Fixes
This commit is contained in:
parent
72b0ebb938
commit
29b8e19ef6
58 changed files with 24636 additions and 24387 deletions
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@ -2047,7 +2047,7 @@
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# location = root.capital_province
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# gender_female_chance = root_faith_dominant_gender_female_chance
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# culture = root.culture
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# faith = faith:rabbinism
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# faith = faith:congregationist
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# random_traits = yes
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# trait = education_learning_2
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# learning = { 6 12 }
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@ -2260,7 +2260,7 @@
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# location = root.capital_province
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# gender_female_chance = root_faith_dominant_gender_female_chance
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# culture = root.culture
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# faith = faith:rabbinism
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# faith = faith:congregationist
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# random_traits = yes
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# trait = scholar
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# trait = lifestyle_physician
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@ -2543,7 +2543,7 @@
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# location = root.capital_province
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# gender_female_chance = root_faith_dominant_gender_female_chance
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# culture = root.culture
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# faith = faith:rabbinism
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# faith = faith:congregationist
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# random_traits = yes
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# trait = scholar
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# trait = diplomatic_court_1
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@ -1692,42 +1692,43 @@ major_decisions.3500 = {
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name = major_decisions.3500.a
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}
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}
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###################
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# Cossack Kingdom #
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###################
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#Create Cossack Kingdom
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major_decisions.3600 = {
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type = character_event
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title = major_decisions.3600.t
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desc = major_decisions.3600.desc
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theme = crown
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override_background = council_chamber
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window = big_event_window
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override_effect_2d = { reference = legend_glow }
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left_portrait = {
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character = root
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animation = sword_coup_degrace
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camera = camera_torso_scheme_right_look_right
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}
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immediate = {
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create_cossack_scripted_effect = yes
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}
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option = {
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name = major_decisions.3600.a
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convert_family_culture_and_notify_vassals_effect = {
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OLD_CULTURE = scope:founder_culture
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NEW_CULTURE = scope:new_culture
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CONVERTER = root
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}
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}
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option = {
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name = major_decisions.3600.b
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}
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}
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#
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####################
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## Cossack Kingdom #
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####################
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#
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##Create Cossack Kingdom
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#major_decisions.3600 = {
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# type = character_event
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# title = major_decisions.3600.t
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# desc = major_decisions.3600.desc
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# theme = crown
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# override_background = council_chamber
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#
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# window = big_event_window
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#
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# override_effect_2d = { reference = legend_glow }
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#
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# left_portrait = {
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# character = root
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# animation = sword_coup_degrace
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# camera = camera_torso_scheme_right_look_right
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# }
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#
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# immediate = {
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# create_cossack_scripted_effect = yes
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# }
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#
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# option = {
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# name = major_decisions.3600.a
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# convert_family_culture_and_notify_vassals_effect = {
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# OLD_CULTURE = scope:founder_culture
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# NEW_CULTURE = scope:new_culture
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# CONVERTER = root
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# }
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# }
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# option = {
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# name = major_decisions.3600.b
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# }
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#}
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#
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@ -1423,10 +1423,10 @@ mpo_greatest_of_khans.0003 = {
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}
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}
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}
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modifier = {
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factor = 100
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this = character:125501
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}
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# modifier = {
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# factor = 100
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# this = character:125501
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# }
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}
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}
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option = {
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@ -53,7 +53,7 @@
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# # Doing it as Hellenics
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# triggered_desc = {
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# trigger = {
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# faith.religion = faith:hellenic_pagan.religion
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# faith.religion = faith:megalocratic.religion
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# }
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# desc = roman_restoration.0001.desc.hellenics
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# }
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@ -96,7 +96,7 @@
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# # Christians freaking out.
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# triggered_desc = {
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# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
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# }
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# desc = roman_restoration.0002.desc.hellenics
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@ -125,7 +125,7 @@
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# name = { # Regular
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# trigger = {
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# NAND = {
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# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
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# }
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# NOT = {
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@ -137,7 +137,7 @@
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# name = { # Regular HRE
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# trigger = {
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# NAND = {
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# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
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# }
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# has_title = title:e_hre
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@ -146,7 +146,7 @@
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# }
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# name = { # Crazy Hellenics
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# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
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# NOT = {
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# has_title = title:e_hre
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@ -156,7 +156,7 @@
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# }
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# name = { # Crazy Hellenics HRE
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# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
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# has_title = title:e_hre
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# }
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@ -403,7 +403,7 @@
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# is_roman_emperor_trigger = yes
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# OR = {
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# faith.religion = faith:roman_catholic.religion # Either Christian
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# faith.religion = faith:hellenic_pagan.religion # Or Hellenic
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# faith.religion = faith:megalocratic.religion # Or Hellenic
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# }
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#}
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#
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@ -1019,7 +1019,7 @@
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# # Hellenic Roman Empire
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# triggered_desc = {
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# trigger = {
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# faith.religion = faith:hellenic_pagan.religion
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# faith.religion = faith:megalocratic.religion
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# }
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# desc = roman_restoration.0024.desc.hellenic
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# }
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@ -1028,7 +1028,7 @@
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# trigger = {
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# NOR = {
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# faith.religion = faith:roman_catholic.religion
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# faith.religion = faith:hellenic_pagan.religion
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# faith.religion = faith:megalocratic.religion
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# }
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# }
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# desc = roman_restoration.0024.desc.fallback
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@ -2155,7 +2155,7 @@
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# # Hellenic Reaction
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# triggered_desc = {
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# trigger = {
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# root.faith.religion = faith:hellenic_pagan.religion
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# root.faith.religion = faith:megalocratic.religion
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# }
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# desc = roman_restoration.0130.desc.hellenic
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# }
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@ -2164,7 +2164,7 @@
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# trigger = {
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# NOR = {
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# root.faith.religion = faith:aqlani.religion
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# root.faith.religion = faith:hellenic_pagan.religion
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# root.faith.religion = faith:megalocratic.religion
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# }
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# }
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# desc = roman_restoration.0130.desc.fallback
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@ -2183,7 +2183,7 @@
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# # Current Pope is crucified
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# triggered_desc = {
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# trigger = {
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# root.faith.religion = faith:hellenic_pagan.religion
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# root.faith.religion = faith:megalocratic.religion
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# }
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# desc = roman_restoration.0130.desc.pope.crucifixion
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# }
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@ -2205,7 +2205,7 @@
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# trigger = {
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# root.faith = {
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# OR = {
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# religion = faith:hellenic_pagan.religion
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# religion = faith:megalocratic.religion
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# has_doctrine_parameter = human_sacrifice_active
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# }
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# }
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@ -2241,7 +2241,7 @@
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# }
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# name = {
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# trigger = {
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# faith.religion = faith:hellenic_pagan.religion
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# faith.religion = faith:megalocratic.religion
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# }
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# text = roman_restoration.0130.a.b
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# }
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@ -2249,7 +2249,7 @@
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# trigger = {
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# NOR = {
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# faith.religion = faith:aqlani.religion
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# faith.religion = faith:hellenic_pagan.religion
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# faith.religion = faith:megalocratic.religion
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# }
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# }
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# text = roman_restoration.0130.a.c
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@ -2304,7 +2304,7 @@
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# trigger = {
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# scope:scoped_destroyer.faith = {
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# OR = {
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# religion = faith:hellenic_pagan.religion
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# religion = faith:megalocratic.religion
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# has_doctrine_parameter = human_sacrifice_active
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# }
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# }
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@ -2510,7 +2510,7 @@
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# triggered_desc = {
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# trigger = {
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# NOT = {
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# faith.religion = faith:hellenic_pagan.religion
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# faith.religion = faith:megalocratic.religion
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# }
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# }
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# desc = roman_restoration.0001.desc.christians
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@ -2518,7 +2518,7 @@
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# # Doing it as Hellenics
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# triggered_desc = {
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# trigger = {
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# faith.religion = faith:hellenic_pagan.religion
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# faith.religion = faith:megalocratic.religion
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# }
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# desc = roman_restoration.0001.desc.hellenics
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# }
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@ -2586,7 +2586,7 @@
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# triggered_desc = {
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# trigger = {
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# NOT = {
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# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
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# }
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# }
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@ -2595,7 +2595,7 @@
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# # Christians freaking out.
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# triggered_desc = {
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# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
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# }
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# desc = roman_restoration.0002.desc.hellenics
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@ -2613,7 +2613,7 @@
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# name = roman_restoration.0002.a
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# trigger = {
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# NOT = {
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# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
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# }
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# NOR = {
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@ -2626,7 +2626,7 @@
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# name = roman_restoration.0002.b
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# trigger = {
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# NOT = {
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# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
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# }
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# OR = {
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@ -2638,7 +2638,7 @@
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# option = { # Crazy Hellenics
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# name = roman_restoration.0002.c
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# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
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# NOR = {
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# has_title = title:e_byzantium
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@ -2649,7 +2649,7 @@
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# option = { # Crazy Hellenics vs Byzantium/HRE
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# name = roman_restoration.0002.d
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# trigger = {
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# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
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# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
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# faith.religion = faith:roman_catholic.religion
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# OR = {
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# has_title = title:e_byzantium
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@ -1,332 +1,333 @@
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namespace = ep3_akolouthos_events
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# Varangian-eligible courtier gains Varangian or Varangian gains Loyal
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ep3_akolouthos_events.1000 = {
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hidden = yes
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trigger = {
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OR = {
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# A varangian who isn't loyal
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any_courtier = {
