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

@ -320,21 +320,21 @@ task_conversion = {
add = court_chaplain_conversion_contextual_bonuses
# Faster conversion for certain special doctrines
if = {
limit = {
scope:councillor_liege.faith = { has_doctrine_parameter = adoptionists_attractively_intuitive_theology }
exists = scope:county
OR = {
scope:county.faith.religion = religion:eastern_orthodox_religion
scope:county.faith.religion = religion:catholic_religion
scope:county.faith.religion = religion:protestant_religion
}
}
add = {
value = fp2_lyonese_monk_conversion_bonus_actual_value
desc = fp2_lyonese_monk_faith_conversion_task_desc
}
}
# if = {
# limit = {
# scope:councillor_liege.faith = { has_doctrine_parameter = adoptionists_attractively_intuitive_theology }
# exists = scope:county
# OR = {
# scope:county.faith.religion = religion:eastern_orthodox_religion
# scope:county.faith.religion = religion:catholic_religion
# scope:county.faith.religion = religion:protestant_religion
# }
# }
# add = {
# value = fp2_lyonese_monk_conversion_bonus_actual_value
# desc = fp2_lyonese_monk_faith_conversion_task_desc
# }
# }
if = { # Development reduces the speed. Should be the last non-multiply modifier applied to avoid negative values
limit = {
@ -542,96 +542,96 @@ task_conversion = {
}
}
# Faster conversion for FP2 Hostility ending, if county is in Iberia and faith was involved
if = {
limit = {
exists = scope:councillor.liege.house
scope:councillor.liege.house = {
OR = {
has_house_modifier = fp2_struggle_hostility_house_faith_modifier
has_house_modifier = fp2_struggle_hostility_house_combined_modifier
}
}
any_in_global_list = {
variable = fp2_struggle_ending_faith_list
this = scope:county.faith
}
scope:county.title_province = { geographical_region = world_europe_west_iberia }
}
multiply = {
value = fp2_struggle_hostility_conversion_value
desc = fp2_struggle_hostility_faith_conversion_task_desc
}
}
# Faster conversion of infidels for FP2 Council Toledo Conversion
if = {
limit = {
scope:councillor.liege = { has_character_modifier = fp2_council_conversion_modifier }
scope:county.religion != scope:councillor.liege.religion
}
multiply = {
value = council_toledo_conversion_modifier_value
desc = council_toledo_conversion_task_desc
}
}
# Faster conversion of heretics for FP2 Council Toledo Heresies
if = {
limit = {
scope:councillor.liege = { has_character_modifier = fp2_council_conversion_modifier }
scope:county.faith = {
religion = scope:councillor.liege.religion
NOT = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
}
NOT = { exists = religious_head }
}
}
multiply = {
value = council_toledo_conversion_modifier_value
desc = council_toledo_heresies_task_desc
}
}
# Faster conversion of Persian counties with the FP3 Promote Persian Scripture decision
if = {
limit = {
scope:councillor.liege = {
has_character_modifier = fp3_promoted_persian_scripture_modifier
is_ai = no #this is so that we don't get AI converting and homogenizing Persia too quickly
}
scope:county.culture = { has_cultural_pillar = heritage_iranian }
}
multiply = {
value = promote_persian_scripture_conversion_modifier_value
desc = fp3_promote_persian_scripture_task_desc
}
}
# FP3 faster conversion struggle ending rewards
if = {
limit = {
exists = global_var:fp3_struggle_ending_assertion_school
switch = {
trigger = global_var:fp3_struggle_ending_assertion_school
flag:sunni = {
scope:councillor.liege.faith = { has_doctrine = muhammad_succession_sunni_doctrine }
}
flag:shia = {
scope:councillor.liege.faith = { has_doctrine = muhammad_succession_shia_doctrine }
}
flag:muhakkima = {
scope:councillor.liege.faith = { has_doctrine = muhammad_succession_muhakkima_doctrine }
}
flag:zandaqa = {
scope:councillor.liege.faith = { has_doctrine = muhammad_succession_zandaqa_doctrine }
}
}
}
multiply = {
value = fp3_struggle_ending_conversion_modifier_value
desc = fp3_struggle_ending_conversion_modifier_desc
}
}
# # Faster conversion for FP2 Hostility ending, if county is in Iberia and faith was involved
# if = {
# limit = {
# exists = scope:councillor.liege.house
# scope:councillor.liege.house = {
# OR = {
# has_house_modifier = fp2_struggle_hostility_house_faith_modifier
# has_house_modifier = fp2_struggle_hostility_house_combined_modifier
# }
# }
# any_in_global_list = {
# variable = fp2_struggle_ending_faith_list
# this = scope:county.faith
# }
# scope:county.title_province = { geographical_region = world_europe_west_iberia }
# }
# multiply = {
# value = fp2_struggle_hostility_conversion_value
# desc = fp2_struggle_hostility_faith_conversion_task_desc
# }
# }
# # Faster conversion of infidels for FP2 Council Toledo Conversion
# if = {
# limit = {
# scope:councillor.liege = { has_character_modifier = fp2_council_conversion_modifier }
# scope:county.religion != scope:councillor.liege.religion
# }
# multiply = {
# value = council_toledo_conversion_modifier_value
# desc = council_toledo_conversion_task_desc
# }
# }
# # Faster conversion of heretics for FP2 Council Toledo Heresies
# if = {
# limit = {
# scope:councillor.liege = { has_character_modifier = fp2_council_conversion_modifier }
# scope:county.faith = {
# religion = scope:councillor.liege.religion
# NOT = {
# portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
# }
# NOT = { exists = religious_head }
# }
# }
# multiply = {
# value = council_toledo_conversion_modifier_value
# desc = council_toledo_heresies_task_desc
# }
# }
#
# # Faster conversion of Persian counties with the FP3 Promote Persian Scripture decision
# if = {
# limit = {
# scope:councillor.liege = {
# has_character_modifier = fp3_promoted_persian_scripture_modifier
# is_ai = no #this is so that we don't get AI converting and homogenizing Persia too quickly
# }
# scope:county.culture = { has_cultural_pillar = heritage_iranian }
# }
# multiply = {
# value = promote_persian_scripture_conversion_modifier_value
# desc = fp3_promote_persian_scripture_task_desc
# }
# }
#
# # FP3 faster conversion struggle ending rewards
# if = {
# limit = {
# exists = global_var:fp3_struggle_ending_assertion_school
# switch = {
# trigger = global_var:fp3_struggle_ending_assertion_school
# flag:sunni = {
# scope:councillor.liege.faith = { has_doctrine = muhammad_succession_sunni_doctrine }
# }
# flag:shia = {
# scope:councillor.liege.faith = { has_doctrine = muhammad_succession_shia_doctrine }
# }
# flag:muhakkima = {
# scope:councillor.liege.faith = { has_doctrine = muhammad_succession_muhakkima_doctrine }
# }
# flag:zandaqa = {
# scope:councillor.liege.faith = { has_doctrine = muhammad_succession_zandaqa_doctrine }
# }
# }
# }
# multiply = {
# value = fp3_struggle_ending_conversion_modifier_value
# desc = fp3_struggle_ending_conversion_modifier_desc
# }
# }
# Court events
if = { #court.6010
limit = {

