Stavropul start
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commit
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158 changed files with 10079 additions and 10160 deletions
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@ -58,6 +58,189 @@ on_army_monthly = {
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# scope:war is the war causing the previous controller and the occupant to be hostile
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on_county_occupied = {
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effect = {
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random = { # chance of granting a knight eligibility for marauder / besieger accolade
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chance = 2
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modifier = {
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factor = accolade_progress
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}
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modifier = {
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NOT = {
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any_knight = {
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OR = {
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can_be_acclaimed = yes
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accolade ?= {
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accolade_can_have_more_attributes = yes
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}
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}
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knight_army ?= {
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location.county = scope:county
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}
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OR = {
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AND = { # needed for besieger
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knight_army ?= {
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any_army_maa_regiment = {
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is_unit_type = siege_weapon
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}
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}
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besieger_attribute_trigger = no
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}
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AND = { # needed for marauder
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NOT = {
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has_trait = compassionate
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}
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marauder_attribute_trigger = no
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}
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}
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}
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}
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factor = 0
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}
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set_variable = {
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name = accolade_progress
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value = 0
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}
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random_list = {
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10 = { # marauder
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trigger = {
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any_knight = {
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OR = {
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can_be_acclaimed = yes
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accolade ?= {
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accolade_can_have_more_attributes = yes
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}
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}
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knight_army ?= {
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location.county = scope:county
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}
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NOT = {
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has_trait = compassionate
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}
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marauder_attribute_trigger = no
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}
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}
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random_knight = {
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limit = {
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OR = {
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can_be_acclaimed = yes
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accolade ?= {
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accolade_can_have_more_attributes = yes
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}
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}
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knight_army ?= {
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location.county = scope:county
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}
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NOT = {
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has_trait = compassionate
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}
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marauder_attribute_trigger = no
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}
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weight = {
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base = 1
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modifier = {
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add = 60
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is_acclaimed = yes
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}
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modifier = {
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add = 30
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has_trait = sadistic
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}
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modifier = {
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add = 30
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has_trait = callous
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}
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modifier = {
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add = 30
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has_trait = wrathful
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}
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modifier = {
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add = 30
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has_trait = greedy
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}
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}
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save_scope_as = marauder
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}
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send_interface_message = {
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type = msg_accolade_eligibility
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title = accolade_marauder_unlock.t
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left_icon = scope:marauder
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right_icon = scope:recipient
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custom_tooltip = accolade_marauder_unlock.tt
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scope:marauder = {
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set_variable = {
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name = marauder_attribute_unlock
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value = yes
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}
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}
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}
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}
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10 = { # besieger
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trigger = {
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any_knight = {
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OR = {
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can_be_acclaimed = yes
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accolade ?= {
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accolade_can_have_more_attributes = yes
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}
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}
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knight_army ?= {
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location.county = scope:county
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any_army_maa_regiment = {
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is_unit_type = siege_weapon
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}
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}
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besieger_attribute_trigger = no
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}
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}
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random_knight = {
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limit = {
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OR = {
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can_be_acclaimed = yes
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accolade ?= {
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accolade_can_have_more_attributes = yes
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}
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}
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knight_army ?= {
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location.county = scope:county
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any_army_maa_regiment = {
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is_unit_type = siege_weapon
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}
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}
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besieger_attribute_trigger = no
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}
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weight = {
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base = 1
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modifier = {
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add = 60
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is_acclaimed = yes
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}
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modifier = {
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add = 30
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has_trait = calm
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}
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modifier = {
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add = 30
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has_trait = patient
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}
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}
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save_scope_as = besieger
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}
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send_interface_message = {
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type = msg_accolade_eligibility
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title = accolade_besieger_unlock.t
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left_icon = scope:besieger
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right_icon = scope:recipient
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custom_tooltip = accolade_besieger_unlock.tt
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scope:besieger = {
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set_variable = {
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name = besieger_attribute_unlock
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value = yes
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}
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}
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}
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}
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}
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}
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scope:county = {
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if = {
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limit = {
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@ -186,28 +369,28 @@ on_county_occupied = {
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limit = {
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house ?= {
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OR = {
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has_house_power_parameter = occupations_give_bonuses_1
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has_house_power_parameter = occupations_give_bonuses_2
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has_house_power_parameter = occupations_give_bonuses_3
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has_house_aspiration_parameter = occupations_give_bonuses_1
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has_house_aspiration_parameter = occupations_give_bonuses_2
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has_house_aspiration_parameter = occupations_give_bonuses_3
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}
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}
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}
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send_interface_message = {
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type = msg_siege_effect
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title = tactical_besiegers_house_power
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title = tactical_besiegers_house_aspiration
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left_icon = root
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right_icon = scope:barony
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if = {
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limit = {
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house = { has_house_power_parameter = occupations_give_bonuses_3 }
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house = { has_house_aspiration_parameter = occupations_give_bonuses_3 }
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}
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add_gold = occupations_give_bonuses_3_value
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change_influence = occupations_give_bonuses_3_value
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}
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else_if = {
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limit = {
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house = { has_house_power_parameter = occupations_give_bonuses_2 }
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house = { has_house_aspiration_parameter = occupations_give_bonuses_2 }
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}
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add_gold = occupations_give_bonuses_2_value
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change_influence = occupations_give_bonuses_2_value
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@ -516,48 +516,44 @@ on_death = {
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# EP2 - Handle Grand Wedding betrothals
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if = {
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limit = {
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is_ai = no
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limit = { # You have promised someone else in a grand marriage
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has_variable = promised_grand_wedding_marriage_countdown
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exists = player_heir
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var:promised_grand_wedding_marriage_countdown != this
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}
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var:promised_grand_wedding_marriage_countdown = { save_scope_as = temp_marriage_scope }
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player_heir = {
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set_variable = {
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name = promised_grand_wedding_marriage_countdown
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value = prev.var:promised_grand_wedding_marriage_countdown
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years = grand_wedding_timeout_alt
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if = { # Find a player heir or primary heir that hasn't ALSO promised a grand wedding
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limit = {
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player_heir ?= { NOT = { has_variable = promised_grand_wedding_marriage_countdown } }
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}
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# Notification that the countdown has expired (one day before, to avoid getting the variable deleted before we have used it)
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trigger_event = {
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id = ep2_wedding.0001
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days = grand_wedding_timeout_notification_alt
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player_heir = { save_scope_as = new_wedding_host }
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}
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else_if = {
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limit = {
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primary_heir ?= { NOT = { has_variable = promised_grand_wedding_marriage_countdown } }
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}
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primary_heir = { save_scope_as = new_wedding_host }
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}
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if = { # If such an heir exists, copy all involved scopes, clean up, and recreate the promise on all relevant characters
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limit = {
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exists = scope:new_wedding_host
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has_variable = promised_grand_wedding_to
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}