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has_trait = varangian
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NOT = { has_trait = loyal }
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}
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#An eligible Varangian who doesn't have the trait
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any_courtier = {
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NOT = { has_trait = varangian }
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ep3_varangian_trigger = yes
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}
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}
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}
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weight_multiplier = {
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base = 1
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modifier = {
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add = 1
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any_court_position_holder = {
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type = bodyguard_court_position
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NOT = { has_trait = varangian }
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ep3_varangian_trigger = yes
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}
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}
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modifier = {
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add = 1
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any_court_position_holder = {
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type = bodyguard_court_position
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NOT = { has_trait = loyal }
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has_trait = varangian
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}
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}
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modifier = {
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add = 1
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any_court_position_holder = {
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type = akolouthos_court_position
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NOT = { has_trait = varangian }
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ep3_varangian_trigger = yes
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}
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}
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}
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immediate = {
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random_court_position_holder = {
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type = akolouthos_court_position
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save_scope_as = akolouthos
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}
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#Most important that Varangian Akolouthos becomes Varangian
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if = {
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limit = {
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any_court_position_holder = {
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type = akolouthos_court_position
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NOT = { has_trait = varangian }
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ep3_varangian_trigger = yes
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}
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}
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random_court_position_holder = {
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type = akolouthos_court_position
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limit = {
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NOT = { has_trait = varangian }
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ep3_varangian_trigger = yes
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}
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save_scope_as = trait_getter
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}
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ep3_send_akolouthos_message_varangian = yes
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}
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#Second-most important: Varangian bodyguard becomes Varangian
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else_if = {
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limit = {
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any_court_position_holder = {
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type = bodyguard_court_position
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NOT = { has_trait = varangian }
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ep3_varangian_trigger = yes
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}
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}
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random_court_position_holder = {
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type = bodyguard_court_position
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limit = {
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NOT = { has_trait = varangian }
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ep3_varangian_trigger = yes
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}
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save_scope_as = trait_getter
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}
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ep3_send_akolouthos_message_varangian = yes
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}
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#Then either add loyal to a Varangian bodyguard or to Akolouthos
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else_if = {
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limit = {
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OR = {
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any_court_position_holder = {
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type = bodyguard_court_position
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has_trait = varangian
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NOT = { has_trait = loyal }
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}
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any_court_position_holder = {
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type = akolouthos_court_position
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has_trait = varangian
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NOT = { has_trait = loyal }
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}
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}
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}
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random_list = {
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#Add loyal to a Varangian bodyguard
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10 = {
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trigger = {
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any_court_position_holder = {
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type = bodyguard_court_position
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has_trait = varangian
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NOT = { has_trait = loyal }
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}
|
||||
}
|
||||
random_court_position_holder = {
|
||||
type = bodyguard_court_position
|
||||
limit = {
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
save_scope_as = trait_getter
|
||||
}
|
||||
ep3_send_akolouthos_message_loyal = yes
|
||||
}
|
||||
#Add loyal to a Varangian akolouthos
|
||||
10 = {
|
||||
trigger = {
|
||||
any_court_position_holder = {
|
||||
type = akolouthos_court_position
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
}
|
||||
random_court_position_holder = {
|
||||
type = akolouthos_court_position
|
||||
limit = {
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
save_scope_as = trait_getter
|
||||
}
|
||||
ep3_send_akolouthos_message_loyal = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
#Add Varangian to some non-Varangian Varangian
|
||||
else_if = {
|
||||
limit = {
|
||||
any_courtier = {
|
||||
NOT = { has_trait = varangian }
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
random_courtier = {
|
||||
limit = {
|
||||
NOT = { has_trait = varangian }
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
save_scope_as = trait_getter
|
||||
}
|
||||
ep3_send_akolouthos_message_varangian = yes
|
||||
}
|
||||
#Add loyal to some non-bodyguard Varangian
|
||||
else = {
|
||||
random_courtier = {
|
||||
limit = {
|
||||
has_trait = varangian
|
||||
NOT = { has_trait = loyal }
|
||||
}
|
||||
save_scope_as = trait_getter
|
||||
}
|
||||
ep3_send_akolouthos_message_loyal = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Akolouthos recruits Varangian
|
||||
ep3_akolouthos_events.1001 = {
|
||||
hidden = yes
|
||||
|
||||
trigger = {
|
||||
#Don't really need this if root is swarming in Varangians already
|
||||
NOT = {
|
||||
any_courtier_or_guest = {
|
||||
count >= 8
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
#Weigh up chances if Varangians are needed to fill posts
|
||||
modifier = {
|
||||
add = 1
|
||||
NOT = {
|
||||
any_courtier_or_guest = {
|
||||
count >= 3
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_court_position_holder = {
|
||||
type = akolouthos_court_position
|
||||
save_scope_as = akolouthos
|
||||
}
|
||||
#Find a candidate in the local pool
|
||||
if = {
|
||||
limit = {
|
||||
is_landed = yes
|
||||
any_pool_character = {
|
||||
province = root.capital_province
|
||||
ep3_varangian_trigger = yes
|
||||
prowess > low_skill_rating
|
||||
}
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.capital_province
|
||||
limit = {
|
||||
ep3_varangian_trigger = yes
|
||||
prowess > low_skill_rating
|
||||
}
|
||||
save_scope_as = new_varangian
|
||||
}
|
||||
scope:new_varangian = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_trait = varangian }
|
||||
}
|
||||
hidden_effect = {
|
||||
add_trait = varangian
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#Find a candidate in pools of akolouthos's culture
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:akolouthos = {
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
exists = scope:akolouthos.culture.culture_head
|
||||
scope:akolouthos.culture.culture_head = {
|
||||
is_landed = yes
|
||||
}
|
||||
any_pool_character = {
|
||||
province = scope:akolouthos.culture.culture_head.capital_province
|
||||
ep3_varangian_trigger = yes
|
||||
prowess >= low_skill_rating
|
||||
}
|
||||
}
|
||||
scope:akolouthos.culture.culture_head = {
|
||||
save_scope_as = akolouthos_culture_head
|
||||
}
|
||||
random_pool_character = {
|
||||
province = scope:akolouthos_culture_head.capital_province
|
||||
limit = {
|
||||
ep3_varangian_trigger = yes
|
||||
prowess > low_skill_rating
|
||||
}
|
||||
save_scope_as = new_varangian
|
||||
}
|
||||
scope:new_varangian = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_trait = varangian }
|
||||
}
|
||||
hidden_effect = {
|
||||
add_trait = varangian
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#Create a candidate
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:akolouthos = {
|
||||
ep3_varangian_trigger = yes
|
||||
}
|
||||
}
|
||||
create_character = {
|
||||
template = varangian_template
|
||||
location = root.location
|
||||
culture = scope:akolouthos.culture
|
||||
faith = scope:akolouthos.faith
|
||||
dynasty = none
|
||||
save_scope_as = new_varangian
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
current_date < 990
|
||||
}
|
||||
#Norse
|
||||
create_character = {
|
||||
template = varangian_template
|
||||
location = root.location
|
||||
culture = culture:norse
|
||||
faith = root.faith
|
||||
dynasty = none
|
||||
save_scope_as = new_varangian
|
||||
}
|
||||
}
|
||||
else = {
|
||||
#Anglo-Saxon
|
||||
create_character = {
|
||||
template = varangian_template
|
||||
location = root.location
|
||||
culture = culture:anglo_saxon
|
||||
faith = root.faith
|
||||
dynasty = none
|
||||
save_scope_as = new_varangian
|
||||
}
|
||||
}
|
||||
send_interface_message = {
|
||||
type = event_martial_good_with_text
|
||||
title = ep3_akolouthos_events.1001
|
||||
desc = ep3_akolouthos_events.1001_notification_tooltip
|
||||
tooltip = akolouthos_effect_tooltip
|
||||
left_icon = scope:new_varangian
|
||||
right_icon = scope:akolouthos
|
||||
add_courtier = scope:new_varangian
|
||||
}
|
||||
}
|
||||
}
|
||||
#namespace = ep3_akolouthos_events
|
||||
#
|
||||
## Varangian-eligible courtier gains Varangian or Varangian gains Loyal
|
||||
#ep3_akolouthos_events.1000 = {
|
||||
# hidden = yes
|
||||
#
|
||||
# trigger = {
|
||||
# OR = {
|
||||
# # A varangian who isn't loyal
|
||||
# any_courtier = {
|
||||
# has_trait = varangian
|
||||
# NOT = { has_trait = loyal }
|
||||
# }
|
||||
# #An eligible Varangian who doesn't have the trait
|
||||
# any_courtier = {
|
||||
# NOT = { has_trait = varangian }
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# weight_multiplier = {
|
||||
# base = 1
|
||||
# modifier = {
|
||||
# add = 1
|
||||
# any_court_position_holder = {
|
||||
# type = bodyguard_court_position
|
||||
# NOT = { has_trait = varangian }
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# modifier = {
|
||||
# add = 1
|
||||
# any_court_position_holder = {
|
||||
# type = bodyguard_court_position
|
||||
# NOT = { has_trait = loyal }
|
||||
# has_trait = varangian
|
||||
# }
|
||||
# }
|
||||
# modifier = {
|
||||
# add = 1
|
||||
# any_court_position_holder = {
|
||||
# type = akolouthos_court_position
|
||||
# NOT = { has_trait = varangian }
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# immediate = {
|
||||
# random_court_position_holder = {
|
||||
# type = akolouthos_court_position
|
||||
# save_scope_as = akolouthos
|
||||
# }
|
||||
# #Most important that Varangian Akolouthos becomes Varangian
|
||||
# if = {
|
||||
# limit = {
|
||||
# any_court_position_holder = {
|
||||
# type = akolouthos_court_position
|
||||
# NOT = { has_trait = varangian }
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# random_court_position_holder = {
|
||||
# type = akolouthos_court_position
|
||||
# limit = {
|
||||
# NOT = { has_trait = varangian }
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# save_scope_as = trait_getter
|
||||
# }
|
||||
# ep3_send_akolouthos_message_varangian = yes
|
||||
# }
|
||||
# #Second-most important: Varangian bodyguard becomes Varangian
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# any_court_position_holder = {
|
||||
# type = bodyguard_court_position
|
||||
# NOT = { has_trait = varangian }
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# random_court_position_holder = {
|
||||
# type = bodyguard_court_position
|
||||
# limit = {
|
||||
# NOT = { has_trait = varangian }
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# save_scope_as = trait_getter
|
||||
# }
|
||||
# ep3_send_akolouthos_message_varangian = yes
|
||||
# }
|
||||
# #Then either add loyal to a Varangian bodyguard or to Akolouthos
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# OR = {
|
||||
# any_court_position_holder = {
|
||||
# type = bodyguard_court_position
|
||||
# has_trait = varangian
|
||||
# NOT = { has_trait = loyal }
|
||||
# }
|
||||
# any_court_position_holder = {
|
||||
# type = akolouthos_court_position
|
||||
# has_trait = varangian
|
||||
# NOT = { has_trait = loyal }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# random_list = {
|
||||
# #Add loyal to a Varangian bodyguard
|
||||
# 10 = {
|
||||
# trigger = {
|
||||
# any_court_position_holder = {
|
||||
# type = bodyguard_court_position
|
||||
# has_trait = varangian
|
||||
# NOT = { has_trait = loyal }
|
||||
# }
|
||||
# }
|
||||
# random_court_position_holder = {
|
||||
# type = bodyguard_court_position
|
||||
# limit = {
|
||||
# has_trait = varangian
|
||||
# NOT = { has_trait = loyal }
|
||||
# }
|
||||
# save_scope_as = trait_getter
|
||||
# }
|
||||
# ep3_send_akolouthos_message_loyal = yes
|
||||
# }
|
||||
# #Add loyal to a Varangian akolouthos
|
||||
# 10 = {
|
||||
# trigger = {
|
||||
# any_court_position_holder = {
|
||||
# type = akolouthos_court_position
|
||||
# has_trait = varangian
|
||||
# NOT = { has_trait = loyal }
|
||||
# }
|
||||
# }
|
||||
# random_court_position_holder = {
|
||||
# type = akolouthos_court_position
|
||||
# limit = {
|
||||
# has_trait = varangian
|
||||
# NOT = { has_trait = loyal }
|
||||
# }
|
||||
# save_scope_as = trait_getter
|
||||
# }
|
||||
# ep3_send_akolouthos_message_loyal = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# #Add Varangian to some non-Varangian Varangian
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# any_courtier = {
|
||||
# NOT = { has_trait = varangian }
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# random_courtier = {
|
||||
# limit = {
|
||||
# NOT = { has_trait = varangian }
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# save_scope_as = trait_getter
|
||||
# }
|
||||
# ep3_send_akolouthos_message_varangian = yes
|
||||
# }
|
||||
# #Add loyal to some non-bodyguard Varangian
|
||||
# else = {
|
||||
# random_courtier = {
|
||||
# limit = {
|
||||
# has_trait = varangian
|
||||
# NOT = { has_trait = loyal }
|
||||
# }
|
||||
# save_scope_as = trait_getter
|
||||
# }
|
||||
# ep3_send_akolouthos_message_loyal = yes
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
## Akolouthos recruits Varangian
|
||||
#ep3_akolouthos_events.1001 = {
|
||||
# hidden = yes
|
||||
#
|
||||
# trigger = {
|
||||
# #Don't really need this if root is swarming in Varangians already
|
||||
# NOT = {
|
||||
# any_courtier_or_guest = {
|
||||
# count >= 8
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# weight_multiplier = {
|
||||
# base = 1
|
||||
# #Weigh up chances if Varangians are needed to fill posts
|
||||
# modifier = {
|
||||
# add = 1
|
||||
# NOT = {
|
||||
# any_courtier_or_guest = {
|
||||
# count >= 3
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# immediate = {
|
||||
# random_court_position_holder = {
|
||||
# type = akolouthos_court_position
|
||||
# save_scope_as = akolouthos
|
||||
# }
|
||||
# #Find a candidate in the local pool
|
||||
# if = {
|
||||
# limit = {
|
||||
# is_landed = yes
|
||||
# any_pool_character = {
|
||||
# province = root.capital_province
|
||||
# ep3_varangian_trigger = yes
|
||||
# prowess > low_skill_rating
|
||||
# }
|
||||
# }
|
||||
# random_pool_character = {
|
||||
# province = root.capital_province
|
||||
# limit = {
|
||||
# ep3_varangian_trigger = yes
|
||||
# prowess > low_skill_rating
|
||||
# }
|
||||
# save_scope_as = new_varangian
|
||||
# }
|
||||
# scope:new_varangian = {
|
||||
# if = {
|
||||
# limit = {
|
||||
# NOT = { has_trait = varangian }
|
||||
# }
|
||||
# hidden_effect = {
|
||||
# add_trait = varangian
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# #Find a candidate in pools of akolouthos's culture
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# scope:akolouthos = {
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# exists = scope:akolouthos.culture.culture_head
|
||||
# scope:akolouthos.culture.culture_head = {
|
||||
# is_landed = yes
|
||||
# }
|
||||
# any_pool_character = {
|
||||
# province = scope:akolouthos.culture.culture_head.capital_province
|
||||
# ep3_varangian_trigger = yes
|
||||
# prowess >= low_skill_rating
|
||||
# }
|
||||
# }
|
||||
# scope:akolouthos.culture.culture_head = {
|
||||
# save_scope_as = akolouthos_culture_head
|
||||
# }
|
||||
# random_pool_character = {
|
||||
# province = scope:akolouthos_culture_head.capital_province
|
||||
# limit = {
|
||||
# ep3_varangian_trigger = yes
|
||||
# prowess > low_skill_rating
|
||||
# }
|
||||
# save_scope_as = new_varangian
|
||||
# }
|
||||
# scope:new_varangian = {
|
||||
# if = {
|
||||
# limit = {
|
||||
# NOT = { has_trait = varangian }
|
||||
# }
|
||||
# hidden_effect = {
|
||||
# add_trait = varangian
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# #Create a candidate
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# scope:akolouthos = {
|
||||
# ep3_varangian_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# create_character = {
|
||||
# template = varangian_template
|
||||
# location = root.location
|
||||
# culture = scope:akolouthos.culture
|
||||
# faith = scope:akolouthos.faith
|
||||
# dynasty = none
|
||||
# save_scope_as = new_varangian
|
||||
# }
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# current_date < 990
|
||||
# }
|
||||
# #Norse
|
||||
# create_character = {
|
||||
# template = varangian_template
|
||||
# location = root.location
|
||||
# culture = culture:norse
|
||||
# faith = root.faith
|
||||
# dynasty = none
|
||||
# save_scope_as = new_varangian
|
||||
# }
|
||||
# }
|
||||
# else = {
|
||||
# #Anglo-Saxon
|
||||
# create_character = {
|
||||
# template = varangian_template
|
||||
# location = root.location
|
||||
# culture = culture:anglo_saxon
|
||||
# faith = root.faith
|
||||
# dynasty = none
|
||||
# save_scope_as = new_varangian
|
||||
# }
|
||||
# }
|
||||
# send_interface_message = {
|
||||
# type = event_martial_good_with_text
|
||||
# title = ep3_akolouthos_events.1001
|
||||
# desc = ep3_akolouthos_events.1001_notification_tooltip
|
||||
# tooltip = akolouthos_effect_tooltip
|
||||
# left_icon = scope:new_varangian
|
||||
# right_icon = scope:akolouthos
|
||||
# add_courtier = scope:new_varangian
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -7278,7 +7278,7 @@ ep3_laamps.6000 = {
|
|||
# location = scope:ely
|
||||
# template = knight
|
||||
# culture = culture:norman
|
||||
# faith = faith:catholic
|
||||
# faith = faith:roman_catholic
|
||||
# save_scope_as = frederick
|
||||
# }
|
||||
# }
|
||||
|
|
|
|||
|
|
@ -983,131 +983,132 @@ fp1_scandinavian_adventurers.0011 = {
|
|||
}
|
||||
}
|
||||
|
||||
scripted_effect scandi_adventurers_grab_famous_character_effect = {
|
||||
$CHARACTER$ ?= {
|
||||
if = {
|
||||
limit = {
|
||||
# Still kickin'.
|
||||
is_physically_able_adult = yes
|
||||
# Shouldn't ever really be an issue, but y'never know.
|
||||
is_ai = yes
|
||||
# Hasn't got anything dynastic of note going on.
|
||||
is_ruler = no
|
||||
any_heir_title = { count = 0 }
|
||||
# And is free and clear to go.
|
||||
is_imprisoned = no
|
||||
OR = {
|
||||
is_married = no
|
||||
AND = {
|
||||
is_female = yes
|
||||
matrilinear_marriage = yes
|
||||
}
|
||||
AND = {
|
||||
is_male = yes
|
||||
patrilinear_marriage = yes
|
||||
}
|
||||
}
|
||||
# And is still North Germanic/not in either of the lists.
|
||||
culture = { has_cultural_pillar = heritage_north_germanic }
|
||||
NOR = {
|
||||
save_temporary_scope_as = character
|
||||
any_in_global_list = {
|
||||
variable = western_scandinavian_adventurer_list
|
||||
this = scope:character
|
||||
}
|
||||
any_in_global_list = {
|
||||
variable = eastern_scandinavian_adventurer_list
|
||||
this = scope:character
|
||||
}
|
||||
}
|
||||
}
|
||||
# Norse, Norwegians, & Danes go into the western adventurer list.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_culture = culture:norse
|
||||
has_culture = culture:norwegian
|
||||
has_culture = culture:danish
|
||||
}
|
||||
}
|
||||
add_to_global_variable_list = {
|
||||
name = western_scandinavian_adventurer_list
|
||||
target = this
|
||||
}
|
||||
}
|
||||
# Norse & Swedes go into the eastern adventurer list.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_culture = culture:norse
|
||||
has_culture = culture:swedish
|
||||
}
|
||||
}
|
||||
add_to_global_variable_list = {
|
||||
name = eastern_scandinavian_adventurer_list
|
||||
target = this
|
||||
}
|
||||
}
|
||||
# Either way, flag 'em for priority in the system.
|
||||
add_character_flag = prioritised_scandinavian_adventurer
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fp1_scandinavian_adventurers.0012 = {
|
||||
hidden = yes
|
||||
scope = none
|
||||
|
||||
trigger = {
|
||||
# DLC check.
|
||||
has_fp1_dlc_trigger = yes
|
||||
# No point in later starts.
|
||||
game_start_date = 867.1.1
|
||||
|
||||
OR = {
|
||||
exists = character:242
|
||||
exists = character:163119
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Nab Rollo.