View file

@ -0,0 +1,239 @@
name_list_NEOW_rhinelander = {
cadet_dynasty_names = {
"dynn_Schmitz"
"dynn_Becker"
"dynn_Schneider"
"dynn_Schmidt"
"dynn_Klein"
"dynn_Meyer"
"dynn_Weber"
"dynn_Schulte"
"dynn_Fischer"
"dynn_Peters"
"dynn_Eiermann"
"dynn_Ohlinger"
"dynn_Franck"
"dynn_Wander"
"dynn_Endesfelder"
"dynn_Riehm"
"dynn_Scharping"
"dynn_Saftig"
"dynn_Klasen"
"dynn_Bengsch"
"dynn_Grillmeier"
{ "dynnp_von" "dynn_Preysing" }
"dynn_Hergenr_o_uml_ther"
"dynn_Schade"
"dynn_P_u_uml_tz"
"dynn_Dockweiler"
"dynn_Kohler"
{ "dynnp_von" "dynn_Kleve" }
"dynn_Gross"
"dynn_Rupp"
"dynn_Wagner"
"dynn_Sch_a_uml_fer"
"dynn_Schwarz"
"dynn_Scherer"
"dynn_Braun"
"dynn_Backes"
"dynn_Kr_a_uml_mer"
"dynn_Koch"
"dynn_Herrmann"
"dynn_Ziegler"
"dynn_Recktenwald"
"dynn_Hofmann"
"dynn_Kaiser"
"dynn_Schulz"
"dynn_Fuchs"
"dynn_Baumann"
"dynn_Haas"
"dynn_Jahn"
"dynn_Bonzel"
}
dynasty_names = {
"dynn_Schmitz"
"dynn_Becker"
"dynn_Schneider"
"dynn_Schmidt"
"dynn_Klein"
"dynn_Meyer"
"dynn_Weber"
"dynn_Schulte"
"dynn_Fischer"
"dynn_Peters"
"dynn_Eiermann"
"dynn_Ohlinger"
"dynn_Franck"
"dynn_Wander"
"dynn_Endesfelder"
"dynn_Riehm"
"dynn_Scharping"
"dynn_Saftig"
"dynn_Klasen"
"dynn_Bengsch"
"dynn_Grillmeier"
{ "dynnp_von" "dynn_Preysing" }
"dynn_Hergenr_o_uml_ther"
"dynn_Schade"
"dynn_P_u_uml_tz"
"dynn_Dockweiler"
"dynn_Kohler"
{ "dynnp_von" "dynn_Kleve" }
"dynn_Gross"
"dynn_Rupp"
"dynn_Wagner"
"dynn_Sch_a_uml_fer"
"dynn_Schwarz"
"dynn_Scherer"
"dynn_Braun"
"dynn_Backes"
"dynn_Kr_a_uml_mer"
"dynn_Koch"
"dynn_Herrmann"
"dynn_Ziegler"
"dynn_Recktenwald"
"dynn_Hofmann"
"dynn_Kaiser"
"dynn_Schulz"
"dynn_Fuchs"
"dynn_Baumann"
"dynn_Haas"
"dynn_Jahn"
"dynn_Bonzel"
}
male_names = {
3 = {
Andreas Anselmo Albrecht Artur
Bernd-Dieter Bruno Benno Bodo
Carl
Detlef Dieter Dietrich
El_i_act_as Emil Erwin Erhard Eduard
Franziskus Friedrich Fritz Ferdinand
G_u_uml_nter Georg-Ludwig Gottschalk Gerhard G_o_uml_tz
Hans-Werner Helmut Hans-Heinrich Holger Hartmut Hans-G_u_nter Hans-J_o_uml_rg
Karl-Heinz Klaus-Dieter
Matthias Marcus
Norbert Nikolaus
Tobias Theodor Timo
Otmar Oskar
Ulrich Uwe
R_u_uml_diger Raimund Raphael
Lutz Lutwin Leonhard Lukas
Jochen
Willibald Wolfram
}
2 = {
Amand Achim Armin Anton
Bertolt Burkhard
Christfried
Darrell
Eugen Erich Edwin Eberhard
Franz-Josef Franz-Rudolf
Gottfried Gisbert Guntram
Herbert Hans-Josef Hans-Otto Heinz Hermann Hans-Peter Hugo
Karl-Hans Karl-Ludwig Kurt-Julius Konrad-Graf
Marcel
Siegmund
}
1 = {
Adalbert Alois Alfons Arnold
Benedikt Bernard
Dominic
Engelbert
Gotthilf Gottlieb
Hans-Georg Herward Hans-J_u_uml_rgen Hans-Joachim Hans-Walter Heiko
Klaus Kurt
Rudolf Reinhold
Lowell Lorenz Lothar Leo
Johann-Baptist J_u_uml_rgen Julius
Paulus
Rainer Roman
Sebastian Siegbert
Valentin
Wilfried Wendelin
}
}
female_names = {
3 = {
Adele Anneliese Anette Anne
B_a_uml_rbel Beate Bianca
Charlotte Christa Christiane Corinna
Daniela
Elena Eleonore Elfriede Elke Eva Eveline
Frieda Friedel Friederike
Gabriela Gisela Gretel
Heidemarie Heiderose Hilde Hildegard
Ilse Irina Irma Irmgard
Janine Johanna Josefa Jutta
Katharina Klaudia Kristina
Liane Liselotte Lydia
Magdalena Margit Marie-Luise Marie-Theresa Marlene Mathilde
Patricia
Regina Rita Rose-Marie
Sandra Sieglinde Silke Stefanie
Thea Theresa Tina
Vanessa Vera Veronika
Waltraud Wilma
}
2 = {
Anita Anja Alexandra Annegret Antonia
Beatrix Bernadette Brunhilde
Carmen Caroline Christina Cornelia
Dagmar Diana Dorothea
Edeltraut Edith Ella Ellen Erika Evelin
Frida
Gabi Gabriele Gerda Gertraud
Hannelore Heide Helene Henriette
Ina Irene Iris
Jeanette Josefine Juliane
K_a_uml_the Karoline Kornelia
Liesel Laura Lisa Lina Lotte
Margrit Marie-Magdalena Marita Marliese Mechthild Michaela
Natalie
Ottilie
Pauline Pia
Ramona Renate Ruth
Sibylle Silvia Sofie Sonja
Ulrike Ursula
Verena Viktoria
Wiebke
Zita
}
1 = {
Angelika Annemarie Anne-Rose
Babette Britta
Carina Carol-Ann Constanze
Doris
Edelgard Edeltraud Else Erna Eva-Maria Evelyn
Hanna Heidrun Herta Hilda
Ilka Ilona Isolde
Jessica Judith
Karola Katja
Lieselotte Linda Lucia Luise
Magda Manuela Margareta Margarethe Marie Marta Martina
Nadine Nicole
Rosi Rosina
Tanja
Ulla Uschi Ute
Yvonne
}
}
dynasty_of_location_prefix = "dynnp_von"
# Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.
pat_grf_name_chance = 60
mat_grf_name_chance = 10
father_name_chance = 10
# Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100.
pat_grm_name_chance = 10
mat_grm_name_chance = 60
mother_name_chance = 10
mercenary_names = {
}
}