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var:promised_grand_wedding_marriage_countdown = {
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save_scope_as = spouse_1
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betrothed = { save_scope_as = spouse_2 }
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}
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var:promised_grand_wedding_to = {
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save_scope_as = promisee
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}
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clean_grand_wedding_betrothal_variables = yes
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set_grand_wedding_betrothal_variables = {
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HOST = scope:new_wedding_host
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SPOUSE_1 = scope:spouse_1
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SPOUSE_2 = scope:spouse_2
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PROMISEE = scope:promisee
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}
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}
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}
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if = {
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limit = {
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is_ai = no
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has_variable = promised_grand_wedding_marriage_countdown
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exists = primary_heir
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NOT = {
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primary_heir = {
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has_variable = promised_grand_wedding_marriage_countdown
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}
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}
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}
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var:promised_grand_wedding_marriage_countdown = { save_scope_as = temp_marriage_scope }
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primary_heir = {
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set_variable = {
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name = promised_grand_wedding_marriage_countdown
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value = prev.var:promised_grand_wedding_marriage_countdown
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years = grand_wedding_timeout_alt
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}
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# Notification that the countdown has expired (one day before, to avoid getting the variable deleted before we have used it)
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trigger_event = {
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id = ep2_wedding.0001
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days = grand_wedding_timeout_notification_alt
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}
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else = { # Otherwise, clean up all variables on all characters (cancelling the Grand Wedding promise but retaining the betrothal)
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clean_grand_wedding_betrothal_variables = yes
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}
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}
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if = {
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@ -565,8 +561,7 @@ on_death = {
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# You are a spouse to be
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has_variable = promised_grand_wedding_by
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# your Grand Wedding has not been organized yet
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NOR = {
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exists = involved_activity
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NOT = {
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involved_activity ?= {
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has_activity_type = activity_wedding
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OR = {
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@ -1640,7 +1635,7 @@ on_death = {
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}
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# save Wallada's scope
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save_scope_as = wallada
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random_artifact = {
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random_character_artifact = {
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limit = {
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has_artifact_modifier = double_moon_modifier
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}
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@ -1879,10 +1874,10 @@ on_death = {
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limit = {
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house ?= {
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OR = {
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has_house_power_parameter = inherit_merit_bonus_1
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has_house_power_parameter = inherit_merit_bonus_2
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has_house_power_parameter = inherit_merit_bonus_3
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has_house_power_parameter = inherit_merit_bonus_4
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has_house_aspiration_parameter = inherit_merit_bonus_1
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has_house_aspiration_parameter = inherit_merit_bonus_2
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has_house_aspiration_parameter = inherit_merit_bonus_3
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has_house_aspiration_parameter = inherit_merit_bonus_4
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}
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}
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}
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@ -126,6 +126,30 @@ mpo_migration_finished = {
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move_domicile = prev.capital_province
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}
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}
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if = {
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limit = {
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has_character_modifier = mpo_migrating_accolade_duke_modifier
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}
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remove_character_modifier = mpo_migrating_accolade_duke_modifier
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}
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else_if = {
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limit = {
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has_character_modifier = mpo_migrating_accolade_king_modifier
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}
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remove_character_modifier = mpo_migrating_accolade_king_modifier
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}
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else_if = {
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limit = {
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has_character_modifier = mpo_migrating_accolade_emperor_modifier
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}
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remove_character_modifier = mpo_migrating_accolade_emperor_modifier
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}
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if = {
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limit = {
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has_variable = nomad_migration_preserve_coronation
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}
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remove_variable = nomad_migration_preserve_coronation
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}
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}
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}
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@ -225,6 +249,12 @@ on_migration_war_end = {
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trigger_event = {
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on_action = mpo_migration_finished
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}
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if = {
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limit = {
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has_variable = nomad_migration_preserve_coronation
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}
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remove_variable = nomad_migration_preserve_coronation
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}
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every_character_situation = {
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limit = {
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any_participant_group = {
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@ -294,7 +324,7 @@ on_kurultai_succession_stable = {
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list = obedient_kurultai
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limit = {
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exists = this
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NOT = { this = root }
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this != root
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}
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add_opinion = {
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target = root
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@ -336,7 +366,7 @@ on_kurultai_succession_chaotic = {
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list = obedient_kurultai
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limit = {
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exists = this
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NOT = { this = root }
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this != root
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}
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add_opinion = {
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target = root
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@ -84,6 +84,7 @@ on_game_start = {
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add_confederation_member = title:d_trier.holder
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}
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}
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set_global_variable = { name = is_game_start_date days = 1 }
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# Chinese Song-fashion
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if = {
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limit = {
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@ -689,6 +690,7 @@ on_game_start = {
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}
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}
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}
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}
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religion:eastern_orthodox_religion = {
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every_faith = {
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@ -1536,6 +1538,7 @@ on_game_start = {
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limit = {
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government_has_flag = government_is_wanua
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}
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empty_treasury_when_abandoning_landed_life_effect = yes
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change_government = tribal_government
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}
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# TGP: Clean up mandala govs and revert them to non-dlc feudals
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@ -1543,6 +1546,7 @@ on_game_start = {
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limit = {
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government_has_flag = government_is_mandala
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}
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empty_treasury_when_abandoning_landed_life_effect = yes
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change_government = feudal_government
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}
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### Every Celestial/Meritocratic/Japanese Government becomes feudal if DLC not enabled, pre-lobby history setup ###
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@ -1556,8 +1560,8 @@ on_game_start = {
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has_government = japan_feudal_government
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}
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}
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empty_treasury_when_abandoning_landed_life_effect = yes
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change_government = feudal_government
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}
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if = {
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limit = {
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@ -2571,26 +2575,29 @@ on_game_start = {
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}
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### TGP Earthquake Regions
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# background regions
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe_south }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_china }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_japan }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_pacific_earthquake_region } # Basically Japan, whole region as risky
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_north_east_and_korea }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_mainland } # no Burma since it's already fully covered by sichuan_myanmar_earthquake_region
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_islands }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_minor }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_indonesia }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_philippines }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_sakhalin_hokkaido }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_middle_east }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_india }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_steppe }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_siberia }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_burma }
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:custom_arakan_mountains }
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:custom_bactria }
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_tibet }
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_himalaya }
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa }
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa_north_east }
|
||||
# strips
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:himalaya_earthquake_region }
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:sichuan_myanmar_earthquake_region }
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:south_china_coastaline_earthquake_region }
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_china_earthquake_region }
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:mongolia_baikal_earthquake_region }
|
||||
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:central_asian_earthquake_region }
|
||||
|
||||
### TGP Flood Regions
|
||||
add_to_global_variable_list = { name = flood_region_list target = geographical_region:amur_river_region }
|
||||
|
|
@ -2632,8 +2639,13 @@ on_game_start = {
|
|||
limit = { has_tgp_dlc_trigger = yes }
|
||||
### DYNASTIES
|
||||
tgp_dynasty_house_name_setup_effect = yes
|
||||
### BLOCS
|
||||
tgp_setup_historical_house_bloc_effect = yes
|
||||
### BLOCS — AuH defers to after noble_family_title_realm_setup (see TGP SETUP); else house heads lack NF titles and create_confederation asserts.
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_dlc_feature = all_under_heaven }
|
||||
}
|
||||
tgp_setup_historical_house_bloc_effect = yes
|
||||
}
|
||||
}
|
||||
#
|
||||
if = {
|
||||
|
|
@ -2675,6 +2687,8 @@ on_game_start = {
|
|||
# Like on_game_start, except it is called once the host (or player, in single player) exits the lobby. Good for anything where you need to know who the players are, or what the game rules are
|
||||
on_game_start_after_lobby = {
|
||||
effect = {
|
||||
disable_succession_calculation = yes
|
||||
|
||||
# To prevent the Season Changes event from triggering on game start
|
||||
situation:the_great_steppe ?= {
|
||||
every_participant_group = {
|
||||
|
|
@ -2805,34 +2819,6 @@ on_game_start_after_lobby = {
|
|||
}
|
||||
}
|
||||
}
|
||||
title:k_xia ?= {
|
||||
every_in_de_jure_hierarchy = {
|
||||
limit = {
|
||||
holder ?= {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
}
|
||||
holder = {
|
||||
set_variable = {
|
||||
name = steppe_game_start_var
|
||||
years = 1
|
||||
}
|
||||
every_held_title = {
|
||||
if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
has_holding_type = tribal_holding
|
||||
}
|
||||
}
|
||||
title_province = {
|
||||
set_holding_type = nomad_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
change_government = nomad_government
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#Sami
|
||||
if = {
|
||||
|
|
@ -2970,6 +2956,12 @@ on_game_start_after_lobby = {
|
|||
culture = culture:bedouin
|
||||
is_ai = no
|
||||
}
|
||||
NOR = {
|
||||
culture = culture:welayta
|
||||
culture = culture:ethiopian
|
||||
culture = culture:nubian
|
||||
culture = culture:daju
|
||||
}
|
||||
}
|
||||
}
|
||||
holder = {
|
||||
|
|
@ -3059,6 +3051,9 @@ on_game_start_after_lobby = {
|
|||
enact_treasury_budgets_init = yes
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS
|
||||
### Every nomad in the Steppe Region gets their yurt domicile goodies ###
|
||||
if = {
|
||||
|
|
@ -3141,7 +3136,6 @@ on_game_start_after_lobby = {
|
|||
domicile ?= {
|
||||
add_domicile_building = yurt_main_02
|
||||
add_random_yurt_external_building_effect = yes
|
||||
add_random_yurt_external_building_effect = yes
|
||||
upgrade_random_yurt_external_building_effect = yes
|
||||
}
|
||||
}
|
||||
|
|
@ -4555,6 +4549,8 @@ on_game_start_after_lobby = {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
