery_duration = { + days = { 28 32 } + } + } + } + + on_province_infected = { + county = { + apply_infection_development_loss = { BASE = 3 } + } + cant_touch_this_achievement_effect = yes + } + + on_province_recovered = { + county = { + remove_isolated_capital_modifiers_effect = yes + } + add_to_variable_list = { + name = epidemic_cooldown + target = scope:epidemic.epidemic_type + years = 50 + } + set_variable = { + name = epidemic_cooldown_general + years = 15 + } + # Prosperity event + plague_recovery_event_effect = yes + } +} + +ergotism = { #dancing plague - not contagious + trait = ergotism + color = { 255 95 31 } + priority = 2 + + shader_data = { + strength = 0.5 + edge_fade = 0.25 + tile_multiplier = 0.005 + texture_index = 1 + channel = alpha + } + + name = { + first_valid = { + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = province:2830 + } + desc = epidemic_saturday_night_fever + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + } + desc = epidemic_dance_of_death + } + random_valid = { + triggered_desc = { + trigger = { + outbreak_province = { + OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } + } + } + desc = epidemic_saint_anthonys_fire + } + triggered_desc = { + trigger = { + outbreak_province = { + OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } + } + } + desc = epidemic_saint_anthonys_fire + } + triggered_desc = { + trigger = { + outbreak_intensity = apocalyptic + outbreak_province = { + geographical_region = ghw_region_egypt + county.faith.religion = { is_in_family = rf_abrahamic } + } + } + desc = epidemic_eleventh_plague + } + triggered_desc = { + trigger = { + outbreak_province = { + county = { development_level <= 5 } + } + } + desc = epidemic_realm_dancing_plague + } + triggered_desc = { + trigger = { + outbreak_province = { + county = { development_level <= 5 } + } + } + desc = epidemic_culture_dancing_plague + } + triggered_desc = { + trigger = { + outbreak_province = { + county = { development_level <= 5 } + } + } + desc = epidemic_location_dancing_plague + } + triggered_desc = { + trigger = { + outbreak_province = { + county = { + OR = { + faith = faith:catholic + faith = faith:orthodox + faith = faith:nestorian + faith = faith:coptic + faith = faith:armenian_apostolic + faith = faith:insular_celtic + } + } + } + } + desc = epidemic_random_saint_fire + } + desc = epidemic_realm_fire + desc = epidemic_culture_fire + desc = epidemic_location_fire + desc = epidemic_ruler_fire + desc = epidemic_holder_fire + desc = epidemic_evil_god_fire + } + } + } + + on_start = { + # LEGITIMACY LOSS FROM EPIDEMIC OUTBREAK + epidemic_outbreak_legitimacy_effect = { PROVINCE = root.outbreak_province } + #if = { + # limit = { + # outbreak_intensity = apocalyptic + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_ergotism_apocalyptic + # } + # } + # set_global_variable = { + # name = epidemic_ergotism_apocalyptic + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_ergotism_apocalyptic + # add = 1 + # } + # } + #} + #else_if = { + # limit = { + # outbreak_intensity = major + # } + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_ergotism_major + # } + # } + # set_global_variable = { + # name = epidemic_ergotism_major + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_ergotism_major + # add = 1 + # } + # } + #} + #else = { + # if = { + # limit = { + # NOT = { + # exists = global_var:epidemic_ergotism_minor + # } + # } + # set_global_variable = { + # name = epidemic_ergotism_minor + # value = 1 + # } + # } + # else = { + # change_global_variable = { + # name = epidemic_ergotism_minor + # add = 1 + # } + # } + #} + } + + on_monthly = { + trigger_event = { + on_action = epidemic_ongoing_events + } + } + + character_infection_chance = { + value = character_infection_chance_default_value + } + + can_infect_character = { + can_contract_disease_trigger = { DISEASE = ergotism } + immune_to_epidemic = { EPIDEMIC = scope:epidemic } + } + + on_character_infected = { + contract_disease_notify_effect = { DISEASE = ergotism } + } + + infection_levels = { + 10 = { + province_modifier = { + monthly_county_control_decline_add = -0.1 + holding_build_speed = 0.5 #this is negative + stationed_maa_toughness_mult = -0.1 + supply_limit_mult = -0.1 #food related + epidemic_travel_danger = 5 + } + } + 50 = { + province_modifier = { + monthly_county_control_decline_add = -0.15 + holding_build_speed = 0.75 + stationed_maa_toughness_mult = -0.2 + supply_limit_mult = -0.2 + epidemic_travel_danger = 10 + } + } + 80 = { + province_modifier = { + development_decline = -0.5 + monthly_county_control_decline_add = -0.15 + holding_build_speed = 1 + stationed_maa_toughness_mult = -1 + supply_limit_mult = -0.3 + epidemic_travel_danger = 15 + } + } + } + + outbreak_intensities = { + minor = { + outbreak_chance = { + value = outbreak_chance_minor_default_value + multiply = outbreak_chance_minor_mult_value + multiply = recent_epidemics_outbreak_mult_value + multiply = 0.5 #shouldn't happen often + if = { #Recent epidemics + limit = { + is_target_in_variable_list = { + name = epidemic_cooldown + target = epidemic_type:ergotism + } + } + value = 0 + } + + ### DLC LOCKING ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + value = 0 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + if = { + limit = { + is_target_in_variable_list = { + name = epidemic_cooldown + target = scope:epidemic.epidemic_type + } + } + value = 0 + } + } + + max_provinces = { 20 30 } + + infection_duration = { + months = { 6 12 } + } + + infection_progress_duration = { + days = { 20 40 } + } + + infection_recovery_duration = { + days = { 12 20 } + } + } + major = { + outbreak_chance = { + value = outbreak_chance_major_default_value + multiply = outbreak_chance_major_mult_value + multiply = recent_epidemics_outbreak_mult_value + multiply = 0.2 #shouldn't happen often + if = { #Recent epidemics + limit = { + is_target_in_variable_list = { + name = epidemic_cooldown + target = epidemic_type:ergotism + } + } + value = 0 + } + + ### DLC LOCKING ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + value = 0 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + if = { + limit = { + is_target_in_variable_list = { + name = epidemic_cooldown + target = scope:epidemic.epidemic_type + } + } + value = 0 + } + } + + max_provinces = { 45 65 } + + infection_duration = { + months = { 12 18 } + } + + infection_progress_duration = { + days = { 20 40 } + } + + infection_recovery_duration = { + days = { 12 20 } + } + } + apocalyptic = { + outbreak_chance = { + value = outbreak_chance_apocalyptic_default_value + multiply = outbreak_chance_apocalyptic_mult_value + multiply = recent_epidemics_outbreak_mult_value + multiply = 0.1 #shouldn't happen often + if = { #Recent epidemics + limit = { + is_target_in_variable_list = { + name = epidemic_cooldown + target = epidemic_type:ergotism + } + } + value = 0 + } + + ### DLC LOCKING ### + if = { + limit = { + NOT = { has_dlc_feature = legends_of_the_dead } + } + value = 0 + } + if = { + limit = { + has_game_rule = epidemic_frequency_disabled + } + multiply = 0 + } + } + spread_chance = { + value = spread_chance_epidemics_default_value + multiply = spread_chance_epidemics_mult_value + if = { + limit = { + is_target_in_variable_list = { + name = epidemic_cooldown + target = scope:epidemic.epidemic_type + } + } + value = 0 + } + } + + max_provinces = { 85 90 } + + infection_duration = { + months = { 24 30 } + } + + infection_progress_duration = { + days = { 20 40 } + } + + infection_recovery_duration = { + days = { 12 20 } + } + } + } + + on_province_recovered = { + county = { + remove_isolated_capital_modifiers_effect = yes + } + add_to_variable_list = { + name = epidemic_cooldown + target = scope:epidemic.epidemic_type + years = 50 + } + set_variable = { + name = epidemic_cooldown_general + years = 15 + } + # Prosperity event + plague_recovery_event_effect = yes + } +} diff --git a/N3OW/common/epidemics/_epidemics.info b/N3OW/common/epidemics/_epidemics.info new file mode 100644 index 00000000..6a361be8 --- /dev/null +++ b/N3OW/common/epidemics/_epidemics.info @@ -0,0 +1,159 @@ +#TESTING: Use spawn_epidemic smallpox 2595 apocalyptic to spawn an epidemic + + = { + trait = # What trait is tied to this disease + + color = # What color this epidemic has on the map: takes color names defined in the script colors file, RGB, HSV, HSV360 and HEX + # color = red // color = { r g b } // color = hex { your_hex } + + # Name of the epidemic + # defaults to epidemic_key + # root = the epidemic being created + name = { + + } + + # Multiplier used against intensity level for how important an epidemic is + # Used for picking which to show on the map + priority = + + # Data passed to the shader + shader_data = { + strength = 0-1 # Strength of the disease, unsigned normalized float + edge_fade = 0-1 # Edge fade out, unsigned normalized float + tile_multiplier = 0-1 # Multiplier for the tile wrapping + texture_index = 0 # Which tile texture in the shader to use + channel = red/green/blue/alpha # Which color channel to use in the texture + } + + # Can a character be infected with this epidemic + # root = potential character to infect + # scope:epidemic = the epidemic + can_infect_character = { + + } + + # Monthly chance for an epidemic to infect a character in the province, ran once per character + # % from 0-100 inclusive + # root = potential character to infect + # scope:epidemic = the epidemic + character_infection_chance = { +