View file

@ -979,57 +979,57 @@ GetActualBishopTitle = {
text = {
trigger = {
highest_held_title_tier >= tier_kingdom
faith.religion = faith:hellenic_pagan.religion
faith.religion = faith:megalocratic.religion
NOT = { # Required formatting to include male/female check as well as vacancy
cp:councillor_court_chaplain ?= {
is_female = yes
}
}
}
localization_key = councillor_court_chaplain_hellenism_religion_kingdom
localization_key = councillor_court_chaplain_theomach_religion_kingdom
}
text = {
trigger = {
highest_held_title_tier >= tier_kingdom
faith.religion = faith:hellenic_pagan.religion
faith.religion = faith:megalocratic.religion
NOT = { # Required formatting to include male/female check as well as vacancy
cp:councillor_court_chaplain ?= {
is_female = no
}
}
}
localization_key = councillor_court_chaplain_hellenism_religion_kingdom_female
localization_key = councillor_court_chaplain_theomach_religion_kingdom_female
}
text = {
trigger = {
highest_held_title_tier >= tier_duchy
faith.religion = faith:hellenic_pagan.religion
faith.religion = faith:megalocratic.religion
}
localization_key = councillor_court_chaplain_hellenism_religion_duchy
localization_key = councillor_court_chaplain_theomach_religion_duchy
}
text = {
trigger = {
highest_held_title_tier < tier_duchy
faith.religion = faith:hellenic_pagan.religion
faith.religion = faith:megalocratic.religion
NOT = { # Required formatting to include male/female check as well as vacancy
cp:councillor_court_chaplain ?= {
is_female = yes
}
}
}
localization_key = councillor_court_chaplain_hellenism_religion_county
localization_key = councillor_court_chaplain_theomach_religion_county
}
text = {
trigger = {
highest_held_title_tier < tier_duchy
faith.religion = faith:hellenic_pagan.religion
faith.religion = faith:megalocratic.religion
NOT = { # Required formatting to include male/female check as well as vacancy
cp:councillor_court_chaplain ?= {
is_female = no
}
}
}
localization_key = councillor_court_chaplain_hellenism_religion_county_female
localization_key = councillor_court_chaplain_theomach_religion_county_female
}
#Norse

View file

@ -64,9 +64,9 @@
# }
# text = {
# trigger = {
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
# localization_key = hellenism_religion_adj_feminine_accusative
# localization_key = theomach_religion_adj_feminine_accusative
# }
# text = {
# trigger = {
@ -272,9 +272,9 @@
# }
# text = {
# trigger = {
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
# localization_key = hellenism_religion_adj_masculine_ins
# localization_key = theomach_religion_adj_masculine_ins
# }
# text = {
# trigger = {
@ -1283,7 +1283,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_high_god_name
@ -1745,7 +1745,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_health_god_name
@ -2149,7 +2149,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_creator_god_name_cel
@ -2552,7 +2552,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_fertility_god_name_cel
@ -2979,7 +2979,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_wealth_god_name_cel
@ -3410,7 +3410,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_household_god_name_cel
@ -3758,7 +3758,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_fate_god_name_cel
@ -4168,7 +4168,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_knowledge_god_name_cel
@ -4606,7 +4606,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_war_god_name_cel
@ -4982,7 +4982,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_trickster_god_name_cel
@ -5372,7 +5372,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_night_god_name_cel
@ -5758,7 +5758,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_water_god_name_cel
@ -6127,7 +6127,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_witchgod_name_cel
@ -6432,7 +6432,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_death_deity_name_narz
@ -6813,7 +6813,7 @@
# religion_tag = bon_religion
# religion_tag = finno_ugric_religion
# religion_tag = germanic_religion
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# religion_tag = hinduism_religion
# religion_tag = jainism_religion
# religion_tag = kushitism_religion
@ -7197,7 +7197,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_religious_text_adj
@ -7475,7 +7475,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_religious_symbol_adj
@ -7833,7 +7833,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_death_deity_name
@ -8178,7 +8178,7 @@
# text = {
# trigger = {
#
# religion_tag = hellenism_religion
# religion_tag = theomach_religion
# }
#
# localization_key = hellenism_death_deity_name

View file

@ -205,7 +205,7 @@ DeathMessageIntro = {
text = {
localization_key = SUCCESSION_EVENT_WINDOW_DEAD_INTRO_HELLENIC_1
trigger = {
faith.religion = faith:hellenic_pagan.religion
faith.religion = faith:megalocratic.religion
}
}
text = {

View file

@ -279,12 +279,12 @@ apocalypse_name = {
type = character
random_valid = yes
text = {
trigger = {
faith.religion = religion:folkgerman_religion
}
localization_key = ragnarok
}
# text = {
# trigger = {
# faith.religion = religion:folkgerman_religion
# }
# localization_key = ragnarok
# }
text = {
trigger = {
@ -347,11 +347,11 @@ apocalypse_name = {
localization_key = doomsday
}
text = {
trigger = {
exists = character:easteregg_veronica_pazos
this = character:easteregg_veronica_pazos
}
localization_key = third_impact
}
# text = {
# trigger = {
# exists = character:easteregg_veronica_pazos
# this = character:easteregg_veronica_pazos
# }
# localization_key = third_impact
# }
}

View file

@ -310,104 +310,105 @@ summon_fair_courtiers_decision = {
}
}
}
###########################################
##Create Cossack kingdom Decision##
## By: Björn S
###########################################
## The Choice of creating a new culture and kingdom
create_cossack_kingdom_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds"
}
desc = create_cossack_kingdom_decision_desc
selection_tooltip = create_cossack_kingdom_decision_tooltip
decision_group_type = adventurer
## Player is a landless adventurer or have the veteran adventurer trait + a culture suitable for the area.
## Player also have to have the right cultural heritage.
is_shown = {
is_playable_character = yes
OR = {
is_landless_adventurer = yes
has_trait = adventurer
}
culture = {
OR = {
has_cultural_pillar = heritage_turkic
has_cultural_pillar = heritage_east_slavic
has_cultural_pillar = heritage_west_slavic
has_cultural_pillar = heritage_south_slavic
has_cultural_pillar = heritage_tungusic
}
}
## Not repeatable
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_create_cossack_kingdom
}
}
}
is_valid = {
prestige_level >= high_prestige_level
has_trait = adventurer
has_government = nomad_government
is_independent_ruler = yes
AND = {
completely_controls = title:d_tana
completely_controls = title:d_don_valley
OR = {
completely_controls = title:d_itil
completely_controls = title:d_red_levedia
completely_controls = title:d_levedia
}
}
}
cost = {
prestige = 1000
gold = 300
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
}
effect = {
show_as_tooltip = {
create_cossack_scripted_effect = yes
}
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_create_cossack_kingdom
}
}
trigger_event = major_decisions.3600
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 0
empire = 0
hegemony = 0
}
}
############################################
# ##Create Cossack kingdom Decision##
# ## By: Björn S
############################################
#
### The Choice of creating a new culture and kingdom
#create_cossack_kingdom_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds"
# }
# desc = create_cossack_kingdom_decision_desc
# selection_tooltip = create_cossack_kingdom_decision_tooltip
# decision_group_type = adventurer
#
#
### Player is a landless adventurer or have the veteran adventurer trait + a culture suitable for the area.
### Player also have to have the right cultural heritage.
# is_shown = {
# is_playable_character = yes
# OR = {
# is_landless_adventurer = yes
# has_trait = adventurer
# }
# culture = {
# OR = {
# has_cultural_pillar = heritage_turkic
# has_cultural_pillar = heritage_east_slavic
# has_cultural_pillar = heritage_west_slavic
# has_cultural_pillar = heritage_south_slavic
# has_cultural_pillar = heritage_tungusic
# }
# }
### Not repeatable
# NOT = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_create_cossack_kingdom
# }
# }
#
# }
#
# is_valid = {
# prestige_level >= high_prestige_level
# has_trait = adventurer
# has_government = nomad_government
# is_independent_ruler = yes
# AND = {
# completely_controls = title:d_tana
# completely_controls = title:d_don_valley
# OR = {
# completely_controls = title:d_itil
# completely_controls = title:d_red_levedia
# completely_controls = title:d_levedia
# }
# }
# }
#
# cost = {
# prestige = 1000
# gold = 300
# }
#
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# }
#
#
# effect = {
# show_as_tooltip = {
# create_cossack_scripted_effect = yes
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_create_cossack_kingdom
# }
# }
# trigger_event = major_decisions.3600
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 120
# kingdom = 0
# empire = 0
# hegemony = 0
# }
#}
#