if = {
|
||||
limit = { has_game_rule = sexuality_distribution_default }
|
||||
|
|
@ -8341,6 +8337,7 @@ on_game_start_after_lobby = {
|
|||
has_government = landless_adventurer_government
|
||||
}
|
||||
add_realm_law_skip_effects = camp_purpose_scholars
|
||||
add_realm_law_skip_effects = equal_law
|
||||
trigger_event = ep3_story_cycle_violet_poet.0001
|
||||
}
|
||||
}
|
||||
|
|
@ -8584,7 +8581,7 @@ on_game_start_after_lobby = {
|
|||
add_realm_law_skip_effects = camp_purpose_mercenaries
|
||||
}
|
||||
}
|
||||
character:bojo_jinul_1 ?= {
|
||||
character:il_eom_1 ?= {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
|
|
@ -8713,6 +8710,35 @@ on_game_start_after_lobby = {
|
|||
limit = { has_tgp_dlc_trigger = yes }
|
||||
### JAPAN
|
||||
|
||||
# History defaults e_japan to feudal + single heir so partial DLC / no AuH bookmarks load cleanly.
|
||||
# Restore Ritsuryō Kampaku when All Under Heaven is active (must run before noble-family / bureaucracy setup).
|
||||
if = {
|
||||
limit = { has_dlc_feature = all_under_heaven }
|
||||
title:e_japan.holder ?= {
|
||||
# can_get_government for japan_administrative checks top_liege for japanese government OR this flag; independent Kampaku is neither until flagged.
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { government_has_flag = government_is_japan_administrative }
|
||||
OR = {
|
||||
has_government = feudal_government
|
||||
has_government = japan_feudal_government
|
||||
}
|
||||
}
|
||||
add_character_flag = tgp_japan_restore_japanese_government_flag
|
||||
change_government = japan_administrative_government
|
||||
remove_character_flag = tgp_japan_restore_japanese_government_flag
|
||||
}
|
||||
# Separate if (not else_if): first block can flip government same pass; law must still run for that case and for history Ritsuryō holders missing the law.
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_japan_administrative
|
||||
NOT = { has_realm_law = japanese_regency_succession_law }
|
||||
}
|
||||
add_realm_law_skip_effects = japanese_regency_succession_law
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Special variable that UI uses to display correct title
|
||||
title:e_japan = {
|
||||
# More starting house relations
|
||||
|
|
@ -8795,6 +8821,14 @@ on_game_start_after_lobby = {
|
|||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_dlc_feature = all_under_heaven
|
||||
exists = title:e_japan.holder
|
||||
}
|
||||
tgp_setup_historical_house_bloc_effect = yes
|
||||
}
|
||||
|
||||
|
||||
### MANDALA
|
||||
|
||||
|
|
@ -8847,11 +8881,11 @@ on_game_start_after_lobby = {
|
|||
add_great_building = mandala_capital_01
|
||||
}
|
||||
else_if = {
|
||||
limit = { game_start_date >= 1066.1.1 }
|
||||
add_great_building = mandala_capital_02
|
||||
limit = { game_start_date > 1066.09.15 }
|
||||
add_great_building = mandala_capital_03
|
||||
}
|
||||
else = {
|
||||
add_great_building = mandala_capital_03
|
||||
add_great_building = mandala_capital_02
|
||||
}
|
||||
add_to_global_variable_list = { # Add to list so it can be found by the PoI
|
||||
name = mandala_poi_list
|
||||
|
|
@ -8928,6 +8962,37 @@ on_game_start_after_lobby = {
|
|||
create_story = story_mandala
|
||||
}
|
||||
}
|
||||
#Tai Migrations
|
||||
every_county_in_region = { # save all migration counties to variable list
|
||||
region = custom_tai_migration_target
|
||||
add_to_global_variable_list = {
|
||||
name = tai_migration_target_counties
|
||||
target = this
|
||||
}
|
||||
}
|
||||
every_in_global_list = { # give all saved migration county holders the story
|
||||
variable = tai_migration_target_counties
|
||||
holder = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
any_owned_story = {
|
||||
type = story_tai_migrations
|
||||
}
|
||||
}
|
||||
has_tgp_dlc_trigger = yes
|
||||
any_realm_province = {
|
||||
culture = {
|
||||
NOT = {
|
||||
has_cultural_pillar = heritage_tai
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
create_story = story_tai_migrations
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
### TGP MERIT AND TREASURY HANDOUT ON GAME START ###
|
||||
if = {
|
||||
|
|
@ -9762,26 +9827,65 @@ on_game_start_after_lobby = {
|
|||
limit = {
|
||||
is_ai = yes
|
||||
OR = {
|
||||
AND = {
|
||||
OR = {
|
||||
vassal_contract_has_flag = celestial_province_military
|
||||
vassal_contract_has_flag = celestial_province_protectorate
|
||||
}
|
||||
has_trait_with_flag = civilian_province
|
||||
is_governor = yes
|
||||
tgp_is_any_minister = yes
|
||||
}
|
||||
trigger_if = {
|
||||
limit = { has_trait_with_flag = civilian_province }
|
||||
OR = {
|
||||
vassal_contract_has_flag = celestial_military_appointment
|
||||
vassal_contract_has_flag = meritocratic_military_appointment
|
||||
}
|
||||
AND = {
|
||||
OR = {
|
||||
vassal_contract_has_flag = celestial_province_standard
|
||||
vassal_contract_has_flag = celestial_province_industrial
|
||||
vassal_contract_has_flag = celestial_province_metropolitan
|
||||
}
|
||||
has_trait_with_flag = military_province
|
||||
}
|
||||
trigger_else = {
|
||||
OR = {
|
||||
vassal_contract_has_flag = celestial_civil_appointment
|
||||
vassal_contract_has_flag = meritocratic_civil_appointment
|
||||
}
|
||||
}
|
||||
}
|
||||
tgp_flip_education_track_on_game_start = yes
|
||||
if = {
|
||||
limit = { has_trait_with_flag = civilian_province }
|
||||
set_variable = {
|
||||
name = appointment_trait_override
|
||||
value = trait:education_martial_1
|
||||
}
|
||||
}
|
||||
else = {
|
||||
set_variable = {
|
||||
name = appointment_trait_override
|
||||
value = trait:education_stewardship_1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_game_rule = no_easteregg_characters
|
||||
}
|
||||
# needed for error suppression as all characters are added to the list in the history
|
||||
if = {
|
||||
limit = {
|
||||
always = no
|
||||
}
|
||||
add_to_global_variable_list = {
|
||||
name = easteregg_characters_list
|
||||
target = this
|
||||
}
|
||||
}
|
||||
every_in_global_list = {
|
||||
variable = easteregg_characters_list
|
||||
limit = {
|
||||
is_ai = yes
|
||||
}
|
||||
death = {
|
||||
death_reason = death_vanished
|
||||
}
|
||||
}
|
||||
clear_global_variable_list = easteregg_characters_list
|
||||
}
|
||||
|
||||
enable_and_run_succession_calculation = yes
|
||||
}
|
||||
|
||||
events = {
|
||||
|
|
|
|||
|
|
@ -101,34 +101,8 @@ on_title_destroyed = {
|
|||
}
|
||||
}
|
||||
}
|
||||
every_vassal = {
|
||||
# Because a change in liege isn't triggered when the title being destroyed
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_celestial
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
primary_title = {
|
||||
has_custom_title_name = no
|
||||
}
|
||||
tgp_capital_not_in_chinese_naming_region = no
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = no
|
||||
}
|
||||