|
||||
scandi_adventurers_grab_famous_character_effect = { CHARACTER = character:242 }
|
||||
# Nab Ubbe.
|
||||
scandi_adventurers_grab_famous_character_effect = { CHARACTER = character:163119 }
|
||||
}
|
||||
}
|
||||
|
||||
fp1_scandinavian_adventurers.0021 = {
|
||||
hidden = yes
|
||||
scope = none
|
||||
|
||||
trigger = {
|
||||
# DLC check.
|
||||
has_fp1_dlc_trigger = yes
|
||||
# No point in later starts.
|
||||
game_start_date = 867.1.1
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Haesteinn.
|
||||
character:6878 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# Ivar the Boneless.
|
||||
character:163111 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# Halfdan Whiteshirt.
|
||||
character:163112 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# Sigurdr Snake-in-the-Eye.
|
||||
character:163110 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# Bjorn Ironside.
|
||||
character:163108 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# Rurik the Troublemaker.
|
||||
character:40605 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# Dyre the Stranger.
|
||||
character:6811 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# Harald Fairhair.
|
||||
character:144000 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# Audr the Deep-Minded.
|
||||
character:168609 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
}
|
||||
}
|
||||
#scripted_effect scandi_adventurers_grab_famous_character_effect = {
|
||||
# $CHARACTER$ ?= {
|
||||
# if = {
|
||||
# limit = {
|
||||
# # Still kickin'.
|
||||
# is_physically_able_adult = yes
|
||||
# # Shouldn't ever really be an issue, but y'never know.
|
||||
# is_ai = yes
|
||||
# # Hasn't got anything dynastic of note going on.
|
||||
# is_ruler = no
|
||||
# any_heir_title = { count = 0 }
|
||||
# # And is free and clear to go.
|
||||
# is_imprisoned = no
|
||||
# OR = {
|
||||
# is_married = no
|
||||
# AND = {
|
||||
# is_female = yes
|
||||
# matrilinear_marriage = yes
|
||||
# }
|
||||
# AND = {
|
||||
# is_male = yes
|
||||
# patrilinear_marriage = yes
|
||||
# }
|
||||
# }
|
||||
# # And is still North Germanic/not in either of the lists.
|
||||
# culture = { has_cultural_pillar = heritage_north_germanic }
|
||||
# NOR = {
|
||||
# save_temporary_scope_as = character
|
||||
# any_in_global_list = {
|
||||
# variable = western_scandinavian_adventurer_list
|
||||
# this = scope:character
|
||||
# }
|
||||
# any_in_global_list = {
|
||||
# variable = eastern_scandinavian_adventurer_list
|
||||
# this = scope:character
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# # Norse, Norwegians, & Danes go into the western adventurer list.
|
||||
# if = {
|
||||
# limit = {
|
||||
# OR = {
|
||||
# has_culture = culture:norse
|
||||
# has_culture = culture:norwegian
|
||||
# has_culture = culture:danish
|
||||
# }
|
||||
# }
|
||||
# add_to_global_variable_list = {
|
||||
# name = western_scandinavian_adventurer_list
|
||||
# target = this
|
||||
# }
|
||||
# }
|
||||
# # Norse & Swedes go into the eastern adventurer list.
|
||||
# if = {
|
||||
# limit = {
|
||||
# OR = {
|
||||
# has_culture = culture:norse
|
||||
# has_culture = culture:swedish
|
||||
# }
|
||||
# }
|
||||
# add_to_global_variable_list = {
|
||||
# name = eastern_scandinavian_adventurer_list
|
||||
# target = this
|
||||
# }
|
||||
# }
|
||||
# # Either way, flag 'em for priority in the system.
|
||||
# add_character_flag = prioritised_scandinavian_adventurer
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
#fp1_scandinavian_adventurers.0012 = {
|
||||
# hidden = yes
|
||||
# scope = none
|
||||
#
|
||||
# trigger = {
|
||||
# # DLC check.
|
||||
# has_fp1_dlc_trigger = yes
|
||||
# # No point in later starts.
|
||||
# game_start_date = 867.1.1
|
||||
#
|
||||
# OR = {
|
||||
# exists = character:242
|
||||
# exists = character:163119
|
||||
# }
|
||||
#
|
||||
# }
|
||||
#
|
||||
# immediate = {
|
||||
# # Nab Rollo.
|
||||
# scandi_adventurers_grab_famous_character_effect = { CHARACTER = character:242 }
|
||||
# # Nab Ubbe.
|
||||
# scandi_adventurers_grab_famous_character_effect = { CHARACTER = character:163119 }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
#fp1_scandinavian_adventurers.0021 = {
|
||||
# hidden = yes
|
||||
# scope = none
|
||||
#
|
||||
# trigger = {
|
||||
# # DLC check.
|
||||
# has_fp1_dlc_trigger = yes
|
||||
# # No point in later starts.
|
||||
# game_start_date = 867.1.1
|
||||
# }
|
||||
#
|
||||
# immediate = {
|
||||
# # Haesteinn.
|
||||
# character:6878 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# # Ivar the Boneless.
|
||||
# character:163111 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# # Halfdan Whiteshirt.
|
||||
# character:163112 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# # Sigurdr Snake-in-the-Eye.
|
||||
# character:163110 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# # Bjorn Ironside.
|
||||
# character:163108 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# # Rurik the Troublemaker.
|
||||
# character:40605 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# # Dyre the Stranger.
|
||||
# character:6811 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# # Harald Fairhair.
|
||||
# character:144000 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# # Audr the Deep-Minded.
|
||||
# character:168609 = { add_character_flag = prioritised_scandinavian_adventurer }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
|
|
@ -16531,7 +16531,7 @@ fp1_yearly.1081 = {
|
|||
triggered_desc = {
|
||||
trigger = {
|
||||
scope:phantom_island = flag:fortunate_isles
|
||||
religion = religion:hellenism_religion
|
||||
religion = religion:theomach_religion
|
||||
}
|
||||
desc = fp1_yearly.1081.desc.fortunate_isles.hellenist
|
||||
}
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -668,7 +668,7 @@ fp2_other_decisions.0001 = {
|
|||
# faith = {
|
||||
# OR = {
|
||||
# portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
|
||||
# portrait_religious_faith_or_foundational_trigger = { FAITH = faith:catholic }
|
||||
# portrait_religious_faith_or_foundational_trigger = { faith = faith:roman_catholic }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
|
|
|
|||
|
|
@ -31,412 +31,412 @@
|
|||
## 3011 - 3020 Order of the Hatchet by Veronica Pazos
|
||||
## 3021 - 3030 The Wrath of Heaven by Veronica Pazos
|
||||
###################################################################################
|
||||
|
||||
# Setting AI Intent
|
||||
fp2_struggle.0003 = {
|
||||
hidden = yes
|
||||
scope = none
|
||||
scope = struggle
|
||||
|
||||
trigger = { # Should not need this, but, redundancy check!
|
||||
exists = struggle:iberian_struggle
|
||||
struggle:iberian_struggle = { any_involved_ruler = { } } # For when the conflict is ongoing but nobody is left to fight it
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# prepare needed variables; they will be destroyed at the end of the immediate
|
||||
set_variable = {
|
||||
name = agents_for_escalation
|
||||
value = 0
|
||||
}
|
||||
set_variable = {
|
||||
name = agents_for_deescalation
|
||||
value = 0
|
||||
}
|
||||
|
||||
# Go through the characters to distribute them between the potential transitions
|
||||
struggle:iberian_struggle = {
|
||||
every_involved_ruler = {
|
||||
limit = { is_alive = yes }
|
||||
#######################
|
||||
# Play cue track
|
||||
######################
|
||||
if = {
|
||||
limit = { is_ai = no }
|
||||
play_music_cue = "mx_Struggle_Opening"
|
||||
}
|
||||
|
||||
#######################
|
||||
# Check existing flags
|
||||
######################
|
||||
if = {
|
||||
limit = { has_character_flag = agenda_towards_escalation }
|
||||
root = {
|
||||
change_variable = {
|
||||
name = agents_for_escalation
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_character_flag = agenda_towards_deescalation }
|
||||
root = {
|
||||
change_variable = {
|
||||
name = agents_for_deescalation
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else = { # Set a flag
|
||||
#############################
|
||||
# Current Phase: Opportunity
|
||||
#############################
|
||||
if = {
|
||||
limit = { root = { is_struggle_phase = struggle_iberia_phase_opportunity } }
|
||||
random_list = {
|
||||
# Working towards Hostility
|
||||
# It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = hostility
|
||||
INTENT = escalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = escalation
|
||||
}
|
||||
}
|
||||
# Working towards Conciliation
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = conciliation
|
||||
INTENT = deescalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = deescalation
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############################
|
||||
# Current Phase: Hostility
|
||||
#############################
|
||||
if = {
|
||||
limit = { root = { is_struggle_phase = struggle_iberia_phase_hostility } }
|
||||
random_list = {
|
||||
# Working towards Hostility: it means that the character wants to stay in
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = hostility
|
||||
INTENT = escalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = escalation
|
||||
}
|
||||
}
|
||||
# Working towards Compromise
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = compromise
|
||||
INTENT = deescalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = deescalation
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############################
|
||||
# Current Phase: Compromise
|
||||
#############################
|
||||
if = {
|
||||
limit = { root = { is_struggle_phase = struggle_iberia_phase_compromise } }
|
||||
random_list = {
|
||||
|
||||
# Working towards Opportunity
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = opportunity
|
||||
INTENT = escalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = escalation
|
||||
}
|
||||
}
|
||||
# Working towards Compromise: they want to stay in the same phase
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = compromise
|
||||
INTENT = deescalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = deescalation
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############################
|
||||
# Current Phase: Conciliation
|
||||
#############################
|
||||
if = {
|
||||
limit = { root = { is_struggle_phase = struggle_iberia_phase_conciliation } }
|
||||
random_list = {
|
||||
# Working towards Compromise
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = compromise
|
||||
INTENT = escalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = escalation
|
||||
}
|
||||
}
|
||||
# Working towards Conciliation: they want to stay in the same phase
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = conciliation
|
||||
INTENT = deescalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = deescalation
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Clean variables
|
||||
remove_variable = agents_for_escalation
|
||||
remove_variable = agents_for_deescalation
|
||||
}
|
||||
}
|
||||
|
||||
# Set AI Intent on join
|
||||
fp2_struggle.004 = {
|
||||
hidden = yes
|
||||
scope = none
|
||||
|
||||
immediate = {
|
||||
set_variable = {
|
||||
name = agents_for_escalation
|
||||
value = 0
|
||||
}
|
||||
set_variable = {
|
||||
name = agents_for_deescalation
|
||||
value = 0
|
||||
}
|
||||
|
||||
############################
|
||||
# Update the variables
|
||||
############################
|
||||
every_character_struggle = {
|
||||
every_involved_ruler = {
|
||||
limit = { is_alive = yes }
|
||||
if = {
|
||||
limit = { has_character_flag = agenda_towards_escalation }
|
||||
root = {
|
||||
change_variable = {
|
||||
name = agents_for_escalation
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_character_flag = agenda_towards_deescalation }
|
||||
root = {
|
||||
change_variable = {
|
||||
name = agents_for_deescalation
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
has_character_flag = agenda_towards_escalation
|
||||
has_character_flag = agenda_towards_deescalation
|
||||
}
|
||||
}
|
||||
|
||||
#############################
|
||||
# Current Phase: Opportunity
|
||||
#############################
|
||||
if = {
|
||||
limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_opportunity } }
|
||||
random_list = {
|
||||
# Working towards Hostility
|
||||
# It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = hostility
|
||||
INTENT = escalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = escalation
|
||||
}
|
||||
}
|
||||
# Working towards Conciliation
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = conciliation
|
||||
INTENT = deescalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = deescalation
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############################
|
||||
# Current Phase: Hostility
|
||||
#############################
|
||||
if = {
|
||||
limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_hostility } }
|
||||
random_list = {
|
||||
# Working towards Hostility: it means that the character wants to stay in
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = hostility
|
||||
INTENT = escalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = escalation
|
||||
}
|
||||
}
|
||||
# Working towards Compromise
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = compromise
|
||||
INTENT = deescalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = deescalation
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############################
|
||||
# Current Phase: Compromise
|
||||
#############################
|
||||
if = {
|
||||
limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_compromise } }
|
||||
random_list = {
|
||||
|
||||
# Working towards Opportunity
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = opportunity
|
||||
INTENT = escalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = escalation
|
||||
}
|
||||
}
|
||||
# Working towards Compromise: they want to stay in the same phase
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = compromise
|
||||
INTENT = deescalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = deescalation
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############################