View file

@ -27,7 +27,7 @@
# capital_province = { geographical_region = world_middle_east }
# #Must have the correct religion, and support from the rest of Catholicism.
# religion = { exists = var:variable_ghw_unlocked } #The era of the Crusades must have started.
# faith = faith:catholic
# faith = faith:roman_catholic
# #Exempt Byzantine group: this is such a huge slap in the face to _anyone_ even vaguely in the Greek sphere.
# culture = {
# NOR = {
@ -301,7 +301,7 @@
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# faith.religion = faith:rabbinism.religion
# faith.religion = faith:congregationist.religion
# NOT = {
# exists = title:k_israel.holder
# }

View file

@ -950,7 +950,7 @@ barony_theocracy_germanic_religion = {
}
priority = 7
holding = church_holding
religions = { folkgerman_religion hellenism_religion taoism_religion zunism_religion }
religions = { folkgerman_religion theomach_religion taoism_religion zunism_religion }
}
count_theocracy_male_germanic_religion = {
type = character
@ -984,7 +984,7 @@ county_theocracy_germanic_religion = {
}
priority = 18
governments = { theocracy_government }
religions = { folkgerman_religion hellenism_religion taoism_religion zoroastrianism_religion zunism_religion }
religions = { folkgerman_religion theomach_religion taoism_religion zoroastrianism_religion zunism_religion }
}
king_theocracy_male_germanic_religion = {
type = character
@ -996,7 +996,7 @@ king_theocracy_male_germanic_religion = {
top_liege = no
}
governments = { theocracy_government }
religions = { folkgerman_religion hellenism_religion }
religions = { folkgerman_religion theomach_religion }
}
king_theocracy_female_germanic_religion = {
type = character
@ -1008,7 +1008,7 @@ king_theocracy_female_germanic_religion = {
top_liege = no
}
governments = { theocracy_government }
religions = { folkgerman_religion hellenism_religion }
religions = { folkgerman_religion theomach_religion }
}
emperor_theocracy_male_germanic_religion = {
type = character
@ -1020,7 +1020,7 @@ emperor_theocracy_male_germanic_religion = {
top_liege = no
}
governments = { theocracy_government }
religions = { folkgerman_religion hellenism_religion }
religions = { folkgerman_religion theomach_religion }
}
emperor_theocracy_female_germanic_religion = {
type = character
@ -1032,11 +1032,11 @@ emperor_theocracy_female_germanic_religion = {
top_liege = no
}
governments = { theocracy_government }
religions = { folkgerman_religion hellenism_religion }
religions = { folkgerman_religion theomach_religion }
}
# Hellenism
baron_theocracy_male_hellenism_religion = {
baron_theocracy_male_theomach_religion = {
type = character
gender = male
special = holder
@ -1046,9 +1046,9 @@ baron_theocracy_male_hellenism_religion = {
top_liege = no
}
governments = { theocracy_government }
religions = { hellenism_religion }
religions = { theomach_religion }
}
baron_theocracy_female_hellenism_religion = {
baron_theocracy_female_theomach_religion = {
type = character
gender = female
special = holder
@ -1058,9 +1058,9 @@ baron_theocracy_female_hellenism_religion = {
top_liege = no
}
governments = { theocracy_government }
religions = { hellenism_religion }
religions = { theomach_religion }
}
count_theocracy_male_hellenism_religion = {
count_theocracy_male_theomach_religion = {
type = character
gender = male
special = holder
@ -1070,9 +1070,9 @@ count_theocracy_male_hellenism_religion = {
top_liege = no
}
governments = { theocracy_government }
religions = { hellenism_religion }
religions = { theomach_religion }
}
count_theocracy_female_hellenism_religion = {
count_theocracy_female_theomach_religion = {
type = character
gender = female
special = holder
@ -1082,9 +1082,9 @@ count_theocracy_female_hellenism_religion = {
top_liege = no
}
governments = { theocracy_government }
religions = { hellenism_religion }
religions = { theomach_religion }
}
duke_theocracy_male_hellenism_religion = {
duke_theocracy_male_theomach_religion = {
type = character
gender = male
special = holder
@ -1094,9 +1094,9 @@ duke_theocracy_male_hellenism_religion = {
top_liege = no
}
governments = { theocracy_government }
religions = { hellenism_religion }
religions = { theomach_religion }
}
duke_theocracy_female_hellenism_religion = {
duke_theocracy_female_theomach_religion = {
type = character
gender = female
special = holder
@ -1106,9 +1106,9 @@ duke_theocracy_female_hellenism_religion = {
top_liege = no
}
governments = { theocracy_government }
religions = { hellenism_religion }
religions = { theomach_religion }
}
duchy_theocracy_hellenism_religion = {
duchy_theocracy_theomach_religion = {
type = title
tier = duchy
flavourization_rules = {
@ -1116,7 +1116,7 @@ duchy_theocracy_hellenism_religion = {
}
priority = 27
governments = { theocracy_government }
religions = { hellenism_religion }
religions = { theomach_religion }
}
# Hinduism
@ -2050,7 +2050,7 @@ kingdom_theocracy_paganism_religion = {
}
priority = 47
governments = { theocracy_government }
religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion folkgerman_religion hellenism_religion zunism_religion zoroastrianism_religion bon_religion taoism_religion buddhism_religion hinduism_religion jainism_religion judaism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion
religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion folkgerman_religion theomach_religion zunism_religion zoroastrianism_religion bon_religion taoism_religion buddhism_religion hinduism_religion jainism_religion judaism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion
}
emperor_theocracy_male_paganism_religion = {
type = character
@ -2084,7 +2084,7 @@ empire_theocracy_paganism_religion = {
}
priority = 102
governments = { theocracy_government }
religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion folkgerman_religion hellenism_religion taoism_religion zunism_religion zoroastrianism_religion judaism_religion }
religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion folkgerman_religion theomach_religion taoism_religion zunism_religion zoroastrianism_religion judaism_religion }
}
# Baltic