trigger_event = {
|
||||
id = tgp_dynastic_cycle.9000
|
||||
days = 1 # so the player gets to choose first
|
||||
}
|
||||
}
|
||||
else = {
|
||||
trigger_event = {
|
||||
id = tgp_dynastic_cycle.9000
|
||||
days = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# Because a change in liege isn't triggered when the title being destroyed
|
||||
tgp_fire_china_realm_name_event_for_vassals_effect = yes
|
||||
title:h_china = {
|
||||
reset_title_name = yes
|
||||
}
|
||||
|
|
@ -661,7 +635,7 @@ on_title_gain = {
|
|||
###########
|
||||
if = {
|
||||
limit = {
|
||||
scope:title.title_province = {
|
||||
scope:title.title_province ?= {
|
||||
geographical_region = geographical_region:mpo_region_permafrost
|
||||
}
|
||||
}
|
||||
|
|
@ -1142,7 +1116,7 @@ on_title_gain = {
|
|||
}
|
||||
every_held_title = {
|
||||
limit = { exists = var:administrative_ui_special_title }
|
||||
var:administrative_ui_special_title.holder = { tgp_destroy_ceremonial_throne_effect = yes }
|
||||
holder = { tgp_destroy_ceremonial_throne_effect = yes }
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = former_emperor }
|
||||
|
|
@ -1174,12 +1148,16 @@ on_title_gain = {
|
|||
limit = { has_trait = devoted }
|
||||
remove_trait = devoted
|
||||
}
|
||||
destroy_laamp_effect = { ADVENTURER = this }
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_landless_adventurer }
|
||||
destroy_laamp_effect = { ADVENTURER = this }
|
||||
}
|
||||
}
|
||||
# Reset raid remit
|
||||
if = {
|
||||
limit = {
|
||||
this = top_liege
|
||||
scope:title = primary_title
|
||||
any_noble_family = { }
|
||||
}
|
||||
every_noble_family = {
|
||||
|
|
@ -1442,7 +1420,10 @@ on_title_gain = {
|
|||
# When conquering China - Change to conquest phase
|
||||
if = {
|
||||
limit = {
|
||||
root.dynasty != scope:previous_holder.dynasty
|
||||
OR = {
|
||||
root.dynasty != scope:previous_holder.dynasty
|
||||
is_lowborn = yes # in the rare instance that a lowborn theocrat reunites China
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
|
|
@ -1527,6 +1508,7 @@ on_title_gain = {
|
|||
set_family_accomplishment_effect = { ACCOMPLISHMENT = family_accomplishment_dynasty }
|
||||
}
|
||||
}
|
||||
# left them in enum since we can not avoid touch here with encapsulated macro
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
|
|
@ -1673,16 +1655,8 @@ on_title_gain = {
|
|||
}
|
||||
}
|
||||
# That isn't a part of the ministry
|
||||
NOR = {
|
||||
scope:title = title:e_minister_chancellor
|
||||
scope:title = title:e_minister_censor
|
||||
scope:title = title:e_minister_grand_marshal
|
||||
scope:title = title:e_minister_of_personnel
|
||||
scope:title = title:e_minister_of_revenue
|
||||
scope:title = title:e_minister_of_rites
|
||||
scope:title = title:e_minister_of_war
|
||||
scope:title = title:e_minister_of_justice
|
||||
scope:title = title:e_minister_of_works
|
||||
scope:title = {
|
||||
tgp_is_minister_title = no
|
||||
}
|
||||
}
|
||||
trigger_event = {
|
||||
|
|
@ -1799,7 +1773,10 @@ on_title_gain = {
|
|||
limit = { has_trait = devoted }
|
||||
remove_trait = devoted
|
||||
}
|
||||
destroy_laamp_effect = { ADVENTURER = this }
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_landless_adventurer }
|
||||
destroy_laamp_effect = { ADVENTURER = this }
|
||||
}
|
||||
trigger_event = {
|
||||
id = tgp_japan_general.9100
|
||||
days = 1
|
||||
|
|
@ -2029,6 +2006,14 @@ on_title_gain = {
|
|||
}
|
||||
has_appointment_level_for_title = scope:title
|
||||
}
|
||||
# prevent penalty for giving non-feudal lands to nomad/tribals
|
||||
OR = {
|
||||
scope:title = {
|
||||
has_title_law_flag = appointment_with_level_requirement
|
||||
}
|
||||
has_realm_law_flag = appointment_with_level_requirement
|
||||
}
|
||||
has_global_variable = game_has_started # Don't mess up for initialization
|
||||
}
|
||||
situation:dynastic_cycle ?= {
|
||||
if = {
|
||||
|
|
@ -2044,17 +2029,8 @@ on_title_gain = {
|
|||
if = {
|
||||
limit = {
|
||||
scope:title = {
|
||||
OR = {
|
||||
this = title:e_minister_chancellor
|
||||
this = title:e_minister_censor
|
||||
this = title:e_minister_grand_marshal
|
||||
this = title:e_minister_of_personnel
|
||||
this = title:e_minister_of_revenue
|
||||
this = title:e_minister_of_rites
|
||||
this = title:e_minister_of_war
|
||||
this = title:e_minister_of_justice
|
||||
this = title:e_minister_of_works
|
||||
}
|
||||
tgp_is_minister_title = yes
|
||||
de_jure_liege = title:h_china
|
||||
}
|
||||
NOT = { has_appointment_level_for_title = scope:title }
|
||||
}
|
||||
|
|
@ -2071,40 +2047,21 @@ on_title_gain = {
|
|||
# Admin Stuff
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
government_allows = administrative
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
NOT = { has_variable = laamp_invasion_flag }
|
||||
government_allows = noble_families
|
||||
}
|
||||
government_type = { save_scope_as = nf_gov_type }
|
||||
# Note: anything that should be run after creation can go in on_noble_family_title_created
|
||||
give_new_noble_family_title_effect = yes
|
||||
# EP3 - Ensure Emperor keeps old realm capital in admin realms & apply unique domicile building bonus if appropriate
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
government_allows = administrative
|
||||
NOT = { has_variable = laamp_invasion_flag }
|
||||
}
|
||||
# EP3 - apply unique domicile building bonus if appropriate
|
||||
if = {
|
||||
limit = {
|
||||
top_liege = this
|
||||
highest_held_title_tier >= tier_empire
|
||||
NOT = {
|
||||
any_held_title = {
|
||||
OR = {
|
||||
tier = tier_empire
|
||||
tier = tier_hegemony
|
||||
}
|
||||
this != scope:title
|
||||
}
|
||||
}
|
||||
}
|
||||
if = { # Ensure we keep the old realm capital
|
||||
limit = {
|
||||
scope:title = {
|
||||
tier >= tier_empire
|
||||
title_capital_county != root.capital_county
|
||||
# Constantinople must have been inherited
|
||||
title_capital_county.holder = root
|
||||
}
|
||||
}
|
||||
set_realm_capital = scope:title.title_capital_county
|
||||
}
|
||||
if = { # Get legitimacy from Reception Hall House Bonus
|
||||
limit = {
|
||||
|
|
@ -2160,37 +2117,17 @@ on_title_gain = {
|
|||
scope:title = root.primary_title
|
||||
has_ep3_dlc_trigger = yes
|
||||
#Checks so this event doesn't fire after character creation, although it's not really a problem if it does
|
||||
trigger_if = {
|
||||
limit = {
|
||||
game_start_date = 867.1.1
|
||||
}
|
||||
current_date >= 867.1.4
|
||||
}
|
||||
trigger_if = {
|
||||
limit = {
|
||||
game_start_date = 1066.9.15
|
||||
}
|
||||
current_date >= 1066.9.18
|
||||
}
|
||||
trigger_if = {
|
||||
limit = {
|
||||
game_start_date = 1178.10.1
|
||||
}
|
||||
current_date >= 1178.10.4
|
||||
}
|
||||
current_date_is_start_date_trigger = no
|
||||
}
|
||||
save_scope_as = emperor
|
||||
#Should trigger special event during fourth crusade!