|
||||
# Current Phase: Conciliation
|
||||
#############################
|
||||
if = {
|
||||
limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_conciliation } }
|
||||
random_list = {
|
||||
# Working towards Compromise
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = compromise
|
||||
INTENT = escalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = escalation
|
||||
}
|
||||
}
|
||||
# Working towards Conciliation: they want to stay in the same phase
|
||||
100 = {
|
||||
# Odds modifiers
|
||||
fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
PHASE = conciliation
|
||||
INTENT = deescalation
|
||||
}
|
||||
|
||||
# Apply effects
|
||||
fp2_struggle_apply_ai_agenda_effect = {
|
||||
INTENT = deescalation
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Clean variables
|
||||
remove_variable = agents_for_escalation
|
||||
remove_variable = agents_for_deescalation
|
||||
}
|
||||
}
|
||||
#
|
||||
## Setting AI Intent
|
||||
#fp2_struggle.0003 = {
|
||||
# hidden = yes
|
||||
# scope = none
|
||||
# scope = struggle
|
||||
#
|
||||
# trigger = { # Should not need this, but, redundancy check!
|
||||
# exists = struggle:iberian_struggle
|
||||
# struggle:iberian_struggle = { any_involved_ruler = { } } # For when the conflict is ongoing but nobody is left to fight it
|
||||
# }
|
||||
#
|
||||
# immediate = {
|
||||
# # prepare needed variables; they will be destroyed at the end of the immediate
|
||||
# set_variable = {
|
||||
# name = agents_for_escalation
|
||||
# value = 0
|
||||
# }
|
||||
# set_variable = {
|
||||
# name = agents_for_deescalation
|
||||
# value = 0
|
||||
# }
|
||||
#
|
||||
# # Go through the characters to distribute them between the potential transitions
|
||||
# struggle:iberian_struggle = {
|
||||
# every_involved_ruler = {
|
||||
# limit = { is_alive = yes }
|
||||
# #######################
|
||||
# # Play cue track
|
||||
# ######################
|
||||
# if = {
|
||||
# limit = { is_ai = no }
|
||||
# play_music_cue = "mx_Struggle_Opening"
|
||||
# }
|
||||
#
|
||||
# #######################
|
||||
# # Check existing flags
|
||||
# ######################
|
||||
# if = {
|
||||
# limit = { has_character_flag = agenda_towards_escalation }
|
||||
# root = {
|
||||
# change_variable = {
|
||||
# name = agents_for_escalation
|
||||
# add = 1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = { has_character_flag = agenda_towards_deescalation }
|
||||
# root = {
|
||||
# change_variable = {
|
||||
# name = agents_for_deescalation
|
||||
# add = 1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# else = { # Set a flag
|
||||
# #############################
|
||||
# # Current Phase: Opportunity
|
||||
# #############################
|
||||
# if = {
|
||||
# limit = { root = { is_struggle_phase = struggle_iberia_phase_opportunity } }
|
||||
# random_list = {
|
||||
# # Working towards Hostility
|
||||
# # It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = hostility
|
||||
# INTENT = escalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = escalation
|
||||
# }
|
||||
# }
|
||||
# # Working towards Conciliation
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = conciliation
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #############################
|
||||
# # Current Phase: Hostility
|
||||
# #############################
|
||||
# if = {
|
||||
# limit = { root = { is_struggle_phase = struggle_iberia_phase_hostility } }
|
||||
# random_list = {
|
||||
# # Working towards Hostility: it means that the character wants to stay in
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = hostility
|
||||
# INTENT = escalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = escalation
|
||||
# }
|
||||
# }
|
||||
# # Working towards Compromise
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = compromise
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #############################
|
||||
# # Current Phase: Compromise
|
||||
# #############################
|
||||
# if = {
|
||||
# limit = { root = { is_struggle_phase = struggle_iberia_phase_compromise } }
|
||||
# random_list = {
|
||||
#
|
||||
# # Working towards Opportunity
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = opportunity
|
||||
# INTENT = escalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = escalation
|
||||
# }
|
||||
# }
|
||||
# # Working towards Compromise: they want to stay in the same phase
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = compromise
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #############################
|
||||
# # Current Phase: Conciliation
|
||||
# #############################
|
||||
# if = {
|
||||
# limit = { root = { is_struggle_phase = struggle_iberia_phase_conciliation } }
|
||||
# random_list = {
|
||||
# # Working towards Compromise
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = compromise
|
||||
# INTENT = escalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = escalation
|
||||
# }
|
||||
# }
|
||||
# # Working towards Conciliation: they want to stay in the same phase
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = conciliation
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# # Clean variables
|
||||
# remove_variable = agents_for_escalation
|
||||
# remove_variable = agents_for_deescalation
|
||||
# }
|
||||
#}
|
||||
#
|
||||
## Set AI Intent on join
|
||||
#fp2_struggle.004 = {
|
||||
# hidden = yes
|
||||
# scope = none
|
||||
#
|
||||
# immediate = {
|
||||
# set_variable = {
|
||||
# name = agents_for_escalation
|
||||
# value = 0
|
||||
# }
|
||||
# set_variable = {
|
||||
# name = agents_for_deescalation
|
||||
# value = 0
|
||||
# }
|
||||
#
|
||||
# ############################
|
||||
# # Update the variables
|
||||
# ############################
|
||||
# every_character_struggle = {
|
||||
# every_involved_ruler = {
|
||||
# limit = { is_alive = yes }
|
||||
# if = {
|
||||
# limit = { has_character_flag = agenda_towards_escalation }
|
||||
# root = {
|
||||
# change_variable = {
|
||||
# name = agents_for_escalation
|
||||
# add = 1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = { has_character_flag = agenda_towards_deescalation }
|
||||
# root = {
|
||||
# change_variable = {
|
||||
# name = agents_for_deescalation
|
||||
# add = 1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# if = {
|
||||
# limit = {
|
||||
# NOR = {
|
||||
# has_character_flag = agenda_towards_escalation
|
||||
# has_character_flag = agenda_towards_deescalation
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #############################
|
||||
# # Current Phase: Opportunity
|
||||
# #############################
|
||||
# if = {
|
||||
# limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_opportunity } }
|
||||
# random_list = {
|
||||
# # Working towards Hostility
|
||||
# # It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = hostility
|
||||
# INTENT = escalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = escalation
|
||||
# }
|
||||
# }
|
||||
# # Working towards Conciliation
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = conciliation
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #############################
|
||||
# # Current Phase: Hostility
|
||||
# #############################
|
||||
# if = {
|
||||
# limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_hostility } }
|
||||
# random_list = {
|
||||
# # Working towards Hostility: it means that the character wants to stay in
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = hostility
|
||||
# INTENT = escalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = escalation
|
||||
# }
|
||||
# }
|
||||
# # Working towards Compromise
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = compromise
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #############################
|
||||
# # Current Phase: Compromise
|
||||
# #############################
|
||||
# if = {
|
||||
# limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_compromise } }
|
||||
# random_list = {
|
||||
#
|
||||
# # Working towards Opportunity
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = opportunity
|
||||
# INTENT = escalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = escalation
|
||||
# }
|
||||
# }
|
||||
# # Working towards Compromise: they want to stay in the same phase
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = compromise
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #############################
|
||||
# # Current Phase: Conciliation
|
||||
# #############################
|
||||
# if = {
|
||||
# limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_conciliation } }
|
||||
# random_list = {
|
||||
# # Working towards Compromise
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = compromise
|
||||
# INTENT = escalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = escalation
|
||||
# }
|
||||
# }
|
||||
# # Working towards Conciliation: they want to stay in the same phase
|
||||
# 100 = {
|
||||
# # Odds modifiers
|
||||
# fp2_struggle_set_ai_agenda_common_modifiers = {
|
||||
# PHASE = conciliation
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
#
|
||||
# # Apply effects
|
||||
# fp2_struggle_apply_ai_agenda_effect = {
|
||||
# INTENT = deescalation
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# # Clean variables
|
||||
# remove_variable = agents_for_escalation
|
||||
# remove_variable = agents_for_deescalation
|
||||
# }
|
||||
#}
|
||||
|
||||
###################################
|
||||
# Iberian Struggle Intro Events
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -1,365 +1,366 @@
|
|||
namespace = neutral_struggle
|
||||
|
||||
##################################################
|
||||
# MAINTENANCE EVENTS
|
||||
|
||||
##################################################
|
||||
# Activate Passing of Time
|
||||
# by Ewan Cowhig Croft
|
||||
# 0001 - 0010
|
||||
##################################################
|
||||
|
||||
neutral_struggle.0001 = {
|
||||
hidden = yes
|
||||
scope = struggle
|
||||
|
||||
immediate = {
|
||||
# Passage of Time catalyst ticks towards default phases.
|
||||
if = {
|
||||
limit = { phase_has_catalyst = catalyst_passing_of_time }
|
||||
activate_struggle_catalyst = catalyst_passing_of_time
|
||||
}
|
||||
# Other time-based catalysts.
|
||||
## Missing the Arabian Empire or Sunni Caliphate.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
NOT = { exists = title:e_arabia.holder }
|
||||
NOT = { exists = title:d_sunni.holder }
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { phase_has_catalyst = catalyst_missing_caliphate_or_arabian_empire }
|
||||
activate_struggle_catalyst = catalyst_missing_caliphate_or_arabian_empire
|
||||
log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_missing_caliphate_or_arabian_empire }
|
||||
}
|
||||
}
|
||||
# House Unity catalysts.
|
||||
## Disharmonious houses.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
phase_has_catalyst = catalyst_yearly_influential_house_is_antagonistic_major
|
||||
phase_has_catalyst = catalyst_yearly_influential_house_is_antagonistic_medium
|
||||
phase_has_catalyst = catalyst_yearly_influential_house_is_antagonistic_minor
|
||||
phase_has_catalyst = catalyst_yearly_influential_house_is_antagonistic_minimal
|
||||
}
|
||||
}
|
||||
# Calc how many relevant houses are in a bit of a state.
|
||||
save_scope_value_as = {
|
||||
name = antagonistic_influential_house_check
|
||||
value = {
|
||||
every_involved_ruler = {
|
||||
limit = {
|
||||
house ?= {
|
||||
house_head = prev
|
||||
has_house_unity_stage = antagonistic
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
# Right, now we activate different sizes of catalyst depending on how many affected houses we have.
|
||||
## Major
|
||||
if = {
|
||||
limit = { scope:antagonistic_influential_house_check >= catalyst_yearly_influential_house_is_antagonistic_major_control_value }
|
||||
activate_struggle_catalyst = catalyst_yearly_influential_house_is_antagonistic_major
|
||||
log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_yearly_influential_house_is_antagonistic_major }
|
||||
}
|
||||
## Medium
|
||||
else_if = {
|
||||
limit = { scope:antagonistic_influential_house_check >= catalyst_yearly_influential_house_is_antagonistic_medium_control_value }
|
||||
activate_struggle_catalyst = catalyst_yearly_influential_house_is_antagonistic_medium
|
||||
log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_yearly_influential_house_is_antagonistic_medium }
|
||||
}
|
||||
## Minor
|
||||
else_if = {
|
||||
limit = { scope:antagonistic_influential_house_check >= catalyst_yearly_influential_house_is_antagonistic_minor_control_value }
|
||||
activate_struggle_catalyst = catalyst_yearly_influential_house_is_antagonistic_minor
|
||||
log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_yearly_influential_house_is_antagonistic_minor }
|
||||
}
|
||||
## Minimal
|
||||
else_if = {
|
||||
limit = { scope:antagonistic_influential_house_check >= catalyst_yearly_influential_house_is_antagonistic_minimal_control_value }
|
||||
activate_struggle_catalyst = catalyst_yearly_influential_house_is_antagonistic_minimal
|
||||
log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_yearly_influential_house_is_antagonistic_minimal }
|
||||
}
|
||||
}
|
||||
## Harmonious houses.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
phase_has_catalyst = catalyst_yearly_influential_house_is_harmonious_major
|
||||
phase_has_catalyst = catalyst_yearly_influential_house_is_harmonious_medium
|
||||
phase_has_catalyst = catalyst_yearly_influential_house_is_harmonious_minor
|
||||
phase_has_catalyst = catalyst_yearly_influential_house_is_harmonious_minimal
|
||||
}
|
||||
}
|
||||
every_involved_ruler = {
|
||||
limit = {
|
||||
house ?= {
|
||||
house_head = prev
|
||||
has_house_unity_stage = harmonious
|
||||
}
|
||||
}
|
||||
house = { add_to_list = harmonious_houses }
|
||||
}
|
||||
# Calc how many relevant houses are in a bit of a state.
|
||||
save_scope_value_as = {
|
||||
name = harmonious_influential_house_check
|
||||
value = {
|
||||
value = 0
|
||||
every_in_list = {
|
||||
list = harmonious_houses
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
# Right, now we activate different sizes of catalyst depending on how many affected houses we have.
|
||||
## Major
|
||||
if = {
|
||||
limit = { scope:harmonious_influential_house_check >= catalyst_yearly_influential_house_is_harmonious_major_control_value }
|
||||
activate_struggle_catalyst = catalyst_yearly_influential_house_is_harmonious_major
|
||||
log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_yearly_influential_house_is_harmonious_major }
|
||||
}
|
||||
## Medium
|
||||
else_if = {
|
||||
limit = { scope:harmonious_influential_house_check >= catalyst_yearly_influential_house_is_harmonious_medium_control_value }
|
||||
activate_struggle_catalyst = catalyst_yearly_influential_house_is_harmonious_medium
|
||||
log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_yearly_influential_house_is_harmonious_medium }
|
||||
}
|
||||
## Minor
|
||||
else_if = {
|
||||
limit = { scope:harmonious_influential_house_check >= catalyst_yearly_influential_house_is_harmonious_minor_control_value }
|
||||
activate_struggle_catalyst = catalyst_yearly_influential_house_is_harmonious_minor
|
||||
log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_yearly_influential_house_is_harmonious_minor }
|
||||
}
|
||||
## Minimal
|
||||
else_if = {
|
||||
limit = { scope:harmonious_influential_house_check >= catalyst_yearly_influential_house_is_harmonious_minimal_control_value }
|
||||
activate_struggle_catalyst = catalyst_yearly_influential_house_is_harmonious_minimal
|
||||
log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_yearly_influential_house_is_harmonious_minimal }
|
||||
}
|
||||
}
|
||||
# Silk Road
|
||||
tgp_silk_road_iranian_intermezzo_yearly_effect = yes
|
||||
|
||||
# Finally, queue the event up again for a year hence.
|
||||
trigger_event = {
|
||||
id = neutral_struggle.0001
|
||||
years = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
##################################################
|
||||
# MAINTENANCE FOR SITUATIONS
|
||||
#namespace = neutral_struggle
|
||||
#
|
||||
|
||||
namespace = neutral_situation
|
||||
|
||||
neutral_situation.0001 = { # CHINA
|
||||
hidden = yes
|
||||
scope = situation
|
||||
trigger = { exists = situation:silk_road_situation }
|
||||
immediate = {
|
||||
situation:silk_road_situation.situation_sub_region:region_silk_road_proper_china = { tgp_silk_road_downstream_effect = yes }
|
||||
# Finally, queue the event up again for a year hence.
|
||||
trigger_event = {
|
||||
id = neutral_situation.0002 # Tibet
|
||||
months = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
neutral_situation.0002 = { # TIBET
|
||||
hidden = yes
|
||||
scope = situation
|
||||
trigger = { exists = situation:silk_road_situation }
|
||||
immediate = {
|
||||
situation:silk_road_situation.situation_sub_region:region_silk_road_proper_tibet = { tgp_silk_road_downstream_effect = yes }
|
||||
# Finally, queue the event up again for a year hence.
|
||||
trigger_event = {
|
||||
id = neutral_situation.0005 # Transcaspia
|
||||
months = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
neutral_situation.0003 = { # INDIA
|
||||
hidden = yes
|
||||
scope = situation
|
||||
trigger = { exists = situation:silk_road_situation }
|
||||
immediate = {
|
||||
situation:silk_road_situation.situation_sub_region:region_silk_road_proper_india = { tgp_silk_road_downstream_effect = yes }
|
||||
# Finally, queue the event up again for a year hence.
|
||||
trigger_event = {
|
||||
id = neutral_situation.0004 # Central Asia
|
||||
months = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
neutral_situation.0004 = { # CENTRAL ASIA
|
||||
hidden = yes
|
||||
scope = situation
|
||||
trigger = { exists = situation:silk_road_situation }
|
||||
immediate = {
|
||||
situation:silk_road_situation.situation_sub_region:region_silk_road_proper_central_asia = { tgp_silk_road_downstream_effect = yes }
|
||||
# Finally, queue the event up again for a year hence.
|
||||
trigger_event = {
|
||||
id = neutral_situation.0003 # Tibet
|
||||
months = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
neutral_situation.0005 = { # TRANSCASPIA
|
||||
hidden = yes
|
||||
scope = situation
|
||||
trigger = { exists = situation:silk_road_situation }
|
||||
immediate = {
|
||||
situation:silk_road_situation.situation_sub_region:region_silk_road_proper_transcaspia = { tgp_silk_road_downstream_effect = yes }
|
||||
# Finally, queue the event up again for a year hence.
|
||||
trigger_event = {
|
||||
id = neutral_situation.0006 # Occident
|
||||
months = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
neutral_situation.0006 = { # OCCIDENT
|
||||
hidden = yes
|
||||
scope = situation
|
||||
trigger = { exists = situation:silk_road_situation }
|
||||
immediate = {
|
||||
situation:silk_road_situation.situation_sub_region:region_silk_road_proper_occident = { tgp_silk_road_downstream_effect = yes }
|
||||
# Finally, queue the event up again for a year hence.
|
||||
trigger_event = {
|
||||
id = neutral_situation.0001 # China
|
||||
months = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
neutral_situation.0007 = { # INNOVATION SETUP
|
||||
hidden = yes
|
||||
scope = situation
|
||||
trigger = { exists = situation:silk_road_situation }
|
||||
immediate = {
|
||||
if = {
|
||||
limit = { has_game_rule = silk_road_starting_innovations_random }
|
||||
while = {
|
||||
count = 4
|
||||
random_culture_innovation = {
|
||||
limit = {
|
||||
has_innovation_parameter = silk_road_innovation_parameter
|
||||
is_known_by_culture = title:c_jingzhao.culture
|
||||
NOR = {
|
||||
scope:innovation_1 ?= this
|
||||
scope:innovation_2 ?= this
|
||||
scope:innovation_3 ?= this
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { exists = scope:innovation_3 }
|
||||
save_scope_as = innovation_4
|
||||
}
|
||||
else_if = {
|
||||
limit = { exists = scope:innovation_2 }
|
||||
save_scope_as = innovation_3
|
||||
}
|
||||
else_if = {
|
||||
limit = { exists = scope:innovation_1 }
|
||||
save_scope_as = innovation_2
|
||||
}
|
||||
else = { save_scope_as = innovation_1 }
|
||||
}
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_china = {
|
||||
set_variable = { name = innovation value = scope:innovation_1 }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_tibet = {
|
||||
set_variable = { name = innovation value = scope:innovation_2 }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_central_asia = {
|
||||
set_variable = { name = innovation value = scope:innovation_2 }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_india = {
|
||||
set_variable = { name = innovation value = scope:innovation_3 }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_transcaspia = {
|
||||
set_variable = { name = innovation value = scope:innovation_3 }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_occident = {
|
||||
set_variable = { name = innovation value = scope:innovation_4 }
|
||||
}
|
||||
}
|
||||
else = {
|
||||
if = {
|
||||
limit = { game_start_date = 867.1.1 }
|
||||
situation_sub_region:region_silk_road_proper_china = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_dragon_kiln }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_tibet = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_block_printing }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_central_asia = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_block_printing }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_india = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_waterworks }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_transcaspia = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_waterworks }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_occident = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_cupellation }
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { game_start_date = 1066.9.15 }
|
||||
situation_sub_region:region_silk_road_proper_china = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_compass }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_tibet = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_fire_medicine }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_central_asia = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_fire_medicine }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_india = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_champa_rice }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_transcaspia = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_champa_rice }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_occident = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_pharmacopoeia }
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { game_start_date = 1178.10.1 }
|
||||
situation_sub_region:region_silk_road_proper_china = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_grenades }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_tibet = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_pharmacopoeia }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_central_asia = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_pharmacopoeia }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_india = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_coking }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_transcaspia = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_coking }
|
||||
}
|
||||
situation_sub_region:region_silk_road_proper_occident = {
|
||||
set_variable = { name = innovation value = culture_innovation:innovation_bulkheads }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
###################################################
|
||||
## MAINTENANCE EVENTS
|
||||
#
|
||||
###################################################
|
||||
## Activate Passing of Time
|
||||
## by Ewan Cowhig Croft
|
||||
## 0001 - 0010
|
||||
###################################################
|
||||
#
|
||||
#neutral_struggle.0001 = {
|
||||
# hidden = yes
|
||||
# scope = struggle
|
||||
#
|
||||
# immediate = {
|
||||
# # Passage of Time catalyst ticks towards default phases.
|
||||
# if = {
|
||||
# limit = { phase_has_catalyst = catalyst_passing_of_time }
|
||||
# activate_struggle_catalyst = catalyst_passing_of_time
|
||||
# }
|
||||
# # Other time-based catalysts.
|
||||
# ## Missing the Arabian Empire or Sunni Caliphate.
|
||||
# if = {
|
||||
# limit = {
|
||||
# OR = {
|
||||
# NOT = { exists = title:e_arabia.holder }
|
||||
# NOT = { exists = title:d_sunni.holder }
|
||||
# }
|
||||
# }
|
||||
# if = {
|
||||
# limit = { phase_has_catalyst = catalyst_missing_caliphate_or_arabian_empire }
|
||||
# activate_struggle_catalyst = catalyst_missing_caliphate_or_arabian_empire
|
||||
# log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_missing_caliphate_or_arabian_empire }
|
||||
# }
|
||||
# }
|
||||
# # House Unity catalysts.
|
||||
# ## Disharmonious houses.
|
||||
# if = {
|
||||
# limit = {
|
||||
# OR = {
|
||||
# phase_has_catalyst = catalyst_yearly_influential_house_is_antagonistic_major
|
||||
# phase_has_catalyst = catalyst_yearly_influential_house_is_antagonistic_medium
|
||||
# phase_has_catalyst = catalyst_yearly_influential_house_is_antagonistic_minor
|
||||
# phase_has_catalyst = catalyst_yearly_influential_house_is_antagonistic_minimal
|
||||
# }
|
||||
# }
|
||||
# # Calc how many relevant houses are in a bit of a state.
|
||||
# save_scope_value_as = {
|
||||
# name = antagonistic_influential_house_check
|
||||
# value = {
|
||||
# every_involved_ruler = {
|
||||
# limit = {
|
||||
# house ?= {
|
||||
# house_head = prev
|
||||
# has_house_unity_stage = antagonistic
|
||||
# }
|
||||
# }
|
||||
# add = 1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# # Right, now we activate different sizes of catalyst depending on how many affected houses we have.
|
||||
# ## Major
|
||||
# if = {
|
||||
# limit = { scope:antagonistic_influential_house_check >= catalyst_yearly_influential_house_is_antagonistic_major_control_value }
|
||||
# activate_struggle_catalyst = catalyst_yearly_influential_house_is_antagonistic_major
|
||||
# log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_yearly_influential_house_is_antagonistic_major }
|
||||
# }
|
||||
# ## Medium
|
||||
# else_if = {
|
||||
# limit = { scope:antagonistic_influential_house_check >= catalyst_yearly_influential_house_is_antagonistic_medium_control_value }
|
||||
# activate_struggle_catalyst = catalyst_yearly_influential_house_is_antagonistic_medium
|
||||
# log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_yearly_influential_house_is_antagonistic_medium }
|
||||
# }
|
||||
# ## Minor
|
||||
# else_if = {
|
||||
# limit = { scope:antagonistic_influential_house_check >= catalyst_yearly_influential_house_is_antagonistic_minor_control_value }
|
||||
# activate_struggle_catalyst = catalyst_yearly_influential_house_is_antagonistic_minor
|
||||
# log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_yearly_influential_house_is_antagonistic_minor }
|
||||
# }
|
||||
# ## Minimal
|
||||
# else_if = {
|
||||
# limit = { scope:antagonistic_influential_house_check >= catalyst_yearly_influential_house_is_antagonistic_minimal_control_value }
|
||||
# activate_struggle_catalyst = catalyst_yearly_influential_house_is_antagonistic_minimal
|
||||
# log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_yearly_influential_house_is_antagonistic_minimal }
|
||||
# }
|
||||
# }
|
||||
# ## Harmonious houses.
|
||||
# if = {
|
||||
# limit = {
|
||||
# OR = {
|
||||
# phase_has_catalyst = catalyst_yearly_influential_house_is_harmonious_major
|
||||
# phase_has_catalyst = catalyst_yearly_influential_house_is_harmonious_medium
|
||||
# phase_has_catalyst = catalyst_yearly_influential_house_is_harmonious_minor
|
||||
# phase_has_catalyst = catalyst_yearly_influential_house_is_harmonious_minimal
|
||||
# }
|
||||
# }
|
||||
# every_involved_ruler = {
|
||||
# limit = {
|
||||
# house ?= {
|
||||
# house_head = prev
|
||||
# has_house_unity_stage = harmonious
|
||||
# }
|
||||
# }
|
||||
# house = { add_to_list = harmonious_houses }
|
||||
# }
|
||||
# # Calc how many relevant houses are in a bit of a state.
|
||||
# save_scope_value_as = {
|
||||
# name = harmonious_influential_house_check
|
||||
# value = {
|
||||
# value = 0
|
||||
# every_in_list = {
|
||||
# list = harmonious_houses
|
||||
# add = 1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# # Right, now we activate different sizes of catalyst depending on how many affected houses we have.
|
||||
# ## Major
|
||||
# if = {
|
||||
# limit = { scope:harmonious_influential_house_check >= catalyst_yearly_influential_house_is_harmonious_major_control_value }
|
||||
# activate_struggle_catalyst = catalyst_yearly_influential_house_is_harmonious_major
|
||||
# log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_yearly_influential_house_is_harmonious_major }
|
||||
# }
|
||||
# ## Medium
|
||||
# else_if = {
|
||||
# limit = { scope:harmonious_influential_house_check >= catalyst_yearly_influential_house_is_harmonious_medium_control_value }
|
||||
# activate_struggle_catalyst = catalyst_yearly_influential_house_is_harmonious_medium
|
||||
# log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_yearly_influential_house_is_harmonious_medium }
|
||||
# }
|
||||
# ## Minor
|
||||
# else_if = {
|
||||
# limit = { scope:harmonious_influential_house_check >= catalyst_yearly_influential_house_is_harmonious_minor_control_value }
|
||||
# activate_struggle_catalyst = catalyst_yearly_influential_house_is_harmonious_minor
|
||||
# log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_yearly_influential_house_is_harmonious_minor }
|
||||
# }
|
||||
# ## Minimal
|
||||
# else_if = {
|
||||
# limit = { scope:harmonious_influential_house_check >= catalyst_yearly_influential_house_is_harmonious_minimal_control_value }
|
||||
# activate_struggle_catalyst = catalyst_yearly_influential_house_is_harmonious_minimal
|
||||
# log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_yearly_influential_house_is_harmonious_minimal }
|
||||
# }
|
||||
# }
|
||||
# # Silk Road
|
||||
# tgp_silk_road_iranian_intermezzo_yearly_effect = yes
|
||||
#
|
||||
# # Finally, queue the event up again for a year hence.
|
||||
# trigger_event = {
|
||||
# id = neutral_struggle.0001
|
||||
# years = 1
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
###################################################
|
||||
## MAINTENANCE FOR SITUATIONS
|
||||
##
|
||||
#
|
||||
#namespace = neutral_situation
|
||||
#
|
||||
#neutral_situation.0001 = { # CHINA
|
||||
# hidden = yes
|
||||
# scope = situation
|
||||
# trigger = { exists = situation:silk_road_situation }
|
||||
# immediate = {
|
||||
# situation:silk_road_situation.situation_sub_region:region_silk_road_proper_china = { tgp_silk_road_downstream_effect = yes }
|
||||
# # Finally, queue the event up again for a year hence.
|
||||
# trigger_event = {
|
||||
# id = neutral_situation.0002 # Tibet
|
||||
# months = 2
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
#neutral_situation.0002 = { # TIBET
|
||||
# hidden = yes
|
||||
# scope = situation
|
||||
# trigger = { exists = situation:silk_road_situation }
|
||||
# immediate = {
|
||||
# situation:silk_road_situation.situation_sub_region:region_silk_road_proper_tibet = { tgp_silk_road_downstream_effect = yes }