View file

@ -1046,7 +1046,7 @@ king_administrative_female_russian = { # Judex
tier = kingdom
priority = 106
heritages = { heritage_east_slavic }
governments = { name_list_NEOW_west_russian }
name_lists = { name_list_NEOW_west_russian }
}
empire_administrative_russian = { # Archonesa
@ -1076,7 +1076,7 @@ emperor_administrative_female_russian = { # Judex
tier = empire
priority = 106
heritages = { heritage_east_slavic }
governments = { name_list_NEOW_west_russian }
name_lists = { name_list_NEOW_west_russian }
}
## Feudal
barony_feudal_russian = { # judiacate
@ -1193,7 +1193,7 @@ king_feudal_female_russian = { # Judex
tier = kingdom
priority = 106
heritages = { heritage_east_slavic }
governments = { name_list_NEOW_west_russian }
name_lists = { name_list_NEOW_west_russian }
}
empire_feudal_russian = { # Archonesa
@ -1223,7 +1223,7 @@ emperor_feudal_female_russian = { # Judex
tier = empire
priority = 106
heritages = { heritage_east_slavic }
governments = { name_list_NEOW_west_russian }
name_lists = { name_list_NEOW_west_russian }
}
## Mecrenary
barony_mercenary_russian = { # judiacate
@ -1340,7 +1340,7 @@ king_mercenary_female_russian = { # Judex
tier = kingdom
priority = 106
heritages = { heritage_east_slavic }
governments = { name_list_NEOW_west_russian }
name_lists = { name_list_NEOW_west_russian }
}
empire_mercenary_russian = { # Archonesa
@ -1370,5 +1370,5 @@ emperor_mercenary_female_russian = { # Judex
tier = empire
priority = 106
heritages = { heritage_east_slavic }
governments = { name_list_NEOW_west_russian }
name_lists = { name_list_NEOW_west_russian }
}

View file

@ -786,7 +786,7 @@ e_baltic = {
k_esthonia = {
color = { 20 66 102 }
capital = c_reval
capital = c_harjumaa
can_create = {
trigger_if = {
@ -809,7 +809,7 @@ e_baltic = {
d_esthonia = {
color = { 7 53 76 }
capital = c_reval # Kalevan
capital = c_harjumaa # Kalevan
c_harjumaa = {
color = { 5 36 51 }
@ -955,7 +955,7 @@ e_baltic = {
}
d_narva = {
color = { 38 114 191 }
capital = c_narva
capital = c_ida_viru
cultural_names = {
name_list_NEOW_swedish = cn_narva

View file

@ -71,4 +71,14 @@ h_india= {
e_japan= {
capital = c_thessalonika
color = { 230 180 10 }
}
}
e_byzantium = {
capital = c_thessalonika
color = { 230 180 10 }
}
k_chrysanthemum_throne = {
capital = c_thessalonika
color = { 230 180 10 }
}

View file

@ -1378,172 +1378,172 @@ on_death = {
ep3_laamp_supporter_invalidated_effect = yes
# EP3 - Varangian Palace Pillaging
if = {
limit = {
primary_title = title:e_byzantium
OR = {
"number_maa_regiments_of_type(varangian_guards)" >= 1
number_title_maa_regiments_of_type = {
target = varangian_guards
value >= 1
}
any_court_position_holder = {
type = akolouthos_court_position
ep3_varangian_trigger = yes
}
}
}
save_scope_as = dead_emperor
if = {
limit = {
number_maa_soldiers_of_type = {
target = varangian_guards
value > 0
value <= 100
}
}
primary_heir = {
set_variable = {
name = varangian_regiments
value = 1
}
}
}
else_if = {
limit = {
number_maa_soldiers_of_type = {
target = varangian_guards
value > 100
value <= 200
}
}
primary_heir = {
set_variable = {
name = varangian_regiments
value = 2
}
}
}
else_if = {
limit = {
number_maa_soldiers_of_type = {
target = varangian_guards
value > 200
value <= 300
}
}
primary_heir = {
set_variable = {
name = varangian_regiments
value = 3
}
}
}
else_if = {
limit = {
number_maa_soldiers_of_type = {
target = varangian_guards
value > 300
value <= 400
}
}
primary_heir = {
set_variable = {
name = varangian_regiments
value = 4
}
}
}
else_if = {
limit = {
number_maa_soldiers_of_type = {
target = varangian_guards
value > 400
value <= 500
}
}
primary_heir = {
set_variable = {
name = varangian_regiments
value = 5
}
}
}
else_if = {
limit = {
number_maa_soldiers_of_type = {
target = varangian_guards
value > 500
value <= 600
}
}
primary_heir = {
set_variable = {
name = varangian_regiments
value = 6
}
}
}
else_if = {
limit = {
number_maa_soldiers_of_type = {
target = varangian_guards
value > 600
value <= 700
}
}
primary_heir = {
set_variable = {
name = varangian_regiments
value = 7
}
}
}
else_if = {
limit = {
number_maa_soldiers_of_type = {
target = varangian_guards
value > 700
value <= 800
}
}
primary_heir = {
set_variable = {
name = varangian_regiments
value = 8
}
}
}
else_if = {
limit = {
number_maa_soldiers_of_type = {
target = varangian_guards
value > 800
value <= 900
}
}
primary_heir = {
set_variable = {
name = varangian_regiments
value = 9
}
}
}
else = {
primary_heir = {
set_variable = {
name = varangian_regiments
value = 10
}
}
}
primary_heir = {
trigger_event = {
id = ep3_emperor_yearly.3000
days = { 10 20 }
}
}
}
# if = {
# limit = {
# primary_title = title:e_byzantium
# OR = {
# "number_maa_regiments_of_type(varangian_guards)" >= 1
# number_title_maa_regiments_of_type = {
# target = varangian_guards
# value >= 1
# }
# any_court_position_holder = {
# type = akolouthos_court_position
# ep3_varangian_trigger = yes
# }
# }
# }
# save_scope_as = dead_emperor
# if = {
# limit = {
# number_maa_soldiers_of_type = {
# target = varangian_guards
# value > 0
# value <= 100
# }
# }
# primary_heir = {
# set_variable = {
# name = varangian_regiments
# value = 1
# }
# }
# }
# else_if = {
# limit = {
# number_maa_soldiers_of_type = {
# target = varangian_guards
# value > 100
# value <= 200
# }
# }
# primary_heir = {
# set_variable = {
# name = varangian_regiments
# value = 2
# }
# }
# }
# else_if = {
# limit = {
# number_maa_soldiers_of_type = {
# target = varangian_guards
# value > 200
# value <= 300
# }
# }
# primary_heir = {
# set_variable = {
# name = varangian_regiments
# value = 3
# }
# }
# }
# else_if = {
# limit = {
# number_maa_soldiers_of_type = {
# target = varangian_guards
# value > 300
# value <= 400
# }
# }
# primary_heir = {
# set_variable = {
# name = varangian_regiments
# value = 4
# }
# }
# }
# else_if = {
# limit = {
# number_maa_soldiers_of_type = {
# target = varangian_guards
# value > 400
# value <= 500
# }
# }
# primary_heir = {
# set_variable = {
# name = varangian_regiments
# value = 5
# }
# }
# }
# else_if = {
# limit = {
# number_maa_soldiers_of_type = {
# target = varangian_guards
# value > 500
# value <= 600
# }
# }
# primary_heir = {
# set_variable = {
# name = varangian_regiments
# value = 6
# }
# }
# }
# else_if = {
# limit = {
# number_maa_soldiers_of_type = {
# target = varangian_guards
# value > 600
# value <= 700
# }
# }
# primary_heir = {
# set_variable = {
# name = varangian_regiments
# value = 7
# }
# }
# }
# else_if = {
# limit = {
# number_maa_soldiers_of_type = {
# target = varangian_guards
# value > 700
# value <= 800
# }
# }
# primary_heir = {
# set_variable = {
# name = varangian_regiments
# value = 8
# }
# }
# }
# else_if = {
# limit = {
# number_maa_soldiers_of_type = {
# target = varangian_guards
# value > 800
# value <= 900
# }
# }
# primary_heir = {
# set_variable = {
# name = varangian_regiments
# value = 9
# }
# }
# }
# else = {
# primary_heir = {
# set_variable = {
# name = varangian_regiments
# value = 10
# }
# }
# }
# primary_heir = {
# trigger_event = {
# id = ep3_emperor_yearly.3000
# days = { 10 20 }
# }
# }
# }
# EP3 - Grand Ambitions Story Cycle
if = {
@ -1714,26 +1714,26 @@ on_death = {
mpo_remove_blood_brother_modifiers_effect = yes
#Tracking whether Genghis is dead or not
if = {
limit = {
this = character:125501
}
set_global_variable = genghis_died
if = {
limit = {
NOT = {
any_held_title = {
this = title:e_mongol_empire
}
}
}
set_global_variable = {
name = temujin_failed
value = yes
years = 50
}
}
}
# if = {
# limit = {
# this = character:125501
# }
# set_global_variable = genghis_died
# if = {
# limit = {
# NOT = {
# any_held_title = {
# this = title:e_mongol_empire
# }
# }
# }
# set_global_variable = {
# name = temujin_failed
# value = yes
# years = 50
# }
# }
# }
#Greatest of khans stuff should pass to heir during initial war phase
if = {
limit = {

File diff suppressed because it is too large Load diff

View file

@ -3177,7 +3177,7 @@ on_title_gain_usurpation = {
}
if = {
limit = {
government = landless_minority_government
has_government = landless_minority_government
exists = liege
}
create_title_and_vassal_change = {
@ -3265,13 +3265,13 @@ on_title_gain_usurpation = {
# scope:new_holder = new holder.
on_title_lost = {
events = {
british_isles.1033 # Danelaw-England partition calc.
# british_isles.1033 # Danelaw-England partition calc.
}
effect = {
if = {
limit = {
government = landless_minority_government
has_government = landless_minority_government
exists = liege
}
create_title_and_vassal_change = {

View file

@ -363,7 +363,7 @@ yearly_global_pulse = {
# # Rabbi Gershom bans polygamy sometime in the 11th century
# current_date > "1000.01.01"
# # Make sure this hasn't happened already
# faith:rabbinism = {
# faith:congregationist = {
# has_doctrine = doctrine_polygamy
# NOT = {
# has_variable = rabbinicism_accepted_monogamy
@ -1210,7 +1210,7 @@ yearly_playable_pulse = {
}
if = {
limit = {
government = landless_minority_government
has_government = landless_minority_government
domicile ?= {
OR = {
has_domicile_building_or_higher = village_rice_field_05
@ -1226,7 +1226,7 @@ yearly_playable_pulse = {
}
else_if = {
limit = {
government = landless_minority_government
has_government = landless_minority_government
domicile ?= {
OR = {
has_domicile_building_or_higher = village_rice_field_03

View file

@ -9287,7 +9287,7 @@
#### k_esthonia #Estonia
### d_esthonia
## c_reval
## c_harjumaa
# b_reval
94 ={
winter_severity_bias = 0.65
@ -9300,7 +9300,7 @@
96 ={
winter_severity_bias = 0.65
}
## c_narva
## c_ida_viru
# b_narva
98 ={
winter_severity_bias = 0.65

View file

@ -4053,7 +4053,7 @@
piety_cost = faith_tenet_cost_mid
is_shown = {
religion_tag = hellenism_religion
religion_tag = theomach_religion
}
can_pick = {

View file

@ -1,4 +1,4 @@
theomach = {
theomach_religion = {
family = rf_antediluvianist
graphical_faith = pagan_gfx
doctrine = pagan_hostility_doctrine

View file

@ -1618,7 +1618,7 @@ great_holy_war_target_kingdom_weight = {
# Hellenic heartlands
else_if = {
limit = {
scope:the_faith.religion = religion:hellenism_religion
scope:the_faith.religion = religion:theomach_religion
title_capital_county.title_province = {
OR = {
geographical_region = ghw_region_mainland_greece
@ -1631,7 +1631,7 @@ great_holy_war_target_kingdom_weight = {
# Hellenic frontier
else_if = {
limit = {
scope:the_faith.religion = religion:hellenism_religion
scope:the_faith.religion = religion:theomach_religion
title_capital_county.title_province = {
OR = {
geographical_region = ghw_region_anatolia
@ -1645,7 +1645,7 @@ great_holy_war_target_kingdom_weight = {
# Hellenic fringe
else_if = {
limit = {
scope:the_faith.religion = religion:hellenism_religion
scope:the_faith.religion = religion:theomach_religion
title_capital_county.title_province = {
OR = {
geographical_region = ghw_region_holy_land
@ -2177,7 +2177,7 @@ great_holy_war_target_kingdom_weight = {
}
# Hellenic Paganism
else_if = {
limit = { scope:the_faith.religion = religion:hellenism_religion }
limit = { scope:the_faith.religion = religion:theomach_religion }
if = {
limit = {
title_capital_county = {
@ -2587,7 +2587,7 @@ great_holy_war_target_kingdom_weight = {
}
# Hellenic Paganism
else_if = {
limit = { scope:the_faith.religion = religion:hellenism_religion }
limit = { scope:the_faith.religion = religion:theomach_religion }
if = {
limit = {
title_capital_county = {
@ -2997,7 +2997,7 @@ great_holy_war_target_kingdom_weight = {
}
# Hellenic Paganism
else_if = {
limit = { scope:the_faith.religion = religion:hellenism_religion }
limit = { scope:the_faith.religion = religion:theomach_religion }
if = {
limit = {
title_capital_county = {

File diff suppressed because it is too large Load diff

View file

@ -1545,7 +1545,7 @@ get_appropriate_ancient_people = {
root.culture = {
culture_overlaps_geographical_region = custom_roman_full_borders
}
religion = religion:hellenism_religion
religion = religion:theomach_religion
religion = {
AND = {
is_in_family = rf_abrahamic
@ -1579,7 +1579,7 @@ get_appropriate_exotic_location = {
trigger = {
OR = {
religion = { is_in_family = rf_abrahamic }
religion = religion:hellenism_religion
religion = religion:theomach_religion
culture = { has_cultural_pillar = heritage_byzantine }
culture = { has_cultural_pillar = heritage_ancient_greek }
culture = { has_cultural_pillar = heritage_latin }
@ -1594,7 +1594,7 @@ get_appropriate_exotic_location = {
trigger = {
OR = {
religion = { is_in_family = rf_abrahamic }
religion = religion:hellenism_religion
religion = religion:theomach_religion
culture = { has_cultural_pillar = heritage_byzantine }
culture = { has_cultural_pillar = heritage_ancient_greek }
culture = { has_cultural_pillar = heritage_latin }
@ -1870,7 +1870,7 @@ generate_religion_descent_effect = {
}
else_if = {
limit = {
$RELIGION$ = religion:hellenism_religion
$RELIGION$ = religion:theomach_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = hellenism

View file

@ -925,7 +925,7 @@ roman_restoration_is_valid_roman_empire_trigger = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
religion = religion:hellenism_religion #Or Hellenic
religion = religion:theomach_religion #Or Hellenic
}
NOT = { has_ep3_dlc_trigger = yes }
}

View file

@ -869,9 +869,9 @@ religious_special_building_exclusion_trigger = { # checks if any special buildin
}
AND = { # Christian
NOR = {
barony.holder.religion:eastern_orthodox_religion
barony.holder.religion:catholic_religion
barony.holder.religion:protestant_religion
barony.holder.religion = religion:eastern_orthodox_religion
barony.holder.religion = religion:catholic_religion
barony.holder.religion = religion:protestant_religion
}
christian_special_building_trigger = yes
}

View file

@ -231,7 +231,7 @@ launch_hungarian_migration_misplaced_count_suitable_liege_trigger = {
# religion = {
# OR = {
# is_in_family = rf_abrahamic
# this = religion:hellenism_religion
# this = religion:theomach_religion
# }
# }
# culture = {

View file

@ -57,18 +57,18 @@ eligible_for_fp2_dynasty_legacies_trigger = {
}
is_toledo_ownership_valid_trigger = {
title:c_toledo.holder = {
OR = {
this = root
liege = root
top_liege = root
}
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
}
}
}
#is_toledo_ownership_valid_trigger = {
# title:c_toledo.holder = {
# OR = {
# this = root
# liege = root
# top_liege = root
# }
# faith = {
# portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
# }
# }
#}
##################################################
# Cultural & Regional Triggers

View file

@ -36,52 +36,42 @@ is_roman_emperor_primary_title_excluding_byzantium_trigger = {
always = no
}
#valid_for_byz_emperor_content_trigger = {
# has_ep3_dlc_trigger = yes
# culture = {
# OR = {
# has_cultural_pillar = heritage_byzantine
# has_cultural_pillar = heritage_caucasian
# }
# }
# OR = {
# is_roman_emperor_primary_title_trigger = yes
# AND = {
# culture = {
# OR = {
# this = culture:greek
# any_parent_culture_or_above = { this = culture:greek }
# }
# }
# highest_held_title_tier >= tier_empire
# }
# }
#}
valid_for_byz_emperor_content_trigger = {
has_ep3_dlc_trigger = yes
culture = {
OR = {
has_cultural_pillar = heritage_greek
}
}
OR = {
is_roman_emperor_primary_title_trigger = yes
AND = {
culture = {
has_cultural_pillar = heritage_greek
}
highest_held_title_tier >= tier_empire
}
}
}
#valid_for_byz_governor_content_trigger = {
# has_ep3_dlc_trigger = yes
# is_governor = yes
# top_liege.culture = {
# OR = {
# has_cultural_pillar = heritage_byzantine
# has_cultural_pillar = heritage_caucasian
# }
# }
# top_liege = {
# OR = {
# is_roman_emperor_primary_title_trigger = yes
# AND = {
# culture = {
# OR = {
# this = culture:greek
# any_parent_culture_or_above = { this = culture:greek }
# }
# }
# highest_held_title_tier >= tier_empire
# }
# }
# }
#}
valid_for_byz_governor_content_trigger = {
has_ep3_dlc_trigger = yes
is_governor = yes
top_liege.culture = {
has_cultural_pillar = heritage_greek
}
top_liege = {
OR = {
is_roman_emperor_primary_title_trigger = yes
AND = {
culture = {
has_cultural_pillar = heritage_greek
}
highest_held_title_tier >= tier_empire
}
}
}
}
#
valid_for_byz_succession_trigger = {
is_eunuch_trigger = no

View file

@ -119,7 +119,7 @@ coronation_proper_artifact_crown_trigger = {
this = religion:catholic_religion
this = religion:protestant_religion
# this = religion:dualism_religion
# this = religion:hellenism_religion
# this = religion:theomach_religion
this = religion:judaism_religion
# this = religion:kushitism_religion
# this = religion:siberian_religion

View file

@ -9010,7 +9010,7 @@ faith_warrior = {
desc = trait_crusader_germanic
}
# triggered_desc = {
# trigger = { faith = { religion_tag = hellenism_religion } }
# trigger = { faith = { religion_tag = theomach_religion } }
# desc = trait_crusader_hellenism
# }
triggered_desc = {
@ -14095,13 +14095,13 @@ crusader_king = {
}
# triggered_desc = {
# trigger = {
# faith = { religion_tag = hellenism_religion }
# faith = { religion_tag = theomach_religion }
# is_female = yes
# }
# desc = trait_crusader_king_hellenism_female
# }
# triggered_desc = {
# trigger = { faith = { religion_tag = hellenism_religion } }
# trigger = { faith = { religion_tag = theomach_religion } }
# desc = trait_crusader_king_hellenism_male
# }
# triggered_desc = {

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
# }
# }
#}
#

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@ -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
}

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@ -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
}
}

View file

@ -11818,7 +11818,7 @@ religion_interior = {
texture = {
trigger = {
OR = {
this = faith:mozarabic_church
# this = faith:mozarabic_church
this = faith:muwalladi
}
}
@ -11828,7 +11828,7 @@ religion_interior = {
environment = {
trigger = {
OR = {
this = faith:mozarabic_church
# this = faith:mozarabic_church
this = faith:muwalladi
}
}

View file

@ -404,14 +404,14 @@ idle = {
animation = { head = "council_marshal" torso = "council_marshal" }
weight = {
base = 0
modifier = {
add = 5000
OR = {
this = character:easteregg_henry_of_skalitz
this = character:easteregg_henry_kobyla
this = character:easteregg_henry_kobyla_late
}
}
# modifier = {
# add = 5000
# OR = {
# this = character:easteregg_henry_of_skalitz
# this = character:easteregg_henry_kobyla
# this = character:easteregg_henry_kobyla_late
# }
# }
}
portrait_modifier_pack = long_swords
}

View file

@ -42,12 +42,12 @@ beards = {
has_character_flag = has_scripted_appearance
}
}
modifier = {
add = 666
exists = this
exists = character:easteregg_daan_broekhof
this = character:easteregg_daan_broekhof
}
# modifier = {
# add = 666
# exists = this
# exists = character:easteregg_daan_broekhof
# this = character:easteregg_daan_broekhof
# }
modifier = {
add = 1000
exists = this
@ -100,7 +100,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
# #is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_western_clothing_trigger = yes
}
@ -146,7 +146,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
# #is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_western_clothing_trigger = yes
}
@ -196,7 +196,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
# #is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
OR = {
portrait_mena_clothing_trigger = yes
@ -255,7 +255,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
# #is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
OR = {
portrait_mena_clothing_trigger = yes
@ -310,7 +310,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
# #is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_byzantine_clothing_trigger = yes
}
@ -356,7 +356,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
# #is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_byzantine_clothing_trigger = yes
}
@ -402,7 +402,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
# #is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_indian_clothing_trigger = yes
}
@ -448,7 +448,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_indian_clothing_trigger = yes
}
@ -487,7 +487,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
trigger_if = {
limit = { exists = this }
@ -550,7 +550,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_steppe_clothing_trigger = yes
}
@ -606,7 +606,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_steppe_clothing_trigger = yes
}
@ -652,7 +652,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_steppe_clothing_trigger = yes
}
@ -701,7 +701,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
OR = {
portrait_northern_clothing_trigger = yes
@ -753,7 +753,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
OR = {
portrait_northern_clothing_trigger = yes
@ -795,7 +795,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
OR = {
portrait_african_clothing_trigger = yes
@ -847,7 +847,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
OR = {
portrait_sp2_western_clothing_trigger = yes
@ -898,7 +898,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_fp3_iranian_clothing_trigger = yes
}
@ -944,7 +944,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_fp3_iranian_clothing_trigger = yes
}
@ -991,7 +991,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_fp3_turkic_clothing_trigger = yes
}
@ -1037,7 +1037,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_fp3_turkic_clothing_trigger = yes
}
@ -1087,7 +1087,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
OR = {
portrait_fp2_iberian_muslim_clothing_trigger = yes
@ -1138,7 +1138,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
OR = {
portrait_fp2_iberian_muslim_clothing_trigger = yes
@ -1189,7 +1189,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_fp1_norse_clothing_trigger = yes
}
@ -1235,7 +1235,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_northern_clothing_trigger = yes
}
@ -1608,7 +1608,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
trigger_if = {
limit = { exists = this }
@ -1645,7 +1645,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_ainu_clothing_trigger = yes
}
@ -1676,7 +1676,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_emishi_clothing_trigger = yes
}
@ -1706,7 +1706,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_emishi_clothing_trigger = yes
}
@ -1742,7 +1742,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_emishi_clothing_trigger = yes
}
@ -1772,7 +1772,7 @@ beards = {
add = 200
OR = {
scope:faith.religion = religion:islam_religion
is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
#is_culture_or_descended_from_trigger = { CULTURE = culture:emishi }
}
portrait_emishi_clothing_trigger = yes
}

View file

@ -596,7 +596,7 @@ e_baltic = {
k_esthonia = {
color = { 130 73 45 }
capital = c_reval
capital = c_harjumaa
can_create = {
trigger_if = {
@ -619,9 +619,9 @@ e_baltic = {
d_esthonia = {
color = { 150 75 75 }
capital = c_reval # Kalevan
capital = c_harjumaa # Kalevan
c_reval = {
c_harjumaa = {
color = { 160 85 85 }
cultural_names = {
@ -662,7 +662,7 @@ e_baltic = {
color = { 160 85 85 }
}
}
c_narva = {
c_ida_viru = {
color = { 175 55 55 }
cultural_names = {

View file

@ -191,16 +191,16 @@
councillor_court_chaplain_germanic_religion_empire_possessive:0 "Kjárrgoði's"
# Hellenism (Augur/Seeress) (Flamen/Vestal) (Pontifex) (Oracle/Sybil)
councillor_court_chaplain_hellenism_religion_county:0 "Flamen"
councillor_court_chaplain_hellenism_religion_county_female:0 "Vestal"
councillor_court_chaplain_hellenism_religion_county_possessive:0 "Flamen's"
councillor_court_chaplain_hellenism_religion_county_female_possessive:0 "Vestal's"
councillor_court_chaplain_hellenism_religion_duchy:0 "Pontifex"
councillor_court_chaplain_hellenism_religion_duchy_possessive:0 "Pontifex's"
councillor_court_chaplain_hellenism_religion_kingdom:0 "Oracle"
councillor_court_chaplain_hellenism_religion_kingdom_female:0 "Sybil"
councillor_court_chaplain_hellenism_religion_kingdom_possessive:0 "Oracle's"
councillor_court_chaplain_hellenism_religion_kingdom_female_possessive:0 "Sybil's"
councillor_court_chaplain_theomach_religion_county:0 "Flamen"
councillor_court_chaplain_theomach_religion_county_female:0 "Vestal"
councillor_court_chaplain_theomach_religion_county_possessive:0 "Flamen's"
councillor_court_chaplain_theomach_religion_county_female_possessive:0 "Vestal's"
councillor_court_chaplain_theomach_religion_duchy:0 "Pontifex"
councillor_court_chaplain_theomach_religion_duchy_possessive:0 "Pontifex's"
councillor_court_chaplain_theomach_religion_kingdom:0 "Oracle"
councillor_court_chaplain_theomach_religion_kingdom_female:0 "Sybil"
councillor_court_chaplain_theomach_religion_kingdom_possessive:0 "Oracle's"
councillor_court_chaplain_theomach_religion_kingdom_female_possessive:0 "Sybil's"
# Judaism (Court Rabbi) (Kohen) (Rabban) (Nasi) (Gadol)
councillor_court_chaplain_judaism_religion_county:0 "Kohen"

View file

@ -18,7 +18,7 @@
sikhism_religion_opinion:0 "$sikhism_religion_adherent$ Opinion"
slavic_religion_opinion:0 "$slavic_religion_adherent$ Opinion"
thelema_religion_opinion:0 "$thelema_religion_adherent$ Opinion"
theomach_opinion:0 "$theomach_adherent$ Opinion"
theomach_religion_opinion:0 "$theomach_religion_adherent$ Opinion"
octobrist_religion_opinion:0 "$octobrist_religion_adherent$ Opinion"
wicca_religion_opinion:0 "$wicca_religion_adherent$ Opinion"
xenology_religion_opinion:0 "$xenology_religion_adherent$ Opinion"

View file

@ -1,10 +1,10 @@
l_english:
theomach:1 "Theomach"
theomach_adj:1 "Theomach"
theomach_adherent:1 "Theomach"
theomach_adherent_plural:1 "Theomachs"
theomach_desc:1 "Before Alexander departed from this world of mortals, his followers asked him who is to rule in his stead. 'To kratisto' he said, meaning 'to the strongest', and just as he proved he is one of them by mantling the throne of Olympus and being reborn as Anáxandros, so too did his successors on earth wrestle over his empire until they found the one worthy of leading it. While there are many interpretations as to what exactly happened in the home of the Olympians, all Theomachs can agree that a war was waged, and that it was Anáxandros who won."
theomach_religion:1 "Theomach"
theomach_religion_adj:1 "Theomach"
theomach_religion_adherent:1 "Theomach"
theomach_religion_adherent_plural:1 "Theomachs"
theomach_religion_desc:1 "Before Alexander departed from this world of mortals, his followers asked him who is to rule in his stead. 'To kratisto' he said, meaning 'to the strongest', and just as he proved he is one of them by mantling the throne of Olympus and being reborn as Anáxandros, so too did his successors on earth wrestle over his empire until they found the one worthy of leading it. While there are many interpretations as to what exactly happened in the home of the Olympians, all Theomachs can agree that a war was waged, and that it was Anáxandros who won."
megalocratic:0 "Megalocratism"
megalocratic_adj:0 "Megalocratic"

View file

@ -3900,7 +3900,7 @@ dlc_fp1_region_non_scandinavian_southern_baltic = {
#k_lithuania
c_malbork c_wormditt c_natangia c_konigsberg c_memel c_palanga c_liepaja c_vanemane c_zemigalians
#k_estonia
c_limbazi c_livs c_wiek c_osel c_reval c_narva
c_limbazi c_livs c_wiek c_osel c_harjumaa c_ida_viru
#k_novgorod
c_vodi
#k_finland