|
||||
if = {
|
||||
limit = {
|
||||
exists = global_var:byz_claimant_champion
|
||||
global_var:byz_claimant_champion = {
|
||||
scope:title = title:e_byzantium
|
||||
global_var:byz_claimant_champion ?= {
|
||||
any_owned_story = {
|
||||
type = frankokratia_story
|
||||
exists = var:byz_claimant
|
||||
var:byz_claimant = {
|
||||
this = root
|
||||
}
|
||||
var:byz_claimant ?= root
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -2201,27 +2138,24 @@ on_title_gain = {
|
|||
trigger_event = ep3_frankokratia_events.0110
|
||||
}
|
||||
}
|
||||
else = {
|
||||
if = {
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = house
|
||||
exists = scope:previous_holder
|
||||
is_alive = yes
|
||||
is_ruler = yes
|
||||
is_imprisoned = no
|
||||
top_liege = this
|
||||
}
|
||||
every_vassal_or_below = {
|
||||
limit = {
|
||||
exists = root.house
|
||||
}
|
||||
#normal triggering
|
||||
every_vassal_or_below = {
|
||||
limit = {
|
||||
is_playable_character = yes
|
||||
exists = scope:previous_holder
|
||||
has_government = administrative_government
|
||||
OR = {
|
||||
highest_held_title_tier >= main_administrative_tier # All governors
|
||||
liege = root
|
||||
}
|
||||
}
|
||||
trigger_event = {
|
||||
id = ep3_governor_yearly.3060
|
||||
days = 1
|
||||
is_playable_character = yes
|
||||
OR = {
|
||||
highest_held_title_tier >= main_administrative_tier # All governors
|
||||
liege = root
|
||||
}
|
||||
}
|
||||
trigger_event = ep3_governor_yearly.3060
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -2691,6 +2625,7 @@ on_title_gain = {
|
|||
limit = {
|
||||
scope:title = {
|
||||
tier = tier_county
|
||||
is_landless_type_title = no
|
||||
OR = {
|
||||
has_county_modifier = major_coronation_approval_unsettled_modifier
|
||||
has_county_modifier = medium_coronation_approval_unsettled_modifier
|
||||
|
|
@ -3923,17 +3858,9 @@ on_title_lost = {
|
|||
# Remove manually added Ministers if they're not ministers anymore
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
primary_title = title:e_minister_chancellor
|
||||
primary_title = title:e_minister_censor
|
||||
primary_title = title:e_minister_grand_marshal
|
||||
primary_title = title:e_minister_of_personnel
|
||||
primary_title = title:e_minister_of_revenue
|
||||
primary_title = title:e_minister_of_rites
|
||||
primary_title = title:e_minister_of_war
|
||||
primary_title = title:e_minister_of_justice
|
||||
primary_title = title:e_minister_of_works
|
||||
}
|
||||
is_landed = no
|
||||
tgp_is_any_minister = no
|
||||
any_character_situation = { this = situation:dynastic_cycle }
|
||||
}
|
||||
situation:dynastic_cycle = {
|
||||
remove_manual_participant = prev
|
||||
|
|
@ -4146,6 +4073,64 @@ on_rank_up = { # Will not fire during history execution or for dying characters
|
|||
events = {
|
||||
}
|
||||
effect = {
|
||||
# EP3 - Ensure Emperor keeps old realm capital in admin realms
|
||||
if = {
|
||||
limit = {
|
||||
government_allows = administrative
|
||||
NOT = { has_variable = laamp_invasion_flag }
|
||||
top_liege = this
|
||||
trigger_if = {
|
||||
limit = { exists = scope:title }
|
||||
highest_held_title_tier > scope:title.tier
|
||||
}
|
||||
}
|
||||
# celestial emperor+ ruler keep their capital when they were kingdom
|
||||
# but if they become emperor+ without ever being a king, follow normal de jure realm
|
||||
if = {
|
||||
limit = {
|
||||
tgp_use_chinese_naming_trigger = yes
|
||||
trigger_if = {
|
||||
limit = {
|
||||
NOT = { exists = title:h_china.holder }
|
||||
capital_county.title_province ?= {
|
||||
OR = {
|
||||
geographical_region = tgp_county_chinese_naming_region
|
||||
geographical_region = tgp_duchy_chinese_naming_region
|
||||
}
|
||||
}
|
||||
}
|
||||
highest_held_title_tier >= tier_duchy
|
||||
}
|
||||
trigger_else = {
|
||||
highest_held_title_tier >= tier_empire
|
||||
}
|
||||
primary_title = {
|
||||
is_de_jure_liege_or_above_target = prev.capital_county
|
||||
}
|
||||
}
|
||||
primary_title = {
|
||||
if = {
|
||||
limit = {
|
||||
title_capital_county != prev.capital_county
|
||||
NOT = { previous_holder.house ?= prev.house }
|
||||
}
|
||||
set_capital_county = prev.capital_county
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = { # Ensure we keep the old realm capital
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_empire
|
||||
primary_title = {
|
||||
title_capital_county != root.capital_county
|
||||
# Constantinople must have been inherited
|
||||
title_capital_county.holder = root
|
||||
}
|
||||
}
|
||||
set_realm_capital = primary_title.title_capital_county
|
||||
}
|
||||
}
|
||||
|
||||
if = { # ACH call to coronation reminder
|
||||
limit = {
|
||||
coronation_trigger = yes
|
||||
|
|
@ -4302,8 +4287,23 @@ on_rank_up = { # Will not fire during history execution or for dying characters
|
|||
if = {
|
||||
limit = {
|
||||
is_independent_ruler = yes
|
||||
government_has_flag = government_is_celestial
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
OR = {
|
||||
tgp_use_chinese_naming_trigger = yes
|
||||
primary_title = {
|
||||
recent_history = {
|
||||
type = conquest_populist
|
||||
days = 1
|
||||
}
|
||||
previous_holder = {
|
||||
tgp_use_chinese_naming_trigger = yes
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
exists = var:claimed_mandate_var
|
||||
primary_title ?= title:h_china
|
||||
}
|
||||
}
|
||||
tgp_chinese_naming_tier_trigger = yes
|
||||
OR = {
|
||||
primary_title ?= {
|
||||
has_custom_title_name = no
|
||||
|
|
@ -4312,56 +4312,12 @@ on_rank_up = { # Will not fire during history execution or for dying characters
|
|||
}
|
||||
trigger_if = {
|
||||
limit = {
|
||||
tgp_capital_not_in_chinese_naming_region = yes
|
||||
tgp_has_unique_chinese_naming = no
|
||||
}
|
||||
primary_title ?= title:h_china
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = no
|
||||
}
|
||||
trigger_event = {
|
||||
id = tgp_dynastic_cycle.9000
|
||||
days = 1 # so the player gets to choose first
|
||||
}
|
||||
}
|
||||
else = {
|
||||
trigger_event = {
|
||||
id = tgp_dynastic_cycle.9000
|
||||
days = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = { # Make sure non-Celestials get to rename/recolor china
|
||||
limit = {
|
||||
is_independent_ruler = yes
|
||||
has_tgp_dlc_trigger = yes
|
||||
NOT = { government_has_flag = government_is_celestial }
|
||||
exists = var:claimed_mandate_var
|
||||
primary_title ?= title:h_china
|
||||
OR = {
|
||||
primary_title ?= {
|
||||
has_custom_title_name = no
|
||||
}
|
||||
primary_title.previous_holder.dynasty != root.dynasty
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = no
|
||||
}
|
||||
trigger_event = {
|
||||
id = tgp_dynastic_cycle.9000
|
||||
days = 1 # so the player gets to choose first
|
||||
}
|
||||
}
|
||||
else = {
|
||||
trigger_event = {
|
||||
id = tgp_dynastic_cycle.9000
|
||||
days = 2
|
||||
}
|
||||
}
|
||||
tgp_fire_china_realm_name_event_effect = yes
|
||||
}
|
||||
|
||||
# ACH - Remove Coronated laws when titles are passed onto a new character
|
||||
|
|
@ -4386,6 +4342,7 @@ on_rank_up = { # Will not fire during history execution or for dying characters
|
|||
limit = {
|
||||
is_house_head = yes
|
||||
NOT = { house.house_confederation.leading_house = this.house }
|
||||
house.house_confederation.leading_house.house_head.top_liege = this
|
||||
}
|
||||
house.house_confederation = {
|
||||
tgp_set_house_bloc_leading_house_effect = { LEADER = root.house }
|
||||
|
|
@ -4476,6 +4433,46 @@ on_rank_down = { # Will not fire during history execution or for dying character
|
|||
}
|
||||
ach_remove_oaths_on_king_minus_effect = yes
|
||||
}
|
||||
|
||||
# Grand Wedding: no longer valid host
|
||||
if = {
|
||||
limit = {
|
||||
highest_held_title_tier < tier_county
|
||||
has_variable = promised_grand_wedding_marriage_countdown
|
||||
scope:transfer_type = flag:abdication
|
||||
}
|
||||
|
||||
scope:title.holder ?= {
|
||||
if = {
|
||||
limit = { NOT = { has_variable = promised_grand_wedding_marriage_countdown } }
|
||||
save_scope_as = new_wedding_host
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:new_wedding_host
|
||||
has_variable = promised_grand_wedding_to
|
||||
}
|
||||
var:promised_grand_wedding_marriage_countdown = {
|
||||
save_scope_as = spouse_1
|
||||
betrothed = { save_scope_as = spouse_2 }
|
||||
}
|
||||
var:promised_grand_wedding_to = {
|
||||
save_scope_as = promisee
|
||||
}
|
||||
clean_grand_wedding_betrothal_variables = yes
|
||||
set_grand_wedding_betrothal_variables = {
|
||||
HOST = scope:new_wedding_host
|
||||
SPOUSE_1 = scope:spouse_1
|
||||
SPOUSE_2 = scope:spouse_2
|
||||
PROMISEE = scope:promisee
|
||||
}
|
||||
}
|
||||
else = {
|
||||
clean_grand_wedding_betrothal_variables = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -4551,6 +4548,37 @@ on_vassal_gained = {
|
|||
# TGP end the ceremonial liege
|
||||
tgp_destroy_ceremonial_throne_effect = yes
|
||||
}
|
||||
|
||||
# TGP Put vassals in blocs
|
||||
if = {
|
||||
limit = {
|
||||
top_liege != this # independent rulers are an exception
|
||||
exists = house.house_confederation
|
||||
scope:vassal = {
|
||||
tgp_uses_house_blocs_trigger = yes
|
||||
house.house_head = scope:vassal
|
||||
}
|
||||
trigger_if = {
|
||||
limit = { exists = scope:vassal.house.house_confederation }
|
||||
scope:vassal.house.house_confederation != house.house_confederation
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { exists = scope:vassal.house.house_confederation }
|
||||
scope:vassal.house = {
|
||||
tgp_leave_house_bloc_effect = {
|
||||
OPINION = flag:no
|
||||
TRUCE = flag:yes
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:vassal.house = {
|
||||
tgp_join_house_bloc_effect = {
|
||||
INVITER = root.house
|
||||
OPINION = flag:no
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -4566,7 +4594,7 @@ on_vassal_change = {
|
|||
government_allows = administrative
|
||||
is_house_head = yes
|
||||
trigger_if = {
|
||||
# This trigger is intentionally different from the similar effecy in on_title_gain up above. We want all direct vassals of the top liege to have a family title if they can
|
||||
# This trigger is intentionally different from the similar effect in on_title_gain up above. We want all direct vassals of the top liege to have a family title if they can
|
||||
limit = { government_has_flag = government_has_county_tier_noble_families }
|
||||
highest_held_title_tier >= tier_county
|
||||
}
|
||||
|
|
@ -4590,27 +4618,50 @@ on_vassal_change = {
|
|||
### If an admin ruler becomes independent...
|
||||
if = {
|
||||
limit = {
|
||||
liege = root # I.e. root is independent
|
||||
government_has_flag = government_is_administrative
|
||||
}
|
||||
# And is not of a high enough rank, change government
|
||||
if = {
|
||||
limit = {
|
||||
administrative_tier_allows_independence = no
|
||||
limit = {
|
||||
liege = root # I.e. root is independent
|
||||
}
|
||||
admin_change_government_effect = yes
|
||||
}
|
||||
# If they can be independent, make sure they have a noble family title
|
||||
else_if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
any_held_title = {
|
||||
is_noble_family_title = yes
|
||||
# And is not of a high enough rank, change government
|
||||
if = {
|
||||
limit = {
|
||||
administrative_tier_allows_independence = no
|
||||
}
|
||||
admin_change_government_effect = yes
|
||||
}
|
||||
# If they can be independent, make sure they have a noble family title
|
||||
else_if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
any_held_title = {
|
||||
is_noble_family_title = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
create_noble_family_effect = { GOVERNMENT_GIVER = this }
|
||||
domicile ?= { set_up_domicile_estate_effect = yes }
|
||||
}
|
||||
create_noble_family_effect = { GOVERNMENT_GIVER = this }
|
||||
domicile ?= { set_up_domicile_estate_effect = yes }
|
||||
}
|
||||
# Byz admin landless NF should always be direct vassal of top liege
|
||||
else_if = {
|
||||
limit = {
|
||||
liege != top_liege
|
||||
primary_title = {
|
||||
is_noble_family_title = yes
|
||||
}
|
||||
is_landed = no
|
||||
}
|
||||
create_title_and_vassal_change = {
|
||||
type = appointment
|
||||
save_scope_as = change
|
||||
}
|
||||
change_liege = {
|
||||
liege = top_liege
|
||||
change = scope:change
|
||||
}
|
||||
resolve_title_and_vassal_change = scope:change
|
||||
}
|
||||
}
|
||||
### Independent Celestial rulers who become direct vassals of a top liege adopt Military obligations if they have title troops - Everyone else will default to Standard.
|
||||
|
|
@ -4623,6 +4674,12 @@ on_vassal_change = {
|
|||
primary_title = {
|
||||
any_title_maa_regiment = { count >= 1 }
|
||||
}
|
||||
liege = { #only if the liege didn't reach the limit yet
|
||||
any_vassal = {
|
||||
count < celestial_province_military_max_value
|
||||
vassal_contract_has_flag = celestial_province_military
|
||||
}
|
||||
}
|
||||
}
|
||||
vassal_contract_set_obligation_level = { type = celestial_provinces level = 3 }
|
||||
}
|
||||
|
|
@ -4636,52 +4693,14 @@ on_vassal_change = {
|
|||
this = top_liege
|
||||
}
|
||||
|
||||
any_held_title = {
|
||||
# has a ministry title that is not being swapped
|
||||
OR = {
|
||||
this = title:e_minister_chancellor
|
||||
this = title:e_minister_censor
|
||||
this = title:e_minister_grand_marshal
|
||||
this = title:e_minister_of_personnel
|
||||
this = title:e_minister_of_revenue
|
||||
this = title:e_minister_of_rites
|
||||
this = title:e_minister_of_war
|
||||
this = title:e_minister_of_justice
|
||||
this = title:e_minister_of_works
|
||||
}
|
||||
}
|
||||
# has a ministry title that is not being swapped
|
||||
tgp_has_minister_title = yes
|
||||
}
|
||||
every_held_title = {
|
||||
switch = {
|
||||
trigger = this
|
||||
title:e_minister_chancellor = {
|
||||
root = { destroy_title = title:e_minister_chancellor }
|
||||
}
|
||||
title:e_minister_censor = {
|
||||
root = { destroy_title = title:e_minister_censor }
|
||||
}
|
||||
title:e_minister_grand_marshal = {
|
||||
root = { destroy_title = title:e_minister_grand_marshal }
|
||||
}
|
||||
title:e_minister_of_personnel = {
|
||||
root = { destroy_title = title:e_minister_of_personnel }
|
||||
}
|
||||
title:e_minister_of_revenue = {
|
||||
root = { destroy_title = title:e_minister_of_revenue }
|
||||
}
|
||||
title:e_minister_of_rites = {
|
||||
root = { destroy_title = title:e_minister_of_rites }
|
||||
}
|
||||
title:e_minister_of_war = {
|
||||
root = { destroy_title = title:e_minister_of_war }
|
||||
}
|
||||
title:e_minister_of_justice = {
|
||||
root = { destroy_title = title:e_minister_of_justice }
|
||||
}
|
||||
title:e_minister_of_works = {
|
||||
root = { destroy_title = title:e_minister_of_works }
|
||||
}
|
||||
limit = {
|
||||
tgp_is_minister_title = yes
|
||||
}
|
||||
root = { destroy_title = prev }
|
||||
}
|
||||
}
|
||||
# Make sure independent rulers and their vassals leave movements if they are part of the Dynastic Cycle
|
||||
|
|
@ -4711,42 +4730,24 @@ on_vassal_change = {
|
|||
if = {
|
||||
limit = {
|
||||
# We have become independent!
|
||||
NOT = {
|
||||
scope:old_liege = root
|
||||
}
|
||||
scope:old_liege != root
|
||||
liege = root
|
||||
government_has_flag = government_is_celestial
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
tgp_use_chinese_naming_trigger = yes
|
||||
tgp_chinese_naming_tier_trigger = yes
|
||||
primary_title = {
|
||||
has_custom_title_name = no # sanity check
|
||||
}
|
||||
OR = {
|
||||
tgp_capital_not_in_chinese_naming_region = no
|
||||
tgp_has_unique_chinese_naming = yes
|
||||
primary_title = title:h_china # failsafe, in case this somehow ends up here
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = no
|
||||
}
|
||||
trigger_event = {
|
||||
id = tgp_dynastic_cycle.9000
|
||||
days = 1 # so the player gets to choose first
|
||||
}
|
||||
}
|
||||
else = {
|
||||
trigger_event = {
|
||||
id = tgp_dynastic_cycle.9000
|
||||
days = 2
|
||||
}
|
||||
}
|
||||
tgp_fire_china_realm_name_event_effect = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:old_liege = root
|
||||
NOT = {
|
||||
liege = root
|
||||
}
|
||||
liege != root
|
||||
primary_title ?= {
|
||||
has_custom_title_name = yes
|
||||
}
|
||||
|
|
@ -4946,6 +4947,43 @@ on_realm_capital_change = {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Move ministers to realm capital.
|
||||
if = {
|
||||
limit = {
|
||||
tgp_has_access_to_ministry_trigger = yes
|
||||
}
|
||||
every_vassal = {
|
||||
limit = {
|
||||
tgp_has_minister_title = yes
|
||||
}
|
||||
every_held_title = {
|
||||
limit = {
|
||||
OR = {
|
||||
is_noble_family_title = yes
|
||||
tgp_is_minister_title = yes
|
||||
}
|
||||
}
|
||||
set_capital_county = ROOT.county
|
||||
}
|
||||
if = {
|
||||
limit = { is_ai = yes }
|
||||
domicile ?= {
|
||||
move_domicile = ROOT.title_province
|
||||
}
|
||||
}
|
||||
# don't move them in such cases
|
||||
if = {
|
||||
limit = {
|
||||
is_landed = no
|
||||
is_in_army = no
|
||||
is_travelling = no
|
||||
NOT = { exists = involved_activity }
|
||||
}
|
||||
set_location_to_default = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@ on_travel_plan_movement = {
|
|||
delay = { days = 2 }
|
||||
adventurer_talent_scouting_on_action
|
||||
delay = { days = 3 }
|
||||
adventurer_encourage_realtionships_on_action
|
||||
adventurer_encourage_relationships_on_action
|
||||
migration_events_on_action
|
||||
delay = { days = 1 }
|
||||
}
|
||||
|
|
@ -493,7 +493,10 @@ on_travel_plan_movement = {
|
|||
# laamp_base_1041/Ambush Travellers task contract minigame.
|
||||
current_travel_plan ?= {
|
||||
if = {
|
||||
limit = { has_variable = activate_laamp_base_1041_logic }
|
||||
limit = {
|
||||
has_variable = activate_laamp_base_1041_logic
|
||||
current_location = { is_sea_province = no }
|
||||
}
|
||||
travel_plan_owner.var:laamp_base_1041_travel_plan_contract_storage = {
|
||||
if = {
|
||||
limit = { var:event_ratio_tracker >= 1 }
|
||||
|
|
@ -553,6 +556,62 @@ travel_danger_events_on_action = {
|
|||
is_migrating = no # No Danger events while migrating
|
||||
exists = current_travel_plan
|
||||
}
|
||||
effect = {
|
||||
random = { # chance of inspiring a knight to become eligible for stalwart accolade
|
||||
chance = 0.05
|
||||
modifier = {
|
||||
factor = current_travel_plan.current_danger_value # scales with danger (even if mitigated)
|
||||
}
|
||||
modifier = {
|
||||
factor = accolade_progress # scales with accolade progress
|
||||
}
|
||||
modifier = { # must have an eligible knight
|
||||
NOT = {
|
||||
any_knight = {
|
||||
current_travel_plan ?= root.current_travel_plan
|
||||
can_unlock_accolade_attribute_trigger = {
|
||||
ATTRIBUTE = stalwart
|
||||
}
|
||||
}
|
||||
}
|
||||
factor = 0
|
||||
}
|
||||
set_variable = {
|
||||
name = accolade_progress
|
||||
value = 0
|
||||
}
|
||||
random_knight = {
|
||||
limit = {
|
||||
current_travel_plan ?= root.current_travel_plan
|
||||
can_unlock_accolade_attribute_trigger = {
|
||||
ATTRIBUTE = stalwart
|
||||
}
|
||||
}
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = 50
|
||||
is_acclaimed = yes
|
||||
}
|
||||
}
|
||||
save_scope_as = accolade_knight
|
||||
}
|
||||
save_scope_as = accolade_liege
|
||||
send_interface_message = {
|
||||
type = msg_accolade_eligibility
|
||||
title = accolade_stalwart_unlock.t
|
||||
left_icon = scope:accolade_knight
|
||||
right_icon = scope:accolade_liege
|
||||
custom_tooltip = accolade_stalwart_unlock.tt
|
||||
scope:accolade_knight = {
|
||||
set_variable = {
|
||||
name = stalwart_attribute_unlock
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
random_events = {
|
||||
chance_of_no_event = {
|
||||
value = {
|
||||
|
|
@ -641,6 +700,15 @@ travel_danger_events_on_action = {
|
|||
350 = ep3_laamp_flavour_ewan.4071 # Slavers - bastards try to kidnap people from the edges of your train.
|
||||
350 = ep3_laamp_flavour_ewan.4081 # Born of Desperation - hungry locals swarm at you, searching for food.
|
||||
350 = ep3_laamp_flavour_ewan.4091 # Night Attack - unknown group assaults your camp one evening.
|
||||
|
||||
# TGP Travel Danger Events
|
||||
100 = tgp_travel_danger_events.0001 # Encounter an orphan in an area struck by natural disaster.
|
||||
|
||||
# Simple Danger Events
|
||||
100 = travel_danger_events.9030 # Rain: delay
|
||||
100 = travel_danger_events.9040 # Rainstorm, someone is lost & gone forever!
|
||||
100 = travel_danger_events.9050 # Someone with Withering Mind walks off
|
||||
100 = travel_danger_events.9060 # Faltering Heart/Fragile Bones entourage character suffers during travel
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -664,18 +732,18 @@ travel_events_on_action = {
|
|||
|
||||
random_events = {
|
||||
chance_of_no_event = {
|
||||
value = 80
|
||||
value = 95
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = yes
|
||||
}
|
||||
add = 19 # Not very important that AI's get these
|
||||
add = 4 # Not very important that AI's get these
|
||||
}
|
||||
if = { # Less regular travel events when you're migrating
|
||||
limit = {
|
||||
is_migrating = yes
|
||||
}
|
||||
add = 15
|
||||
add = 4
|
||||
}
|
||||
}
|
||||
100 = 0
|
||||
|
|
@ -745,6 +813,7 @@ travel_events_on_action = {
|
|||
100 = travel_events.4050 # hostage/ward/different culture courtier acts as cultural mediator
|
||||
200 = hunt.8200 # Falconry Practice
|
||||
500 = hunt.8210 #Pursued by a Shrine Maiden
|
||||
100 = travel_events.5100 #You reach a spirit haunted bridge
|
||||
#Cultural Tradition events
|
||||
100 = travel_events.1200 #Friendly People
|
||||
100 = travel_events.1201 #Chivalry
|
||||
|
|
@ -866,6 +935,18 @@ travel_events_on_action = {
|
|||
100 = tgp_travel_events.0035
|
||||
100 = tgp_travel_events.0040
|
||||
100 = tgp_travel_events.0045
|
||||
|
||||
#Travel Events Japan
|
||||
100 = tgp_japan_yearly_events.0006 # 0006 - Treasures from the Sea - ama divers
|
||||
100 = tgp_japan_yearly_events.0012 # 0012 - Monkey Business - Onsen
|
||||
100 = tgp_japan_yearly_events.0013 # 0013 - Purifying the Spirit - Onsen
|
||||
100 = tgp_japan_yearly_events.0014 # 0014 - Taking It Easy - Onsen
|
||||
100 = tgp_japan_yearly_events.0027 # 0027 - Prove Your Worth - Tengu
|
||||
10 = tgp_japan_yearly_events.0028 # 0028 - False Rumors - Tengu
|
||||
100 = tgp_japan_yearly_events.1000 # 1000 - You see some Onibi, follow them or no?
|
||||
50 = tgp_japan_yearly_events.1040 # 1040 - You come across a red bridge
|
||||
50 = tgp_japan_yearly_events.1120 # 1120 - You meet a warrior monk
|
||||
50 = tgp_japan_yearly_events.1140 # 1140 - You are stopped in Soryo lands as a Ritsuryo ruler
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -942,7 +1023,8 @@ travel_event_tombola = {
|
|||
1 = travel_events_on_action
|
||||
2 = on_tour_travel
|
||||
2 = pilgrimage_journey_events
|
||||
2 = hajj_journey_events
|
||||
#2 = hajj_journey_events # They're the same as Pilgrimage for now, commenting out until further notice to save performance
|
||||
# If Hajj content is added, also see comment in is_on_a_pilgrimage_trigger
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1289,18 +1371,24 @@ on_travel_plan_start = {
|
|||
}
|
||||
}
|
||||
events = {
|
||||
travel_start_event.1000 #Generic start (no activity)
|
||||
travel_start_event.1010 #Travelling to a Tournament
|
||||
# Commented-out events are removed due to spam concerns
|
||||
# The ones who are left have mechanical impacts; Tours give prestige/stress loss, pilgrimages add additional pilgrims, wanderer activities give boons based ona ctivity options for Monument Explorations, etc.
|
||||
# Chinese debates/examinations give necessary context effects, such as choosing movement if you have none, or resigning from your alnds if you need to take the exam
|
||||
|
||||
travel_start_event.1130 # Generic 'travel started' toast, also plays mx_cue_travel_start
|
||||
|
||||
#travel_start_event.1000 #Generic start (no activity)
|
||||
#travel_start_event.1010 #Travelling to a Tournament
|
||||
travel_start_event.1020 #Setting off on a Tour
|
||||
travel_start_event.1030 #Travelling to a Wedding
|
||||
travel_start_event.1040 #Travelling to a Feast
|
||||
travel_start_event.1050 #Travelling to a Playdate
|
||||
#travel_start_event.1030 #Travelling to a Wedding
|
||||
#travel_start_event.1040 #Travelling to a Feast
|
||||
#travel_start_event.1050 #Travelling to a Playdate
|
||||
travel_start_event.1060 #Going on a Pilgrimage
|
||||
travel_start_event.1070 #Travelling to a Hunt
|
||||
travel_start_event.1080 #Travelling to a Witch Ritual
|
||||
#travel_start_event.1070 #Travelling to a Hunt
|
||||
#travel_start_event.1080 #Travelling to a Witch Ritual
|
||||
travel_start_event.1090 #Travelling to a Travel Lifestyle Activity
|
||||
travel_start_event.1100 #Travelling to an Examination
|
||||
travel_start_event.1110 #Travelling to a Mandala Ritual
|
||||
#travel_start_event.1110 #Travelling to a Mandala Ritual
|
||||
travel_start_event.1120 #Travelling to a Debate
|
||||
|
||||
ep3_contract_event.0002 #When doing a Contract as Landless Adventurer fill your entourage with relevant people
|
||||
|
|
@ -1608,6 +1696,9 @@ on_travel_plan_complete = {
|
|||
trigger_event = laamp_base_learning_contract_events.4017
|
||||
}
|
||||
tribute_mission_clean_up_variables_effect = yes
|
||||
|
||||
#Remove characters added by travel options at the start of travel plan
|
||||
remove_travel_option_added_character_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1681,10 +1772,10 @@ on_travel_plan_abort = {
|
|||
# refund prestige and influence cost
|
||||
if = {
|
||||
limit = { petition_liege_admin_valid_trigger = yes }
|
||||
change_influence_no_experience = standard_activity_cost
|
||||
change_influence_no_experience = standard_activity_base_cost
|
||||
}
|
||||
else = {
|
||||
add_prestige_no_experience = standard_activity_cost
|
||||
add_prestige_no_experience = standard_activity_base_cost
|
||||
}
|
||||
}
|
||||
# remove variables and flags
|
||||
|
|
@ -1707,6 +1798,9 @@ on_travel_plan_abort = {
|
|||
#Hit absentee Tributary with Tribute Mission penalty
|
||||
requested_tribute_mission_penalty_effect = yes
|
||||
tribute_mission_clean_up_variables_effect = yes
|
||||
|
||||
#Remove characters added by travel options at the start of travel plan
|
||||
remove_travel_option_added_character_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1731,10 +1825,10 @@ on_travel_plan_cancel = {
|
|||
# refund prestige and influence cost
|
||||
if = {
|
||||
limit = { petition_liege_admin_valid_trigger = yes }
|
||||
change_influence_no_experience = standard_activity_cost
|
||||
change_influence_no_experience = standard_activity_base_cost
|
||||
}
|
||||
else = {
|
||||
add_prestige_no_experience = standard_activity_cost
|
||||
add_prestige_no_experience = standard_activity_base_cost
|
||||
}
|
||||
}
|
||||
# remove variables and flags
|
||||
|
|
@ -1750,9 +1844,9 @@ on_travel_plan_cancel = {
|
|||
# refund prestige and influence cost
|
||||
if = {
|
||||
limit = { petition_liege_admin_valid_trigger = yes }
|
||||
change_influence_no_experience = standard_activity_cost
|
||||
change_influence_no_experience = standard_activity_base_cost
|
||||
}
|
||||
else = { add_prestige_no_experience = standard_activity_cost }
|
||||
else = { add_prestige_no_experience = standard_activity_base_cost }
|
||||
}
|
||||
# remove variables and flags
|
||||
petition_liege_variable_cleanup_effect = yes
|
||||
|
|
@ -1788,7 +1882,7 @@ on_travel_plan_cancel = {
|
|||
remove_variable = pledge_loyalty_to_liege_grace
|
||||
}
|
||||
# refund any costs
|
||||
add_prestige = standard_activity_cost
|
||||
add_prestige = standard_activity_base_cost
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = pay_homage_gold_value
|
||||
|
|
@ -1989,7 +2083,7 @@ adventurer_talent_scouting_on_action = {
|
|||
}
|
||||
}
|
||||
|
||||
adventurer_encourage_realtionships_on_action = {
|
||||
adventurer_encourage_relationships_on_action = {
|
||||
trigger = {
|
||||
current_travel_plan ?= { has_travel_option = adventurers_encourage_relationships_option }
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue