This commit is contained in:
Heidesommer 2026-05-26 08:04:35 -04:00
parent 72b0ebb938
commit 29b8e19ef6
58 changed files with 24636 additions and 24387 deletions

View file

@ -2047,7 +2047,7 @@
# location = root.capital_province
# gender_female_chance = root_faith_dominant_gender_female_chance
# culture = root.culture
# faith = faith:rabbinism
# faith = faith:congregationist
# random_traits = yes
# trait = education_learning_2
# learning = { 6 12 }
@ -2260,7 +2260,7 @@
# location = root.capital_province
# gender_female_chance = root_faith_dominant_gender_female_chance
# culture = root.culture
# faith = faith:rabbinism
# faith = faith:congregationist
# random_traits = yes
# trait = scholar
# trait = lifestyle_physician
@ -2543,7 +2543,7 @@
# location = root.capital_province
# gender_female_chance = root_faith_dominant_gender_female_chance
# culture = root.culture
# faith = faith:rabbinism
# faith = faith:congregationist
# random_traits = yes
# trait = scholar
# trait = diplomatic_court_1

View file

@ -1692,42 +1692,43 @@ major_decisions.3500 = {
name = major_decisions.3500.a
}
}
###################
# Cossack Kingdom #
###################
#Create Cossack Kingdom
major_decisions.3600 = {
type = character_event
title = major_decisions.3600.t
desc = major_decisions.3600.desc
theme = crown
override_background = council_chamber
window = big_event_window
override_effect_2d = { reference = legend_glow }
left_portrait = {
character = root
animation = sword_coup_degrace
camera = camera_torso_scheme_right_look_right
}
immediate = {
create_cossack_scripted_effect = yes
}
option = {
name = major_decisions.3600.a
convert_family_culture_and_notify_vassals_effect = {
OLD_CULTURE = scope:founder_culture
NEW_CULTURE = scope:new_culture
CONVERTER = root
}
}
option = {
name = major_decisions.3600.b
}
}
#
####################
## Cossack Kingdom #
####################
#
##Create Cossack Kingdom
#major_decisions.3600 = {
# type = character_event
# title = major_decisions.3600.t
# desc = major_decisions.3600.desc
# theme = crown
# override_background = council_chamber
#
# window = big_event_window
#
# override_effect_2d = { reference = legend_glow }
#
# left_portrait = {
# character = root
# animation = sword_coup_degrace
# camera = camera_torso_scheme_right_look_right
# }
#
# immediate = {
# create_cossack_scripted_effect = yes
# }
#
# option = {
# name = major_decisions.3600.a
# convert_family_culture_and_notify_vassals_effect = {
# OLD_CULTURE = scope:founder_culture
# NEW_CULTURE = scope:new_culture
# CONVERTER = root
# }
# }
# option = {
# name = major_decisions.3600.b
# }
#}
#

View file

@ -1423,10 +1423,10 @@ mpo_greatest_of_khans.0003 = {
}
}
}
modifier = {
factor = 100
this = character:125501
}
# modifier = {
# factor = 100
# this = character:125501
# }
}
}
option = {

View file

@ -53,7 +53,7 @@
# # Doing it as Hellenics
# triggered_desc = {
# trigger = {
# faith.religion = faith:hellenic_pagan.religion
# faith.religion = faith:megalocratic.religion
# }
# desc = roman_restoration.0001.desc.hellenics
# }
@ -96,7 +96,7 @@
# # Christians freaking out.
# triggered_desc = {
# trigger = {
# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
# faith.religion = faith:roman_catholic.religion
# }
# desc = roman_restoration.0002.desc.hellenics
@ -125,7 +125,7 @@
# name = { # Regular
# trigger = {
# NAND = {
# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
# faith.religion = faith:roman_catholic.religion
# }
# NOT = {
@ -137,7 +137,7 @@
# name = { # Regular HRE
# trigger = {
# NAND = {
# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
# faith.religion = faith:roman_catholic.religion
# }
# has_title = title:e_hre
@ -146,7 +146,7 @@
# }
# name = { # Crazy Hellenics
# trigger = {
# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
# faith.religion = faith:roman_catholic.religion
# NOT = {
# has_title = title:e_hre
@ -156,7 +156,7 @@
# }
# name = { # Crazy Hellenics HRE
# trigger = {
# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
# faith.religion = faith:roman_catholic.religion
# has_title = title:e_hre
# }
@ -403,7 +403,7 @@
# is_roman_emperor_trigger = yes
# OR = {
# faith.religion = faith:roman_catholic.religion # Either Christian
# faith.religion = faith:hellenic_pagan.religion # Or Hellenic
# faith.religion = faith:megalocratic.religion # Or Hellenic
# }
#}
#
@ -1019,7 +1019,7 @@
# # Hellenic Roman Empire
# triggered_desc = {
# trigger = {
# faith.religion = faith:hellenic_pagan.religion
# faith.religion = faith:megalocratic.religion
# }
# desc = roman_restoration.0024.desc.hellenic
# }
@ -1028,7 +1028,7 @@
# trigger = {
# NOR = {
# faith.religion = faith:roman_catholic.religion
# faith.religion = faith:hellenic_pagan.religion
# faith.religion = faith:megalocratic.religion
# }
# }
# desc = roman_restoration.0024.desc.fallback
@ -2155,7 +2155,7 @@
# # Hellenic Reaction
# triggered_desc = {
# trigger = {
# root.faith.religion = faith:hellenic_pagan.religion
# root.faith.religion = faith:megalocratic.religion
# }
# desc = roman_restoration.0130.desc.hellenic
# }
@ -2164,7 +2164,7 @@
# trigger = {
# NOR = {
# root.faith.religion = faith:aqlani.religion
# root.faith.religion = faith:hellenic_pagan.religion
# root.faith.religion = faith:megalocratic.religion
# }
# }
# desc = roman_restoration.0130.desc.fallback
@ -2183,7 +2183,7 @@
# # Current Pope is crucified
# triggered_desc = {
# trigger = {
# root.faith.religion = faith:hellenic_pagan.religion
# root.faith.religion = faith:megalocratic.religion
# }
# desc = roman_restoration.0130.desc.pope.crucifixion
# }
@ -2205,7 +2205,7 @@
# trigger = {
# root.faith = {
# OR = {
# religion = faith:hellenic_pagan.religion
# religion = faith:megalocratic.religion
# has_doctrine_parameter = human_sacrifice_active
# }
# }
@ -2241,7 +2241,7 @@
# }
# name = {
# trigger = {
# faith.religion = faith:hellenic_pagan.religion
# faith.religion = faith:megalocratic.religion
# }
# text = roman_restoration.0130.a.b
# }
@ -2249,7 +2249,7 @@
# trigger = {
# NOR = {
# faith.religion = faith:aqlani.religion
# faith.religion = faith:hellenic_pagan.religion
# faith.religion = faith:megalocratic.religion
# }
# }
# text = roman_restoration.0130.a.c
@ -2304,7 +2304,7 @@
# trigger = {
# scope:scoped_destroyer.faith = {
# OR = {
# religion = faith:hellenic_pagan.religion
# religion = faith:megalocratic.religion
# has_doctrine_parameter = human_sacrifice_active
# }
# }
@ -2510,7 +2510,7 @@
# triggered_desc = {
# trigger = {
# NOT = {
# faith.religion = faith:hellenic_pagan.religion
# faith.religion = faith:megalocratic.religion
# }
# }
# desc = roman_restoration.0001.desc.christians
@ -2518,7 +2518,7 @@
# # Doing it as Hellenics
# triggered_desc = {
# trigger = {
# faith.religion = faith:hellenic_pagan.religion
# faith.religion = faith:megalocratic.religion
# }
# desc = roman_restoration.0001.desc.hellenics
# }
@ -2586,7 +2586,7 @@
# triggered_desc = {
# trigger = {
# NOT = {
# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
# faith.religion = faith:roman_catholic.religion
# }
# }
@ -2595,7 +2595,7 @@
# # Christians freaking out.
# triggered_desc = {
# trigger = {
# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
# faith.religion = faith:roman_catholic.religion
# }
# desc = roman_restoration.0002.desc.hellenics
@ -2613,7 +2613,7 @@
# name = roman_restoration.0002.a
# trigger = {
# NOT = {
# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
# faith.religion = faith:roman_catholic.religion
# }
# NOR = {
@ -2626,7 +2626,7 @@
# name = roman_restoration.0002.b
# trigger = {
# NOT = {
# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
# faith.religion = faith:roman_catholic.religion
# }
# OR = {
@ -2638,7 +2638,7 @@
# option = { # Crazy Hellenics
# name = roman_restoration.0002.c
# trigger = {
# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
# faith.religion = faith:roman_catholic.religion
# NOR = {
# has_title = title:e_byzantium
@ -2649,7 +2649,7 @@
# option = { # Crazy Hellenics vs Byzantium/HRE
# name = roman_restoration.0002.d
# trigger = {
# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
# scope:scoped_emperor = { faith.religion = faith:megalocratic.religion }
# faith.religion = faith:roman_catholic.religion
# OR = {
# has_title = title:e_byzantium

View file

@ -1,332 +1,333 @@
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
}
}
}
#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

View file

@ -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
# }
# }

View file

@ -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 }
# }
#}
#

View file

@ -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

View file

@ -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 }
# }
# }
# }

View file

@ -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

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@ -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 }
# }
# }
# }
# }
#}
#

View file

@ -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
# }
# }
#}
#

View file

@ -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

View file

@ -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
# }
# }
# }
# }
#}
#

View file

@ -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 = {

View file

@ -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 }

View file

@ -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 = {

View file

@ -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
}
}