|
||||
# # Finally, queue the event up again for a year hence.
|
||||
# trigger_event = {
|
||||
# id = neutral_situation.0005 # Transcaspia
|
||||
# months = 2
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
#neutral_situation.0003 = { # INDIA
|
||||
# hidden = yes
|
||||
# scope = situation
|
||||
# trigger = { exists = situation:silk_road_situation }
|
||||
# immediate = {
|
||||
# situation:silk_road_situation.situation_sub_region:region_silk_road_proper_india = { tgp_silk_road_downstream_effect = yes }
|
||||
# # Finally, queue the event up again for a year hence.
|
||||
# trigger_event = {
|
||||
# id = neutral_situation.0004 # Central Asia
|
||||
# months = 2
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
#neutral_situation.0004 = { # CENTRAL ASIA
|
||||
# hidden = yes
|
||||
# scope = situation
|
||||
# trigger = { exists = situation:silk_road_situation }
|
||||
# immediate = {
|
||||
# situation:silk_road_situation.situation_sub_region:region_silk_road_proper_central_asia = { tgp_silk_road_downstream_effect = yes }
|
||||
# # Finally, queue the event up again for a year hence.
|
||||
# trigger_event = {
|
||||
# id = neutral_situation.0003 # Tibet
|
||||
# months = 2
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
#neutral_situation.0005 = { # TRANSCASPIA
|
||||
# hidden = yes
|
||||
# scope = situation
|
||||
# trigger = { exists = situation:silk_road_situation }
|
||||
# immediate = {
|
||||
# situation:silk_road_situation.situation_sub_region:region_silk_road_proper_transcaspia = { tgp_silk_road_downstream_effect = yes }
|
||||
# # Finally, queue the event up again for a year hence.
|
||||
# trigger_event = {
|
||||
# id = neutral_situation.0006 # Occident
|
||||
# months = 2
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
#neutral_situation.0006 = { # OCCIDENT
|
||||
# hidden = yes
|
||||
# scope = situation
|
||||
# trigger = { exists = situation:silk_road_situation }
|
||||
# immediate = {
|
||||
# situation:silk_road_situation.situation_sub_region:region_silk_road_proper_occident = { tgp_silk_road_downstream_effect = yes }
|
||||
# # Finally, queue the event up again for a year hence.
|
||||
# trigger_event = {
|
||||
# id = neutral_situation.0001 # China
|
||||
# months = 2
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
#neutral_situation.0007 = { # INNOVATION SETUP
|
||||
# hidden = yes
|
||||
# scope = situation
|
||||
# trigger = { exists = situation:silk_road_situation }
|
||||
# immediate = {
|
||||
# if = {
|
||||
# limit = { has_game_rule = silk_road_starting_innovations_random }
|
||||
# while = {
|
||||
# count = 4
|
||||
# random_culture_innovation = {
|
||||
# limit = {
|
||||
# has_innovation_parameter = silk_road_innovation_parameter
|
||||
# is_known_by_culture = title:c_jingzhao.culture
|
||||
# NOR = {
|
||||
# scope:innovation_1 ?= this
|
||||
# scope:innovation_2 ?= this
|
||||
# scope:innovation_3 ?= this
|
||||
# }
|
||||
# }
|
||||
# if = {
|
||||
# limit = { exists = scope:innovation_3 }
|
||||
# save_scope_as = innovation_4
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = { exists = scope:innovation_2 }
|
||||
# save_scope_as = innovation_3
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = { exists = scope:innovation_1 }
|
||||
# save_scope_as = innovation_2
|
||||
# }
|
||||
# else = { save_scope_as = innovation_1 }
|
||||
# }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_china = {
|
||||
# set_variable = { name = innovation value = scope:innovation_1 }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_tibet = {
|
||||
# set_variable = { name = innovation value = scope:innovation_2 }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_central_asia = {
|
||||
# set_variable = { name = innovation value = scope:innovation_2 }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_india = {
|
||||
# set_variable = { name = innovation value = scope:innovation_3 }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_transcaspia = {
|
||||
# set_variable = { name = innovation value = scope:innovation_3 }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_occident = {
|
||||
# set_variable = { name = innovation value = scope:innovation_4 }
|
||||
# }
|
||||
# }
|
||||
# else = {
|
||||
# if = {
|
||||
# limit = { game_start_date = 867.1.1 }
|
||||
# situation_sub_region:region_silk_road_proper_china = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_dragon_kiln }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_tibet = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_block_printing }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_central_asia = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_block_printing }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_india = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_waterworks }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_transcaspia = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_waterworks }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_occident = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_cupellation }
|
||||
# }
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = { game_start_date = 1066.9.15 }
|
||||
# situation_sub_region:region_silk_road_proper_china = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_compass }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_tibet = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_fire_medicine }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_central_asia = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_fire_medicine }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_india = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_champa_rice }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_transcaspia = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_champa_rice }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_occident = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_pharmacopoeia }
|
||||
# }
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = { game_start_date = 1178.10.1 }
|
||||
# situation_sub_region:region_silk_road_proper_china = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_grenades }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_tibet = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_pharmacopoeia }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_central_asia = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_pharmacopoeia }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_india = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_coking }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_transcaspia = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_coking }
|
||||
# }
|
||||
# situation_sub_region:region_silk_road_proper_occident = {
|
||||
# set_variable = { name = innovation value = culture_innovation:innovation_bulkheads }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
|
|
@ -1,450 +1,451 @@
|
|||
namespace = mpo_jamukha_flavor
|
||||
|
||||
#######################
|
||||
# Become Blood Brothers with Temujin
|
||||
#######################
|
||||
|
||||
mpo_jamukha_flavor.0001 = {
|
||||
type = character_event
|
||||
title = mpo_jamukha_flavor.0001.t
|
||||
desc = mpo_jamukha_flavor.0001.desc
|
||||
theme = nomads
|
||||
override_background = {
|
||||
reference = mpo_campfire_steppe
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = happiness
|
||||
camera = camera_event_very_left
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:temujin
|
||||
animation = inspect_weapon
|
||||
}
|
||||
|
||||
trigger = {
|
||||
scope:temujin = {
|
||||
is_alive = yes
|
||||
NOR = {
|
||||
has_relation_blood_brother = root
|
||||
has_relation_rival = root
|
||||
}
|
||||
}
|
||||
is_alive = yes
|
||||
}
|
||||
|
||||
immediate = {
|
||||
play_music_cue = "mx_cue_touching_moment"
|
||||
scope:temujin = {
|
||||
save_scope_as = blood_bro
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Yay
|
||||
name = mpo_jamukha_flavor.0001.a
|
||||
name = mpo_jamukha_flavor.0001.a.tt
|
||||
scope:temujin = {
|
||||
set_relation_blood_brother = {
|
||||
target = scope:jamukha
|
||||
reason = blood_brother_temujin_jamukha
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
has_character_flag = had_warhorse_story
|
||||
any_owned_story = {
|
||||
story_type = story_cycle_martial_lifestyle_warhorse
|
||||
exists = var:story_cycle_horse_name
|
||||
}
|
||||
}
|
||||
scope:jamukha = {
|
||||
NOR = {
|
||||
has_character_flag = had_warhorse_story
|
||||
any_owned_story = {
|
||||
story_type = story_cycle_martial_lifestyle_warhorse
|
||||
exists = var:story_cycle_horse_name
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = temujin_warhorse_jamukha_tt
|
||||
custom_tooltip = jamukha_warhorse_jamukha_tt
|
||||
hidden_effect = {
|
||||
start_warhorse_story_cycle_effect = yes
|
||||
scope:temujin = {
|
||||
start_warhorse_story_cycle_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = blood_brother_gains_hook_tt
|
||||
custom_tooltip = blood_brother_gains_hook_other_tt
|
||||
|
||||
add_character_modifier = blood_brother_warrior_modifier
|
||||
scope:temujin = {
|
||||
add_character_modifier = blood_brother_warrior_modifier
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
gregarious = medium_stress_impact_loss
|
||||
callous = medium_stress_impact_gain
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Not a chance
|
||||
name = mpo_jamukha_flavor.0001.b
|
||||
add_dread = minor_dread_gain
|
||||
add_prestige = minor_prestige_gain
|
||||
scope:temujin = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
modifier = disappointed_opinion
|
||||
opinion = -25
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
base = minor_stress_impact_gain
|
||||
callous = medium_stress_impact_loss
|
||||
gregarious = medium_stress_impact_gain
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#######################
|
||||
# You consider breaking free from Temujin
|
||||
#######################
|
||||
|
||||
scripted_effect mpo_jamukha_flavor_0010_jamukha_leaving_effect = {
|
||||
if = {
|
||||
limit = { is_vassal_of = scope:temujin }
|
||||
create_title_and_vassal_change = {
|
||||
type = independency
|
||||
save_scope_as = change
|
||||
add_claim_on_loss = no
|
||||
}
|
||||
becomes_independent = {
|
||||
change = scope:change
|
||||
}
|
||||
resolve_title_and_vassal_change = scope:change
|
||||
}
|
||||
else = {
|
||||
end_tributary = yes
|
||||
}
|
||||
add_truce_both_ways = {
|
||||
character = scope:temujin
|
||||
years = 5
|
||||
name = temujin_jamukha_truce
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
current_military_strength < scope:temujin.current_military_strength
|
||||
}
|
||||
domicile ?= {
|
||||
change_herd = {
|
||||
value = scope:temujin.domicile.herd
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:togrul
|
||||
}
|
||||
show_as_tooltip = {
|
||||
custom_tooltip = negotiate_togrul_alliance_effect_tooltip
|
||||
create_alliance = {
|
||||
target = scope:togrul
|
||||
allied_through_owner = root
|
||||
allied_through_target = scope:togrul
|
||||
}
|
||||
scope:togrul = {
|
||||
add_opinion = {
|
||||
target = scope:jamukha
|
||||
modifier = event_negotiated_alliance_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = jamukha_temujin_response_warning_tt
|
||||
}
|
||||
|
||||
scripted_trigger mpo_jamukha_flavor_0010_togrul_trigger = {
|
||||
is_ai = yes
|
||||
is_at_war = no
|
||||
is_alive = yes
|
||||
is_ruler = yes
|
||||
NOR = {
|
||||
is_at_war_with = root
|
||||
has_relation_rival = root
|
||||
is_vassal_of = scope:temujin
|
||||
}
|
||||
in_diplomatic_range = root
|
||||
NOT = {
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
}
|
||||
|
||||
mpo_jamukha_flavor.0010 = {
|
||||
type = character_event
|
||||
title = mpo_jamukha_flavor.0010.t
|
||||
desc = {
|
||||
desc = mpo_jamukha_flavor.0010.desc
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
exists = scope:togrul
|
||||
}
|
||||
desc = mpo_jamukha_flavor.0010.desc_togrul
|
||||
}
|
||||
}
|
||||
theme = nomads
|
||||
override_background = {
|
||||
reference = mpo_steppe_evening
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = war_attacker
|
||||
camera = camera_event_very_left
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:temujin
|
||||
animation = dismissal
|
||||
camera = camera_event_very_right
|
||||
}
|
||||
lower_right_portrait = scope:togrul
|
||||
|
||||
trigger = {
|
||||
character:125501 = {
|
||||
has_variable = had_mpo_temujin_flavor_0001
|
||||
}
|
||||
is_alive = yes
|
||||
is_ruler = yes
|
||||
character:125501 = {
|
||||
is_alive = yes
|
||||
is_available = yes
|
||||
}
|
||||
OR = {
|
||||
is_vassal_of = character:125501
|
||||
is_tributary_of = character:125501
|
||||
}
|
||||
NOT = {
|
||||
is_at_war_with = character:125501
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
save_scope_as = jamukha
|
||||
character:125501 = {
|
||||
save_scope_as = temujin
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
character:303211 = {
|
||||
mpo_jamukha_flavor_0010_togrul_trigger = yes
|
||||
}
|
||||
}
|
||||
character:303211 = {
|
||||
save_scope_as = togrul
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
character:303211.house ?= {
|
||||
any_house_member = {
|
||||
mpo_jamukha_flavor_0010_togrul_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
character:303211.house ?= {
|
||||
ordered_house_member = {
|
||||
order_by = current_military_strength
|
||||
limit = {
|
||||
mpo_jamukha_flavor_0010_togrul_trigger = yes
|
||||
}
|
||||
save_scope_as = togrul
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
capital_county.empire ?= {
|
||||
ordered_de_jure_county_holder = {
|
||||
order_by = current_military_strength
|
||||
limit = {
|
||||
highest_held_title_tier <= tier_duchy
|
||||
mpo_jamukha_flavor_0010_togrul_trigger = yes
|
||||
}
|
||||
save_scope_as = togrul
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#I want to leave Temujin and take Togrul as an ally
|
||||
option = {
|
||||
name = mpo_jamukha_flavor.0010.a
|
||||
show_as_tooltip = {
|
||||
mpo_jamukha_flavor_0010_jamukha_leaving_effect = yes
|
||||
}
|
||||
scope:temujin = {
|
||||
trigger_event = mpo_temujin_flavor.0010
|
||||
add_opinion = {
|
||||
target = root
|
||||
modifier = betrayal_opinion
|
||||
opinion = -40
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
#I want to stay with Temujin and be friends forever
|
||||
option = {
|
||||
name = mpo_jamukha_flavor.0010.b
|
||||
add_character_modifier = {
|
||||
modifier = jamukha_chose_loyalty_modifier
|
||||
years = 5
|
||||
}
|
||||
scope:temujin = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
modifier = loyalty_opinion
|
||||
opinion = 30
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
base = miniscule_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
|
||||
on_trigger_fail = { # Jamukha becomes your rival anyways if you've migrated away
|
||||
if = {
|
||||
limit = {
|
||||
is_independent_ruler = yes
|
||||
NOT = { is_tributary_of = scope:temujin }
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:temujin = {
|
||||
trigger_event = {
|
||||
days = { 360 420 }
|
||||
id = mpo_temujin_flavor.0020
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#######################
|
||||
# Temujin becomes your rival -- now you must kill him
|
||||
#######################
|
||||
|
||||
mpo_jamukha_flavor.0020 = {
|
||||
type = character_event
|
||||
title = mpo_jamukha_flavor.0020.t
|
||||
desc = mpo_jamukha_flavor.0020.desc
|
||||
theme = nomads
|
||||
override_background = {
|
||||
reference = mpo_campfire_steppe
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = threatening
|
||||
camera = camera_event_very_left
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:temujin
|
||||
animation = aggressive_sword
|
||||
outfit_tags = { nightgown }
|
||||
camera = camera_event_very_right
|
||||
}
|
||||
window = scheme_conclusion_event_no_header
|
||||
|
||||
immediate = {
|
||||
play_music_cue = "mx_cue_murder"
|
||||
custom_tooltip = jamukha_temujin_no_more_positive_tt
|
||||
custom_tooltip = jamukha_temujin_rivals_tt
|
||||
custom_tooltip = mpo_temujin_flavor.0020.cb.tt
|
||||
if = {
|
||||
limit = {
|
||||
current_military_strength < scope:temujin.current_military_strength
|
||||
}
|
||||
domicile ?= {
|
||||
change_herd = {
|
||||
value = scope:temujin.domicile.herd
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
add_prestige = major_prestige_gain # For MAA maintenance, mainly
|
||||
custom_tooltip = jamukha_gain_from_defectors_tt
|
||||
}
|
||||
}
|
||||
|
||||
option = { # You who I once called brother
|
||||
name = mpo_jamukha_flavor.0020.a
|
||||
reason = blood_brother
|
||||
add_internal_flag = special
|
||||
trigger = { has_character_flag = was_temujins_bro }
|
||||
custom_tooltip = {
|
||||
text = mpo_jamukha_flavor.0020.a_war_win
|
||||
set_variable = temujin_jamukha_war_var
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = temujin_jamukha_war_modifier
|
||||
years = 5
|
||||
}
|
||||
stress_impact = {
|
||||
base = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Murderrrrrrr
|
||||
name = mpo_jamukha_flavor.0020.b
|
||||
custom_tooltip = {
|
||||
text = mpo_jamukha_flavor.0020.b_murder
|
||||
set_variable = {
|
||||
name = temujin_jamukha_murder_var
|
||||
value = scope:temujin
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
deceitful = massive_stress_impact_loss
|
||||
sadistic = massive_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
|
||||
option = { # I'm going to crush your skull
|
||||
name = mpo_jamukha_flavor.0020.c
|
||||
trigger = {
|
||||
NOT = { has_relation_blood_brother = scope:jamukha }
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = temujin_jamukha_war_smaller_modifier
|
||||
years = 5
|
||||
}
|
||||
stress_impact = {
|
||||
wrathful = massive_stress_impact_loss
|
||||
vengeful = massive_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
#namespace = mpo_jamukha_flavor
|
||||
#
|
||||
########################
|
||||
## Become Blood Brothers with Temujin
|
||||
########################
|
||||
#
|
||||
#mpo_jamukha_flavor.0001 = {
|
||||
# type = character_event
|
||||
# title = mpo_jamukha_flavor.0001.t
|
||||
# desc = mpo_jamukha_flavor.0001.desc
|
||||
# theme = nomads
|
||||
# override_background = {
|
||||
# reference = mpo_campfire_steppe
|
||||
# }
|
||||
# left_portrait = {
|
||||
# character = root
|
||||
# animation = happiness
|
||||
# camera = camera_event_very_left
|
||||
# }
|
||||
# right_portrait = {
|
||||
# character = scope:temujin
|
||||
# animation = inspect_weapon
|
||||
# }
|
||||
#
|
||||
# trigger = {
|
||||
# scope:temujin = {
|
||||
# is_alive = yes
|
||||
# NOR = {
|
||||
# has_relation_blood_brother = root
|
||||
# has_relation_rival = root
|
||||
# }
|
||||
# }
|
||||
# is_alive = yes
|
||||
# }
|
||||
#
|
||||
# immediate = {
|
||||
# play_music_cue = "mx_cue_touching_moment"
|
||||
# scope:temujin = {
|
||||
# save_scope_as = blood_bro
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# option = { # Yay
|
||||
# name = mpo_jamukha_flavor.0001.a
|
||||
# name = mpo_jamukha_flavor.0001.a.tt
|
||||
# scope:temujin = {
|
||||
# set_relation_blood_brother = {
|
||||
# target = scope:jamukha
|
||||
# reason = blood_brother_temujin_jamukha
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# if = {
|
||||
# limit = {
|
||||
# NOR = {
|
||||
# has_character_flag = had_warhorse_story
|
||||
# any_owned_story = {
|
||||
# story_type = story_cycle_martial_lifestyle_warhorse
|
||||
# exists = var:story_cycle_horse_name
|
||||
# }
|
||||
# }
|
||||
# scope:jamukha = {
|
||||
# NOR = {
|
||||
# has_character_flag = had_warhorse_story
|
||||
# any_owned_story = {
|
||||
# story_type = story_cycle_martial_lifestyle_warhorse
|
||||
# exists = var:story_cycle_horse_name
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# custom_tooltip = temujin_warhorse_jamukha_tt
|
||||
# custom_tooltip = jamukha_warhorse_jamukha_tt
|
||||
# hidden_effect = {
|
||||
# start_warhorse_story_cycle_effect = yes
|
||||
# scope:temujin = {
|
||||
# start_warhorse_story_cycle_effect = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# custom_tooltip = blood_brother_gains_hook_tt
|
||||
# custom_tooltip = blood_brother_gains_hook_other_tt
|
||||
#
|
||||
# add_character_modifier = blood_brother_warrior_modifier
|
||||
# scope:temujin = {
|
||||
# add_character_modifier = blood_brother_warrior_modifier
|
||||
# }
|
||||
#
|
||||
# stress_impact = {
|
||||
# gregarious = medium_stress_impact_loss
|
||||
# callous = medium_stress_impact_gain
|
||||
# }
|
||||
#
|
||||
# ai_chance = {
|
||||
# base = 100
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# option = { # Not a chance
|
||||
# name = mpo_jamukha_flavor.0001.b
|
||||
# add_dread = minor_dread_gain
|
||||
# add_prestige = minor_prestige_gain
|
||||
# scope:temujin = {
|
||||
# add_opinion = {
|
||||
# target = root
|
||||
# modifier = disappointed_opinion
|
||||
# opinion = -25
|
||||
# }
|
||||
# }
|
||||
# stress_impact = {
|
||||
# base = minor_stress_impact_gain
|
||||
# callous = medium_stress_impact_loss
|
||||
# gregarious = medium_stress_impact_gain
|
||||
# }
|
||||
#
|
||||
# ai_chance = {
|
||||
# base = 0
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
########################
|
||||
## You consider breaking free from Temujin
|
||||
########################
|
||||
#
|
||||
#scripted_effect mpo_jamukha_flavor_0010_jamukha_leaving_effect = {
|
||||
# if = {
|
||||
# limit = { is_vassal_of = scope:temujin }
|
||||
# create_title_and_vassal_change = {
|
||||
# type = independency
|
||||
# save_scope_as = change
|
||||
# add_claim_on_loss = no
|
||||
# }
|
||||
# becomes_independent = {
|
||||
# change = scope:change
|
||||
# }
|
||||
# resolve_title_and_vassal_change = scope:change
|
||||
# }
|
||||
# else = {
|
||||
# end_tributary = yes
|
||||
# }
|
||||
# add_truce_both_ways = {
|
||||
# character = scope:temujin
|
||||
# years = 5
|
||||
# name = temujin_jamukha_truce
|
||||
# }
|
||||
# if = {
|
||||
# limit = {
|
||||
# current_military_strength < scope:temujin.current_military_strength
|
||||
# }
|
||||
# domicile ?= {
|
||||
# change_herd = {
|
||||
# value = scope:temujin.domicile.herd
|
||||
# multiply = 0.5
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# if = {
|
||||
# limit = {
|
||||
# exists = scope:togrul
|
||||
# }
|
||||
# show_as_tooltip = {
|
||||
# custom_tooltip = negotiate_togrul_alliance_effect_tooltip
|
||||
# create_alliance = {
|
||||
# target = scope:togrul
|
||||
# allied_through_owner = root
|
||||
# allied_through_target = scope:togrul
|
||||
# }
|
||||
# scope:togrul = {
|
||||
# add_opinion = {
|
||||
# target = scope:jamukha
|
||||
# modifier = event_negotiated_alliance_opinion
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# custom_tooltip = jamukha_temujin_response_warning_tt
|
||||
#}
|
||||
#
|
||||
#scripted_trigger mpo_jamukha_flavor_0010_togrul_trigger = {
|
||||
# is_ai = yes
|
||||
# is_at_war = no
|
||||
# is_alive = yes
|
||||
# is_ruler = yes
|
||||
# NOR = {
|
||||
# is_at_war_with = root
|
||||
# has_relation_rival = root
|
||||
# is_vassal_of = scope:temujin
|
||||
# }
|
||||
# in_diplomatic_range = root
|
||||
# NOT = {
|
||||
# government_has_flag = government_is_herder
|
||||
# }
|
||||
#}
|
||||
#
|
||||
#mpo_jamukha_flavor.0010 = {
|
||||
# type = character_event
|
||||
# title = mpo_jamukha_flavor.0010.t
|
||||
# desc = {
|
||||
# desc = mpo_jamukha_flavor.0010.desc
|
||||
# triggered_desc = {
|
||||
# trigger = {
|
||||
# exists = scope:togrul
|
||||
# }
|
||||
# desc = mpo_jamukha_flavor.0010.desc_togrul
|
||||
# }
|
||||
# }
|
||||
# theme = nomads
|
||||
# override_background = {
|
||||
# reference = mpo_steppe_evening
|
||||
# }
|
||||
# left_portrait = {
|
||||
# character = root
|
||||
# animation = war_attacker
|
||||
# camera = camera_event_very_left
|
||||
# }
|
||||
# right_portrait = {
|
||||
# character = scope:temujin
|
||||
# animation = dismissal
|
||||
# camera = camera_event_very_right
|
||||
# }
|
||||
# lower_right_portrait = scope:togrul
|
||||
#
|
||||
# trigger = {
|
||||
# character:125501 = {
|
||||
# has_variable = had_mpo_temujin_flavor_0001
|
||||
# }
|
||||
# is_alive = yes
|
||||
# is_ruler = yes
|
||||
# character:125501 = {
|
||||
# is_alive = yes
|
||||
# is_available = yes
|
||||
# }
|
||||
# OR = {
|
||||
# is_vassal_of = character:125501
|
||||
# is_tributary_of = character:125501
|
||||
# }
|
||||
# NOT = {
|
||||
# is_at_war_with = character:125501
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# immediate = {
|
||||
# save_scope_as = jamukha
|
||||
# character:125501 = {
|
||||
# save_scope_as = temujin
|
||||
# }
|
||||
# if = {
|
||||
# limit = {
|
||||
# character:303211 = {
|
||||
# mpo_jamukha_flavor_0010_togrul_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# character:303211 = {
|
||||
# save_scope_as = togrul
|
||||
# }
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# character:303211.house ?= {
|
||||
# any_house_member = {
|
||||
# mpo_jamukha_flavor_0010_togrul_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# character:303211.house ?= {
|
||||
# ordered_house_member = {
|
||||
# order_by = current_military_strength
|
||||
# limit = {
|
||||
# mpo_jamukha_flavor_0010_togrul_trigger = yes
|
||||
# }
|
||||
# save_scope_as = togrul
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# else = {
|
||||
# capital_county.empire ?= {
|
||||
# ordered_de_jure_county_holder = {
|
||||
# order_by = current_military_strength
|
||||
# limit = {
|
||||
# highest_held_title_tier <= tier_duchy
|
||||
# mpo_jamukha_flavor_0010_togrul_trigger = yes
|
||||
# }
|
||||
# save_scope_as = togrul
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #I want to leave Temujin and take Togrul as an ally
|
||||
# option = {
|
||||
# name = mpo_jamukha_flavor.0010.a
|
||||
# show_as_tooltip = {
|
||||
# mpo_jamukha_flavor_0010_jamukha_leaving_effect = yes
|
||||
# }
|
||||
# scope:temujin = {
|
||||
# trigger_event = mpo_temujin_flavor.0010
|
||||
# add_opinion = {
|
||||
# target = root
|
||||
# modifier = betrayal_opinion
|
||||
# opinion = -40
|
||||
# }
|
||||
# }
|
||||
# ai_chance = {
|
||||
# base = 100
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #I want to stay with Temujin and be friends forever
|
||||
# option = {
|
||||
# name = mpo_jamukha_flavor.0010.b
|
||||
# add_character_modifier = {
|
||||
# modifier = jamukha_chose_loyalty_modifier
|
||||
# years = 5
|
||||
# }
|
||||
# scope:temujin = {
|
||||
# add_opinion = {
|
||||
# target = root
|
||||
# modifier = loyalty_opinion
|
||||
# opinion = 30
|
||||
# }
|
||||
# }
|
||||
# stress_impact = {
|
||||
# base = miniscule_stress_impact_gain
|
||||
# }
|
||||
# ai_chance = {
|
||||
# base = 0
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# on_trigger_fail = { # Jamukha becomes your rival anyways if you've migrated away
|
||||
# if = {
|
||||
# limit = {
|
||||
# is_independent_ruler = yes
|
||||
# NOT = { is_tributary_of = scope:temujin }
|
||||
# }
|
||||
# hidden_effect = {
|
||||
# scope:temujin = {
|
||||
# trigger_event = {
|
||||
# days = { 360 420 }
|
||||
# id = mpo_temujin_flavor.0020
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
########################
|
||||
## Temujin becomes your rival -- now you must kill him
|
||||
########################
|
||||
#
|
||||
#mpo_jamukha_flavor.0020 = {
|
||||
# type = character_event
|
||||
# title = mpo_jamukha_flavor.0020.t
|
||||
# desc = mpo_jamukha_flavor.0020.desc
|
||||
# theme = nomads
|
||||
# override_background = {
|
||||
# reference = mpo_campfire_steppe
|
||||
# }
|
||||
# left_portrait = {
|
||||
# character = root
|
||||
# animation = threatening
|
||||
# camera = camera_event_very_left
|
||||
# }
|
||||
# right_portrait = {
|
||||
# character = scope:temujin
|
||||
# animation = aggressive_sword
|
||||
# outfit_tags = { nightgown }
|
||||
# camera = camera_event_very_right
|
||||
# }
|
||||
# window = scheme_conclusion_event_no_header
|
||||
#
|
||||
# immediate = {
|
||||
# play_music_cue = "mx_cue_murder"
|
||||
# custom_tooltip = jamukha_temujin_no_more_positive_tt
|
||||
# custom_tooltip = jamukha_temujin_rivals_tt
|
||||
# custom_tooltip = mpo_temujin_flavor.0020.cb.tt
|
||||
# if = {
|
||||
# limit = {
|
||||
# current_military_strength < scope:temujin.current_military_strength
|
||||
# }
|
||||
# domicile ?= {
|
||||
# change_herd = {
|
||||
# value = scope:temujin.domicile.herd
|
||||
# multiply = 1.5
|
||||
# }
|
||||
# }
|
||||
# add_prestige = major_prestige_gain # For MAA maintenance, mainly
|
||||
# custom_tooltip = jamukha_gain_from_defectors_tt
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# option = { # You who I once called brother
|
||||
# name = mpo_jamukha_flavor.0020.a
|
||||
# reason = blood_brother
|
||||
# add_internal_flag = special
|
||||
# trigger = { has_character_flag = was_temujins_bro }
|
||||
# custom_tooltip = {
|
||||
# text = mpo_jamukha_flavor.0020.a_war_win
|
||||
# set_variable = temujin_jamukha_war_var
|
||||
# }
|
||||
# add_character_modifier = {
|
||||
# modifier = temujin_jamukha_war_modifier
|
||||
# years = 5
|
||||
# }
|
||||
# stress_impact = {
|
||||
# base = medium_stress_impact_gain
|
||||
# }
|
||||
# ai_chance = {
|
||||
# base = 100
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# option = { # Murderrrrrrr
|
||||
# name = mpo_jamukha_flavor.0020.b
|
||||
# custom_tooltip = {
|
||||
# text = mpo_jamukha_flavor.0020.b_murder
|
||||
# set_variable = {
|
||||
# name = temujin_jamukha_murder_var
|
||||
# value = scope:temujin
|
||||
# }
|
||||
# }
|
||||
# stress_impact = {
|
||||
# deceitful = massive_stress_impact_loss
|
||||
# sadistic = massive_stress_impact_loss
|
||||
# }
|
||||
# ai_chance = {
|
||||
# base = 0
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# option = { # I'm going to crush your skull
|
||||
# name = mpo_jamukha_flavor.0020.c
|
||||
# trigger = {
|
||||
# NOT = { has_relation_blood_brother = scope:jamukha }
|
||||
# }
|
||||
# add_character_modifier = {
|
||||
# modifier = temujin_jamukha_war_smaller_modifier
|
||||
# years = 5
|
||||
# }
|
||||
# stress_impact = {
|
||||
# wrathful = massive_stress_impact_loss
|
||||
# vengeful = massive_stress_impact_loss
|
||||
# }
|
||||
# ai_chance = {
|
||||
# base = 100
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
|
|
@ -2931,7 +2931,7 @@ nomad_events.0140 = {
|
|||
location = root.location
|
||||
template = merchant_template
|
||||
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
|
||||
faith = faith:catholic
|
||||
faith = faith:roman_catholic
|
||||
culture = culture:italian
|
||||
save_scope_as = merchant
|
||||
}
|
||||
|
|
@ -4920,7 +4920,7 @@ scripted_trigger nomad_events_0250_valid_priest = {
|
|||
this = root.faith
|
||||
this = root.location.county.faith
|
||||
has_doctrine_parameter = unreformed
|
||||
this = faith:rabbinism
|
||||
# this = faith:congregationist
|
||||
}
|
||||
}
|
||||
trigger_if = {
|
||||
|
|
@ -5196,7 +5196,7 @@ nomad_events.0250 = {
|
|||
}
|
||||
1 = { # Fallback, rare
|
||||
trigger = {
|
||||
NOT = { faith = faith:catholic }
|
||||
NOT = { faith = faith:roman_catholic }
|
||||
}
|
||||
modifier = {
|
||||
any_character_situation = { this = situation:game_rule_extra_nomads_sami }
|
||||
|
|
@ -5206,7 +5206,7 @@ nomad_events.0250 = {
|
|||
location = root.location
|
||||
template = priest_character_template
|
||||
gender_female_chance = root_faith_clergy_gender_female_chance
|
||||
faith = faith:catholic
|
||||
faith = faith:roman_catholic
|
||||
culture = culture:italian
|
||||
save_scope_as = priest
|
||||
}
|
||||
|
|
@ -5483,7 +5483,7 @@ nomad_events.0260 = {
|
|||
weight = {
|
||||
base = 1
|
||||
modifier = { # Catholics already end up in the Steppe
|
||||
faith = faith:catholic
|
||||
faith = faith:roman_catholic
|
||||
add = -250
|
||||
}
|
||||
modifier = { # Hindus shouldn't end up in the Steppe
|
||||
|
|
@ -5592,7 +5592,7 @@ nomad_events.0260 = {
|
|||
factor = 0
|
||||
}
|
||||
modifier = {
|
||||
scope:priest.faith = faith:catholic
|
||||
scope:priest.faith = faith:roman_catholic
|
||||
any_character_situation = {
|
||||
OR = {
|
||||
this = situation:the_great_steppe
|
||||
|
|
|
|||
|
|
@ -1,61 +1,62 @@
|
|||
namespace = easteregg_event
|
||||
|
||||
##################################################
|
||||
# #Vanity Events
|
||||
# 0001 - 10002 Charna and Jakub duel
|
||||
##################################################
|
||||
|
||||
# Secret event to decide who should have the rock.
|
||||
easteregg_event.0001 = {
|
||||
hidden = yes
|
||||
scope = none
|
||||
|
||||
trigger = {
|
||||
game_start_date <= 1070.1.1
|
||||
exists = character:easteregg_jakub_potapczyk
|
||||
exists = character:easteregg_charna_frostwhisper
|
||||
}
|
||||
|
||||
immediate = {
|
||||
character:easteregg_jakub_potapczyk = {
|
||||
configure_start_single_combat_effect = {
|
||||
SC_INITIATOR = character:easteregg_jakub_potapczyk
|
||||
SC_ATTACKER = character:easteregg_jakub_potapczyk
|
||||
SC_DEFENDER = character:easteregg_charna_frostwhisper
|
||||
FATALITY = no
|
||||
FIXED = no
|
||||
LOCALE = terrain_scope
|
||||
INVALIDATION_EVENT = single_combat.1006
|
||||
OUTPUT_EVENT = easteregg_event.0002
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
easteregg_event.0002 = {
|
||||
hidden = yes
|
||||
|
||||
immediate = {
|
||||
# If Jakub wins, he takes back his beloved rock. Charna will not forget that.
|
||||
if = {
|
||||
limit = { scope:sc_victor = character:easteregg_jakub_potapczyk }
|
||||
scope:sc_victor = {
|
||||
add_character_modifier = prison_pet_stone_modifier
|
||||
set_relation_rival = {
|
||||
target = scope:sc_loser
|
||||
reason = rival_rock
|
||||
}
|
||||
}
|
||||
scope:sc_loser = {remove_character_modifier = prison_pet_stone_modifier}
|
||||
}
|
||||
# Otherwise, Charna won, and Jakub will never, ever forgive her.
|
||||
else = {
|
||||
scope:sc_victor = {
|
||||
set_relation_rival = {
|
||||
target = scope:sc_loser
|
||||
reason = rival_rock
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#namespace = easteregg_event
|
||||
#
|
||||
###################################################
|
||||
## #Vanity Events
|
||||
## 0001 - 10002 Charna and Jakub duel
|
||||
###################################################
|
||||
#
|
||||
## Secret event to decide who should have the rock.
|
||||
#easteregg_event.0001 = {
|
||||
# hidden = yes
|
||||
# scope = none
|
||||
#
|
||||
# trigger = {
|
||||
# game_start_date <= 1070.1.1
|
||||
# exists = character:easteregg_jakub_potapczyk
|
||||
# exists = character:easteregg_charna_frostwhisper
|
||||
# }
|
||||
#
|
||||
# immediate = {
|
||||
# character:easteregg_jakub_potapczyk = {
|
||||
# configure_start_single_combat_effect = {
|
||||
# SC_INITIATOR = character:easteregg_jakub_potapczyk
|
||||
# SC_ATTACKER = character:easteregg_jakub_potapczyk
|
||||
# SC_DEFENDER = character:easteregg_charna_frostwhisper
|
||||
# FATALITY = no
|
||||
# FIXED = no
|
||||
# LOCALE = terrain_scope
|
||||
# INVALIDATION_EVENT = single_combat.1006
|
||||
# OUTPUT_EVENT = easteregg_event.0002
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
#easteregg_event.0002 = {
|
||||
# hidden = yes
|
||||
#
|
||||
# immediate = {
|
||||
# # If Jakub wins, he takes back his beloved rock. Charna will not forget that.
|
||||
# if = {
|
||||
# limit = { scope:sc_victor = character:easteregg_jakub_potapczyk }
|
||||
# scope:sc_victor = {
|
||||
# add_character_modifier = prison_pet_stone_modifier
|
||||
# set_relation_rival = {
|
||||
# target = scope:sc_loser
|
||||
# reason = rival_rock
|
||||
# }
|
||||
# }
|
||||
# scope:sc_loser = {remove_character_modifier = prison_pet_stone_modifier}
|
||||
# }
|
||||
# # Otherwise, Charna won, and Jakub will never, ever forgive her.
|
||||
# else = {
|
||||
# scope:sc_victor = {
|
||||
# set_relation_rival = {
|
||||
# target = scope:sc_loser
|
||||
# reason = rival_rock
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
|
|
@ -3576,7 +3576,7 @@ learning_theology_special.1003 = {
|
|||
##################################################
|
||||
|
||||
scripted_trigger learning_theology_special_1101_rabbi_trigger = {
|
||||
faith = faith:rabbinism
|
||||
faith = faith:congregationist
|
||||
OR = {
|
||||
has_trait = education_learning_2
|
||||
has_trait = education_learning_3
|
||||
|
|
@ -3654,7 +3654,7 @@ learning_theology_special.1101 = {
|
|||
create_character = {
|
||||
location = root.capital_province
|
||||
template = scholar_character
|
||||
faith = faith:rabbinism
|
||||
faith = faith:congregationist
|
||||
culture = culture:french
|
||||
trait = scholar
|
||||
trait = diligent
|
||||
|
|
@ -3698,11 +3698,11 @@ learning_theology_special.1101 = {
|
|||
culture = root.culture
|
||||
gender_female_chance = {
|
||||
if = {
|
||||
limit = { faith:rabbinism = { has_doctrine_parameter = clergy_must_be_male } }
|
||||
limit = { faith:congregationist = { has_doctrine_parameter = clergy_must_be_male } }
|
||||
value = 0
|
||||
}
|
||||
else_if = {
|
||||
limit = { faith:rabbinism = { has_doctrine_parameter = clergy_must_be_female } }
|
||||
limit = { faith:congregationist = { has_doctrine_parameter = clergy_must_be_female } }
|
||||
value = 100
|
||||
}
|
||||
else = {
|
||||
|
|
|
|||
|
|
@ -127,7 +127,7 @@ warhorse.0002 = {
|
|||
name = warhorse.0002.c
|
||||
trigger = {
|
||||
OR = {
|
||||
faith.religion = religion:hellenism_religion
|
||||
faith.religion = religion:theomach_religion
|
||||
trigger_if = {
|
||||
limit = { is_landed = yes }
|
||||
capital_province = { geographical_region = world_europe_south }
|
||||
|
|
@ -248,7 +248,7 @@ warhorse.0002 = {
|
|||
option = {
|
||||
trigger = {
|
||||
OR = {
|
||||
faith.religion = religion:hellenism_religion
|
||||
faith.religion = religion:theomach_religion
|
||||
trigger_if = {
|
||||
limit = { is_landed = yes }
|
||||
capital_province = { geographical_region = world_europe_south }
|
||||
|
|
|
|||
|
|
@ -196,7 +196,7 @@ mpo_misc.0001 = {
|
|||
geographical_region = heritage_area_pontic_steppe
|
||||
}
|
||||
}
|
||||
leave_behind_heritage_culture_effect = { CULTURE = culture:cuman }
|
||||
leave_behind_heritage_culture_effect = { CULTURE = culture:NEOW_cossack }
|
||||
}
|
||||
# Balkans: Turkic Heritage (Pecheneg)
|
||||
else_if = {
|
||||
|
|
@ -223,7 +223,7 @@ mpo_misc.0001 = {
|
|||
geographical_region = ghw_region_poland
|
||||
}
|
||||
}
|
||||
leave_behind_heritage_culture_effect = { CULTURE = culture:cuman }
|
||||
leave_behind_heritage_culture_effect = { CULTURE = culture:NEOW_cossack }
|
||||
}
|
||||
# Southern Russia: Turkic Heritage (Cuman)
|
||||
else_if = {
|
||||
|
|
@ -232,7 +232,7 @@ mpo_misc.0001 = {
|
|||
geographical_region = ghw_region_southern_russia
|
||||
}
|
||||
}
|
||||
leave_behind_heritage_culture_effect = { CULTURE = culture:cuman }
|
||||
leave_behind_heritage_culture_effect = { CULTURE = culture:NEOW_cossack }
|
||||
}
|
||||
# Northern Russia: Turkic Heritage (Bolghar)
|
||||
else_if = {
|
||||
|
|
|
|||
|
|
@ -2310,7 +2310,7 @@ debug.411 = { # For usage debugging achievements. Should be a generic command ra
|
|||
debug_log = "Iberia Converted to Mozarab!"
|
||||
every_county_in_region = {
|
||||
region = world_europe_west_iberia
|
||||
set_county_faith = faith:mozarabic_church
|
||||
# set_county_faith = faith:mozarabic_church
|
||||
}
|
||||
|
||||
debug_log = "Woosh! Caucasian Iberia is now yours!"
|
||||
|
|
@ -2804,7 +2804,7 @@ debug.511 = { # Set secret faith for Character
|
|||
}
|
||||
|
||||
root = {
|
||||
set_character_secret_faith = faith:rabbinism
|
||||
set_character_secret_faith = faith:congregationist
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue