Fixes
This commit is contained in:
parent
ce70fe752e
commit
734d526ca9
41 changed files with 17594 additions and 1069 deletions
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@ -279,91 +279,91 @@ on_county_occupied = {
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}
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}
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# Mongol Devastation
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if = {
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limit = {
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# Check that it's relevant so we don't fire it *all* the time
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OR = {
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AND = {
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exists = global_var:mongol_empire_has_spawned
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NOT = { exists = global_var:mongol_story_has_ended }
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any_owned_story = {
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type = story_mongol_invasion
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}
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}
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any_owned_story = {
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type = story_greatest_of_khans
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}
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}
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NOT = { exists = scope:county.var:looted_by_mongols }
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}
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# Each County should only be devastated once
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scope:county = {
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set_variable = {
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name = looted_by_mongols
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value = yes
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years = 25
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}
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}
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# Send a message (and gold!) to the Mongol Emperor
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send_interface_message = {
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type = event_war_good
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title = mongols_sieged_county.t
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left_icon = scope:previous_controller
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right_icon = scope:county
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#Herd from nomad counties if nomadic
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if = {
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limit = {
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scope:county = {
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any_county_province = {
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OR = {
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has_holding_type = nomad_holding
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has_holding_type = herder_holding
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}
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}
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}
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government_has_flag = government_is_nomadic
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}
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domicile = {
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change_herd = miniscule_herd_gain
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}
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}
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else = {
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if = {
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limit = {
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scope:county.development_level >= 1
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}
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add_gold = {
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add = scope:county.development_level
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multiply = 5
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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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dread < 150
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}
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add_dread = 2
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}
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show_as_tooltip = {
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scope:county = {
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mongols_devastate_county_effect = yes
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}
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}
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}
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save_scope_as = mongol_emperor
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# Send a message to the County's owner
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scope:county.holder = {
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send_interface_message = {
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type = event_war_bad
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title = mongols_sieged_county.t
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left_icon = scope:mongol_emperor
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right_icon = scope:county
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scope:county = {
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mongols_devastate_county_effect = yes
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}
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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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# # Check that it's relevant so we don't fire it *all* the time
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# OR = {
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# AND = {
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# exists = global_var:mongol_empire_has_spawned
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# NOT = { exists = global_var:mongol_story_has_ended }
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# any_owned_story = {
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# type = story_mongol_invasion
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# }
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# }
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# any_owned_story = {
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# type = story_greatest_of_khans
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# }
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# }
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# NOT = { exists = scope:county.var:looted_by_mongols }
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# }
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# # Each County should only be devastated once
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# scope:county = {
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# set_variable = {
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# name = looted_by_mongols
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# value = yes
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# years = 25
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# }
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# }
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# # Send a message (and gold!) to the Mongol Emperor
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# send_interface_message = {
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# type = event_war_good
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# title = mongols_sieged_county.t
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# left_icon = scope:previous_controller
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# right_icon = scope:county
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# #Herd from nomad counties if nomadic
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# if = {
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# limit = {
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# scope:county = {
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# any_county_province = {
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# OR = {
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# has_holding_type = nomad_holding
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# has_holding_type = herder_holding
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# }
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# }
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# }
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# government_has_flag = government_is_nomadic
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# }
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# domicile = {
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# change_herd = miniscule_herd_gain
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# }
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# }
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# else = {
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# if = {
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# limit = {
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# scope:county.development_level >= 1
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# }
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# add_gold = {
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# add = scope:county.development_level
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# multiply = 5
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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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# dread < 150
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# }
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# add_dread = 2
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# }
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# show_as_tooltip = {
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# scope:county = {
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# mongols_devastate_county_effect = yes
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# }
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# }
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# }
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# save_scope_as = mongol_emperor
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# # Send a message to the County's owner
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# scope:county.holder = {
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# send_interface_message = {
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# type = event_war_bad
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# title = mongols_sieged_county.t
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# left_icon = scope:mongol_emperor
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# right_icon = scope:county
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# scope:county = {
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# mongols_devastate_county_effect = yes
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# }
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# }
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# }
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# }
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# Admin house power bonus for getting influence
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if = {
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limit = {
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@ -789,7 +789,7 @@ on_raid_action_completion = {
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raiding.0013 # Chance to kidnap prisoners
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raiding.0014 # Chance to steal an artifact
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bp2_yearly.8031 # Steal a doll
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raiding.0031 # Hereward adds XP
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# raiding.0031 # Hereward adds XP
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raiding.0040 # Raid Intent Effects
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}
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effect = {
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34
common/on_action/dlc/ep3/el_cid_story_cycle_on_action.txt
Normal file
34
common/on_action/dlc/ep3/el_cid_story_cycle_on_action.txt
Normal file
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@ -0,0 +1,34 @@
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######################################################
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####
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#### El Cid Story Cycle On-Actions
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####
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#### el_cid_landless_on_action
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#### el_cid_landless_or_landed_on_action
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####
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######################################################
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#
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## Landless
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#el_cid_landless_on_action = {
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# random_events = {
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# # No one opens the door to you
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# 200 = cid.1000
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# # You have no money to pay your men
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# 100 = cid.1010
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# # You have to leave your spouse/children behind
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# 200 = cid.1020
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# }
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#}
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#
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## Landless or Landed
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#el_cid_landless_or_landed_on_action = {
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# random_events = {
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# # You have some money - send gift?
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# 100 = cid.1030
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# # You pray for your liege
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# 100 = cid.1040
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# # cid.2000 triggered from the combat on_action
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# # cid.2001 triggered from the combat on_action
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# # Your liege offers you a favourable marriage
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# 250 = cid.2010
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# }
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#}
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42
common/on_action/dlc/ep3/harrying_of_the_north_on_action.txt
Normal file
42
common/on_action/dlc/ep3/harrying_of_the_north_on_action.txt
Normal file
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@ -0,0 +1,42 @@
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##Events for William/Norman King of England
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#ongoing_harrying_owner_events = {
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# random_events = {
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# chance_of_no_event = 90
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# delay = { days = { 60 90 } }
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#
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# 100 = ep3_story_cycle_harrying.1000
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# 100 = ep3_story_cycle_harrying.1005
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# 100 = ep3_story_cycle_harrying.1010
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# 100 = ep3_story_cycle_harrying.1015
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# }
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#}
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#
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##Events for Anglo-Saxon lords in England
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#ongoing_harrying_aetheling_events = {
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# random_events = {
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# chance_of_no_event = 90
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# delay = { days = { 60 90 } }
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#
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# 100 = ep3_story_cycle_harrying.2000
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# 100 = ep3_story_cycle_harrying.2005
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# 100 = ep3_story_cycle_harrying.2010
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# 100 = ep3_story_cycle_harrying.2015
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# }
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#}
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#
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##Events specifically for Hereward the Wake
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#ongoing_harrying_hereward_events = {
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# random_events = {
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# chance_of_no_event = 90
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# delay = { days = { 60 90 } }
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#
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# 100 = ep3_story_cycle_harrying.3000
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# 100 = ep3_story_cycle_harrying.3005
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# 100 = ep3_story_cycle_harrying.3010
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# 100 = ep3_story_cycle_harrying.3015
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# 100 = ep3_story_cycle_harrying.3020
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# 50 = ep3_story_cycle_harrying.3050
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# 100 = ep3_laamps.7001
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# }
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#}
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#
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18
common/on_action/dlc/ep3/violet_poet_on_action.txt
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18
common/on_action/dlc/ep3/violet_poet_on_action.txt
Normal file
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@ -0,0 +1,18 @@
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##Events for Violet Poet
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#ongoing_violet_poet_owner_events = {
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# random_events = {
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# chance_of_no_event = 50
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# delay = { days = { 40 80 } }
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#
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# 100 = ep3_story_cycle_violet_poet.1005%
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# 100 = ep3_story_cycle_violet_poet.1010
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# 100 = ep3_story_cycle_violet_poet.1015
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# 100 = ep3_story_cycle_violet_poet.1020
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# 100 = ep3_story_cycle_violet_poet.1025
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# 100 = ep3_story_cycle_violet_poet.1030
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#
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# #Ibn Zaydun chain
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# 100 = ep3_story_cycle_violet_poet.2000
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# }
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#}
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#
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168
common/on_action/fp2_on_actions.txt
Normal file
168
common/on_action/fp2_on_actions.txt
Normal file
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@ -0,0 +1,168 @@
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#fp2_lyonese_monk_events_cycle = {
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# effect = {
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# # Should things invalidate?
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# if = {
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# limit = { fp2_lyonese_monk_0000_valid_for_events_trigger = no }
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# # Scope:acolyte has died or is no longer your courtier or vassal.
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# if = {
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# limit = { fp2_lyonese_monk_0000_out_of_realm_trigger = yes }
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# trigger_event = fp2_lyonese_monk.0021
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# }
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# # Your incarceration causes scope:acolyte to disappear - and the story along with HerHim.
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# else_if = {
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# limit = { fp2_lyonese_monk_0000_out_of_freedom_trigger = yes }
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# trigger_event = fp2_lyonese_monk.0051
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# }
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# # The destruction of the Papacy leaves little room in everyone's hearts for the minutiae of doctrine.
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# else_if = {
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# limit = { fp2_lyonese_monk_0000_out_of_popes_trigger = yes }
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# trigger_event = fp2_lyonese_monk.0041
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# }
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# # You or scope:acolyte are no longer the correct faith.
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# else_if = {
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# limit = { fp2_lyonese_monk_0000_out_of_faith_trigger = yes }
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# trigger_event = fp2_lyonese_monk.0031
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# }
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# }
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# # If not, run the usual.
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# else = {
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# # Phase: Private Teachings
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# ## Gateway event
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# if = {
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# limit = { scope:story.var:lm_phase_tally = 0 }
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# trigger_event = fp2_lyonese_monk.0201
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# }
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# ## Random events
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# else_if = {
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# limit = {
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# scope:story.var:lm_phase_tally >= 1
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# scope:story.var:lm_phase_tally <= 3
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# }
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# trigger_event = { on_action = fp2_lyonese_monk_events_phase_teachings_events }
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# }
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# ## Gateway event
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# else_if = {
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# limit = { scope:story.var:lm_phase_tally = 4 }
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# trigger_event = fp2_lyonese_monk.0241
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# }
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# # Phase: Public Controversy
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# ## Gateway event
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# else_if = {
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# limit = { scope:story.var:lm_phase_tally = 5 }
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# trigger_event = fp2_lyonese_monk.0401
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# }
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# ## Random events
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# else_if = {
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# limit = {
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# scope:story.var:lm_phase_tally >= 6
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# scope:story.var:lm_phase_tally <= 8
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# }
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# trigger_event = { on_action = fp2_lyonese_monk_events_phase_controversy_events }
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# }
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# ## Gateway event
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# else_if = {
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# limit = { scope:story.var:lm_phase_tally = 9 }
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# trigger_event = fp2_lyonese_monk.0441
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# }
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# # Phase: Schism
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# ## Gateway event
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# else_if = {
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# limit = { scope:story.var:lm_phase_tally = 10 }
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# trigger_event = fp2_lyonese_monk.0601
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# }
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# ## Random events
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# else_if = {
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# limit = {
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# scope:story.var:lm_phase_tally >= 11
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# scope:story.var:lm_phase_tally <= 13
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# }
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# trigger_event = { on_action = fp2_lyonese_monk_events_phase_schism_events }
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# }
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# ## Gateway event
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# else = { trigger_event = fp2_lyonese_monk.0641 }
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# }
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# }
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#}
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#
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#fp2_lyonese_monk_events_phase_teachings_events = {
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# random_events = {
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# 100 = fp2_lyonese_monk.0211
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# 100 = fp2_lyonese_monk.0221
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# 100 = fp2_lyonese_monk.0231
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# }
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# fallback = fp2_lyonese_monk_events_cycle_no_valid_events_fallback
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#}
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#
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#fp2_lyonese_monk_events_phase_controversy_events = {
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# random_events = {
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# 100 = fp2_lyonese_monk.0411
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# 100 = fp2_lyonese_monk.0421
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# 100 = fp2_lyonese_monk.0431
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# }
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# fallback = fp2_lyonese_monk_events_cycle_no_valid_events_fallback
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#}
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#
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#fp2_lyonese_monk_events_phase_schism_events = {
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# random_events = {
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# 100 = fp2_lyonese_monk.0611
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# 100 = fp2_lyonese_monk.0621
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# 100 = fp2_lyonese_monk.0631
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# }
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# fallback = fp2_lyonese_monk_events_cycle_no_valid_events_fallback
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#}
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#
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#fp2_lyonese_monk_events_cycle_no_valid_events_fallback = {
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# effect = {
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# # Should things invalidate?
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# if = {
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# limit = { fp2_lyonese_monk_0000_valid_for_events_trigger = no }
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# # Scope:acolyte has died or is no longer your courtier or vassal.
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# if = {
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# limit = { fp2_lyonese_monk_0000_out_of_realm_trigger = yes }
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# trigger_event = fp2_lyonese_monk.0021
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# }
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# # Your incarceration causes scope:acolyte to disappear - and the story along with HerHim.
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# else_if = {
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# limit = { fp2_lyonese_monk_0000_out_of_freedom_trigger = yes }
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# trigger_event = fp2_lyonese_monk.0051
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# }
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# # The destruction of the Papacy leaves little room in everyone's hearts for the minutiae of doctrine.
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# else_if = {
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# limit = { fp2_lyonese_monk_0000_out_of_popes_trigger = yes }
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# trigger_event = fp2_lyonese_monk.0041
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# }
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# # You or scope:acolyte are no longer the correct faith.
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# else_if = {
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# limit = { fp2_lyonese_monk_0000_out_of_faith_trigger = yes }
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# trigger_event = fp2_lyonese_monk.0031
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# }
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# }
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# # If not, run the usual.
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# else = {
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# # Increment the incident tally by 1 if we're not at a cap event.
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# if = {
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# limit = {
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# NOR = {
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# scope:story.var:lm_phase_tally = 0
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# scope:story.var:lm_phase_tally = 4
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# scope:story.var:lm_phase_tally = 5
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# scope:story.var:lm_phase_tally = 9
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# scope:story.var:lm_phase_tally = 10
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# }
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# }
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# scope:story = {
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# change_variable = {
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# name = lm_phase_tally
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# add = 1
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# }
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# }
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# }
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# # Run the cycle again.
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# trigger_event = {
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# on_action = fp2_lyonese_monk_events_cycle
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# months = { 2 5 }
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# }
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# }
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# }
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#}
|
||||
#
|
||||
74
common/on_action/knight_on_actions.txt
Normal file
74
common/on_action/knight_on_actions.txt
Normal file
|
|
@ -0,0 +1,74 @@
|
|||
# On actions for knight events, triggered automatically by the game
|
||||
|
||||
# Called for commanders when combat ends
|
||||
# root is the commander
|
||||
# scope:combat_side is the side of combat the commander is on
|
||||
# scope:victory is whether the commander's side won
|
||||
|
||||
on_commander_combat_finished = {
|
||||
trigger = {
|
||||
scope:victory = no
|
||||
}
|
||||
|
||||
events = {
|
||||
# DISABLED as how this is handled is undergoing a rework.
|
||||
#commanders.0011 # Commander captured after combat.
|
||||
}
|
||||
}
|
||||
|
||||
# called on every unique owner of an army on combat end
|
||||
# root is the owning character
|
||||
# scope:combat_side is the side of combat the commander is on
|
||||
# scope:victory is whether the commander's side won
|
||||
# commanders is a list of all commanders in the combat
|
||||
# knights is a list of all knights in the combat
|
||||
on_army_combat_finished = {
|
||||
|
||||
}
|
||||
|
||||
# Used for handling the Varangian guard
|
||||
varangian_ongoing = {
|
||||
trigger = {
|
||||
has_character_flag = is_currently_varangian
|
||||
}
|
||||
effect = {
|
||||
|
||||
#Verify if the character became landed: in that case, remove the flag
|
||||
if = {
|
||||
limit = {
|
||||
is_ruler = yes
|
||||
}
|
||||
remove_character_flag = is_currently_varangian
|
||||
}
|
||||
else = {
|
||||
#debug_log = "Fired the varangian_ongoing pulse"
|
||||
#debug_log_scopes = yes
|
||||
change_variable = { # NOTE: Will *not* be relevant to non-delayed trigger evaluations for the events below
|
||||
name = years_as_varangian
|
||||
add = 1
|
||||
}
|
||||
trigger_event = {
|
||||
on_action = varangian_ongoing
|
||||
days = { 340 380 }
|
||||
}
|
||||
}
|
||||
}
|
||||
random_events = {
|
||||
500 = 0
|
||||
# 500 = varangian.1001 # Return home
|
||||
# 100 = varangian.2001 # Become Best Friends with another Varangian
|
||||
# 100 = varangian.2002 # Become Lover with another Varangian
|
||||
# 100 = varangian.2003 # Become Friends with a local ruler
|
||||
# 100 = varangian.2004 # Become Rival with a local ruler
|
||||
# 300 = varangian.2005 # Marry Lover
|
||||
# 100 = varangian.2008 # Get wounded
|
||||
# 100 = varangian.2011 # Get local Lover
|
||||
# 200 = varangian.2012 # Increase Prowess
|
||||
# 200 = varangian.2013 # Increase Martial
|
||||
# 200 = varangian.2014 # Increase Learning
|
||||
# 200 = varangian.2015 # Increase Diplomacy
|
||||
# 50 = varangian.2016 # Become Brave
|
||||
# 50 = varangian.2017 # Become Ambitious
|
||||
# 50 = varangian.2018 # Become Diligent
|
||||
}
|
||||
}
|
||||
875
common/on_action/province_on_actions.txt
Normal file
875
common/on_action/province_on_actions.txt
Normal file
|
|
@ -0,0 +1,875 @@
|
|||
# root: The province in which the building was completed
|
||||
# scope:character: The character that paid for the construction, if available
|
||||
on_building_completed = {
|
||||
effect = {
|
||||
#save the county holder as the character in case the construction wasn't started through GUI or by the AI
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { exists = scope:character }
|
||||
}
|
||||
root.county.holder = {
|
||||
save_scope_as = character
|
||||
}
|
||||
}
|
||||
root = {
|
||||
# Preservation tenet
|
||||
if = {
|
||||
limit = {
|
||||
scope:character.faith = { has_doctrine_parameter = building_temples_gives_development }
|
||||
OR = {
|
||||
has_holding_type = church_holding
|
||||
has_holding_type = temple_citadel_holding
|
||||
}
|
||||
NOT = { county = { has_variable = dev_gain_cooldown } }
|
||||
}
|
||||
scope:character = {
|
||||
send_interface_toast = {
|
||||
title = building_temples_gives_development_toast
|
||||
left_icon = root
|
||||
root.county = {
|
||||
change_development_progress_with_overflow = minor_development_progress_gain
|
||||
set_variable = {
|
||||
name = dev_gain_cooldown
|
||||
value = yes
|
||||
days = 365
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Hard working Tradition
|
||||
if = {
|
||||
limit = {
|
||||
culture = { has_cultural_parameter = development_gain_on_building_complete }
|
||||
NOT = { county = { has_variable = dev_gain_cooldown } }
|
||||
}
|
||||
county = {
|
||||
change_development_progress_with_overflow = 25
|
||||
set_variable = {
|
||||
name = dev_gain_cooldown
|
||||
value = yes
|
||||
days = 365
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Metal crafting Tradition
|
||||
if = {
|
||||
limit = {
|
||||
culture = { has_cultural_parameter = prestige_gain_on_building_complete_in_mountains }
|
||||
OR = {
|
||||
terrain = mountains
|
||||
terrain = desert_mountains
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
}
|
||||
add_prestige = medium_prestige_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Yashima
|
||||
if = {
|
||||
limit = {
|
||||
culture = { has_cultural_parameter = prestige_gain_on_building_complete_in_mountains_forest }
|
||||
OR = {
|
||||
terrain = mountains
|
||||
terrain = forest
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
}
|
||||
add_prestige = medium_prestige_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Sacred Mountains Tradition
|
||||
if = {
|
||||
limit = {
|
||||
scope:character.culture = { has_cultural_parameter = piety_gain_on_building_complete_in_mountains }
|
||||
OR = {
|
||||
terrain = mountains
|
||||
terrain = desert_mountains
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
}
|
||||
add_piety = minor_piety_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Sacred Groves Tradition
|
||||
if = {
|
||||
limit = {
|
||||
scope:character.culture = { has_cultural_parameter = piety_gain_on_building_complete_in_forest_taiga }
|
||||
OR = {
|
||||
terrain = forest
|
||||
terrain = taiga
|
||||
terrain = jungle
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
}
|
||||
add_piety = minor_piety_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# FP2 Dynasty perk
|
||||
if = {
|
||||
limit = {
|
||||
has_holding_type = city_holding
|
||||
exists = scope:character.dynasty
|
||||
scope:character.dynasty = {
|
||||
has_dynasty_perk = fp2_urbanism_legacy_4
|
||||
}
|
||||
}
|
||||
county = {
|
||||
holder = {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
}
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = prestige_gained_from_building_completion
|
||||
left_icon = root.barony
|
||||
add_prestige = medium_prestige_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
#### Chance to add super guest!
|
||||
# Set variables
|
||||
random = {
|
||||
chance = 10
|
||||
modifier = {
|
||||
add = county.development_level
|
||||
}
|
||||
set_variable = {
|
||||
name = number_prestigious_new_guests
|
||||
value = 1
|
||||
}
|
||||
if = {
|
||||
limit = { county.development_level >= max_development_level }
|
||||
|
||||
set_variable = {
|
||||
name = holding_quality
|
||||
value = 3
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { county.development_level >= great_development_level }
|
||||
set_variable = {
|
||||
name = holding_quality
|
||||
value = 3
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { county.development_level >= good_development_level }
|
||||
set_variable = {
|
||||
name = holding_quality
|
||||
value = 2
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { county.development_level >= medium_development_level }
|
||||
set_variable = {
|
||||
name = holding_quality
|
||||
value = 2
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { county.development_level >= bad_development_level }
|
||||
set_variable = {
|
||||
name = holding_quality
|
||||
value = 1
|
||||
}
|
||||
}
|
||||
else = {
|
||||
set_variable = {
|
||||
name = holding_quality
|
||||
value = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
holder = {
|
||||
# Trigger the hidden event
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
}
|
||||
trigger_event = fp2_other_decisions.0001
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Struggle parameters
|
||||
if = {
|
||||
limit = {
|
||||
has_holding_type = castle_holding
|
||||
scope:character = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
has_struggle_phase_parameter = completing_building_in_castle_gives_development
|
||||
}
|
||||
}
|
||||
}
|
||||
county = { change_development_progress_with_overflow = 10 }
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_holding_type = church_holding
|
||||
scope:character = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
has_struggle_phase_parameter = completing_building_in_temple_gives_piety
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:character = { add_piety = medium_piety_gain }
|
||||
}
|
||||
|
||||
# Struggle catalysts
|
||||
if = {
|
||||
limit = {
|
||||
has_holding_type = castle_holding
|
||||
scope:character = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
phase_has_catalyst = catalyst_new_building_in_castle
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
every_character_struggle = {
|
||||
involvement = involved
|
||||
activate_struggle_catalyst = {
|
||||
catalyst = catalyst_new_building_in_castle
|
||||
character = scope:character
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_holding_type = city_holding
|
||||
scope:character = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
phase_has_catalyst = catalyst_new_building_in_city
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
every_character_struggle = {
|
||||
involvement = involved
|
||||
activate_struggle_catalyst = {
|
||||
catalyst = catalyst_new_building_in_city
|
||||
character = scope:character
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_holding_type = church_holding
|
||||
scope:character = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
phase_has_catalyst = catalyst_new_building_in_temple
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
every_character_struggle = {
|
||||
involvement = involved
|
||||
activate_struggle_catalyst = {
|
||||
catalyst = catalyst_new_building_in_temple
|
||||
character = scope:character
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_holding_type = church_holding
|
||||
county.faith.religion = religion:islam_religion
|
||||
scope:character = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
phase_has_catalyst = catalyst_new_islamic_temple_construction
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
every_character_struggle = {
|
||||
involvement = involved
|
||||
activate_struggle_catalyst = {
|
||||
catalyst = catalyst_new_islamic_temple_construction
|
||||
character = scope:character
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
phase_has_catalyst = catalyst_new_building_in_holdings
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
every_character_struggle = {
|
||||
involvement = involved
|
||||
activate_struggle_catalyst = {
|
||||
catalyst = catalyst_new_building_in_holdings
|
||||
character = scope:character
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Points of Interest
|
||||
# Apply them here directly so they are more promptly added than monthly via the POI update
|
||||
if = {
|
||||
limit = {
|
||||
has_special_building = no
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_building_with_flag = { flag = travel_point_of_interest_martial }
|
||||
has_building_with_flag = { flag = travel_point_of_interest_martial_minor }
|
||||
}
|
||||
NOT = { has_travel_point_of_interest = poi_special_buildings_martial }
|
||||
}
|
||||
add_travel_point_of_interest = poi_special_buildings_martial
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_with_flag = { flag = travel_point_of_interest_learning }
|
||||
NOT = { has_travel_point_of_interest = poi_special_buildings_learning }
|
||||
}
|
||||
add_travel_point_of_interest = poi_special_buildings_learning
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_with_flag = { flag = travel_point_of_interest_religious }
|
||||
NOT = { has_travel_point_of_interest = poi_special_buildings_religious }
|
||||
}
|
||||
add_travel_point_of_interest = poi_special_buildings_religious
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_with_flag = { flag = travel_point_of_interest_diplomatic }
|
||||
NOT = { has_travel_point_of_interest = poi_special_buildings_diplomatic }
|
||||
}
|
||||
add_travel_point_of_interest = poi_special_buildings_diplomatic
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_with_flag = { flag = travel_point_of_interest_wonder }
|
||||
NOT = { has_travel_point_of_interest = poi_special_buildings_wonder }
|
||||
}
|
||||
add_travel_point_of_interest = poi_special_buildings_wonder
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_with_flag = { flag = travel_point_of_interest_economic }
|
||||
NOT = { has_travel_point_of_interest = poi_special_buildings_economic }
|
||||
}
|
||||
add_travel_point_of_interest = poi_special_buildings_economic
|
||||
}
|
||||
|
||||
# The Builder event chain
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = the_builder_holding
|
||||
NOT = { has_variable = the_builder_finished }
|
||||
}
|
||||
var:the_builder_holding = { save_scope_as = holding_initiator }
|
||||
#Did the Builder actually finish the holding, or was it cancelled?
|
||||
scope:holding_initiator = {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
is_landed_or_landless_administrative = yes
|
||||
is_available = yes
|
||||
}
|
||||
#Then remove the safeguard event that would clean up the Builder
|
||||
if = {
|
||||
limit = { has_variable = the_builder_holding_cancelled_safeguard }
|
||||
remove_variable = the_builder_holding_cancelled_safeguard
|
||||
}
|
||||
#And trigger reward event
|
||||
trigger_event = bp2_yearly.1071
|
||||
}
|
||||
}
|
||||
set_variable = { name = the_builder_finished }
|
||||
}
|
||||
# Every time the Builder builds in their holding...
|
||||
if = {
|
||||
limit = {
|
||||
scope:character ?= {
|
||||
OR = {
|
||||
has_character_modifier = the_city_builder_modifier
|
||||
has_character_modifier = the_castle_builder_modifier
|
||||
has_character_modifier = the_temple_builder_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
county = { change_development_progress = minor_development_progress_gain }
|
||||
if = {
|
||||
limit = {
|
||||
scope:character ?= { has_character_modifier = the_city_builder_modifier }
|
||||
}
|
||||
scope:character = { add_gold = minor_gold_value }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:character ?= { has_character_modifier = the_castle_builder_modifier }
|
||||
}
|
||||
scope:character = { add_prestige = minor_prestige_gain }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:character ?= { has_character_modifier = the_temple_builder_modifier }
|
||||
}
|
||||
scope:character = { add_piety = minor_piety_gain }
|
||||
}
|
||||
}
|
||||
#end any landless adventurer's construction task contract
|
||||
if = {
|
||||
limit = {
|
||||
any_player = {
|
||||
any_character_active_contract = {
|
||||
task_contract_type = laamp_construction_contract
|
||||
task_contract_employer = scope:character
|
||||
save_temporary_scope_as = construction_contract
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:construction_contract = {
|
||||
if = {
|
||||
limit = {
|
||||
task_contract_taker.capital_province.county = root.county
|
||||
}
|
||||
complete_task_contract = success_critical
|
||||
}
|
||||
else = {
|
||||
complete_task_contract = failure_standard
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Inspection - Has Holding Modifier
|
||||
if = {
|
||||
limit = {
|
||||
has_province_modifier = inspection_empty_lands_domain_modifier
|
||||
}
|
||||
remove_province_modifier = inspection_empty_lands_domain_modifier
|
||||
add_random_economic_building_effect = yes
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_province_modifier = inspection_empty_lands_border_modifier
|
||||
}
|
||||
remove_province_modifier = inspection_empty_lands_border_modifier
|
||||
add_random_fortification_building_effect = yes
|
||||
}
|
||||
|
||||
# Admin - Governors get rewards for constructing buildings in governed counties
|
||||
if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
OR = {
|
||||
is_governor = yes
|
||||
AND = {
|
||||
min_appointment_tier = tier_county
|
||||
is_governor_or_admin_count = yes
|
||||
}
|
||||
tgp_is_any_minister = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
send_interface_message = {
|
||||
type = msg_governor_duties
|
||||
title = msg_governor_duties_t
|
||||
desc = admin_construction_completed_desc
|
||||
right_icon = root.barony
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
government_allows = merit
|
||||
}
|
||||
change_merit = building_construction_merit_gain_value
|
||||
if = {
|
||||
limit = {
|
||||
tgp_is_any_minister = yes
|
||||
government_has_flag = government_has_influence
|
||||
}
|
||||
change_influence = estate_construction_influence_gain_value
|
||||
}
|
||||
}
|
||||
else = {
|
||||
change_influence = estate_construction_influence_gain_value
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
building_construction_dynasty_prestige_gain_value > 0
|
||||
}
|
||||
dynasty = {
|
||||
add_dynasty_prestige = building_construction_dynasty_prestige_gain_value
|
||||
}
|
||||
}
|
||||
increase_governance_effect = { VALUE = 4 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# # Harrying of the North - Pacification Gain
|
||||
# if = {
|
||||
# limit = {
|
||||
# scope:character.culture = culture:norman
|
||||
# has_global_variable = harrying_of_the_north
|
||||
# exists = global_var:harrying_of_the_north.story_owner.var:pacification
|
||||
# }
|
||||
# global_var:harrying_of_the_north.story_owner = {
|
||||
# change_variable = {
|
||||
# name = pacification
|
||||
# add = 2
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
|
||||
# Devaraja consecration event
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_building_with_flag = { flag = temple_citadel }
|
||||
has_building_with_flag = { flag = temple }
|
||||
has_building_with_flag = { flag = mandala_capital_building }
|
||||
}
|
||||
NOT = { has_variable = mandala_consecrated_walls }
|
||||
scope:character = {
|
||||
is_available_for_activity_trigger = yes
|
||||
government_has_flag = government_is_mandala
|
||||
has_mandala_aspect_trigger = yes
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
trigger_event = devaraja.0005
|
||||
}
|
||||
set_variable = {
|
||||
name = mandala_consecrated_walls
|
||||
years = 30
|
||||
}
|
||||
}
|
||||
|
||||
# Brewery counter
|
||||
brewery_counter_effect = yes
|
||||
|
||||
# Coronation Promise
|
||||
if = {
|
||||
limit = {
|
||||
scope:character = root.province_owner.liege
|
||||
scope:character = { has_character_modifier = coronation_vassal_building_modifier }
|
||||
}
|
||||
scope:character = {
|
||||
send_interface_toast = {
|
||||
title = coronation_vassal_building_tt
|
||||
left_icon = root
|
||||
add_prestige = medium_prestige_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#####################
|
||||
# Mandala Government
|
||||
#####################
|
||||
|
||||
scope:character = {
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_mandala }
|
||||
if = {
|
||||
limit = {
|
||||
exists = house
|
||||
house = { has_house_aspiration_parameter = aspect_of_creation }
|
||||
}
|
||||
mandala_upgrade_creator_effect = yes
|
||||
house = {
|
||||
increment_variable_effect = {
|
||||
VAR = num_buildings_built
|
||||
VAL = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Building Oath
|
||||
scope:character = {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
has_variable = stewardship_oath_2_buildings
|
||||
}
|
||||
change_variable = {
|
||||
name = stewardship_oath_2_buildings
|
||||
add = 1
|
||||
}
|
||||
add_to_variable_list = {
|
||||
name = stewardship_oath_2_building_list
|
||||
target = root
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# root: The province in which the building was started
|
||||
# scope:character: The character that paid for the construction, if available
|
||||
on_building_started = {
|
||||
effect = {
|
||||
#save the county holder as the character in case the construction wasn't started through GUI or by the AI
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { exists = scope:character }
|
||||
}
|
||||
root.county.holder = {
|
||||
save_scope_as = character
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_construction_with_flag = temple
|
||||
has_construction_with_flag = castle
|
||||
has_construction_with_flag = city
|
||||
}
|
||||
any_player = {
|
||||
has_government = landless_adventurer_government
|
||||
in_diplomatic_range = scope:character
|
||||
can_create_task_contract = {
|
||||
type_name = laamp_construction_contract
|
||||
employer = scope:character
|
||||
}
|
||||
save_temporary_scope_as = player_laamp
|
||||
}
|
||||
}
|
||||
scope:player_laamp = {
|
||||
create_task_contract = {
|
||||
task_contract_employer = scope:character
|
||||
task_contract_type = laamp_construction_contract
|
||||
task_contract_tier = scope:character.task_contract_tier_value
|
||||
location = scope:character.capital_province
|
||||
save_scope_as = new_contract
|
||||
}
|
||||
scope:new_contract = {
|
||||
set_variable = {
|
||||
name = task_contract_employer
|
||||
value = scope:character
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_destination
|
||||
value = root
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_province_modifier = travel_extra_building_resources_modifier
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = extra_building_resources
|
||||
var:extra_building_resources > 1
|
||||
}
|
||||
change_variable = {
|
||||
name = extra_building_resources
|
||||
subtract = 1
|
||||
}
|
||||
remove_province_modifier = travel_extra_building_resources_modifier
|
||||
add_province_modifier = travel_extra_building_resources_modifier
|
||||
}
|
||||
else = {
|
||||
remove_province_modifier = travel_extra_building_resources_modifier
|
||||
remove_variable = extra_building_resources
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# root: The province in which the building was cancelled
|
||||
# scope:character: The character that paid for the construction, if available
|
||||
on_building_cancelled = {
|
||||
effect = {}
|
||||
}
|
||||
|
||||
# root: The holder of the province doing the razing
|
||||
# province: The province in which the holding exists
|
||||
on_holding_razed = {
|
||||
effect = {
|
||||
scope:province.county = { set_variable = was_razed }
|
||||
send_interface_toast = {
|
||||
title = province_razed_toast_title
|
||||
left_icon = scope:province.barony
|
||||
add_gold = {
|
||||
value = minor_gold_value
|
||||
add = scope:province.county.development_level
|
||||
}
|
||||
scope:province = {
|
||||
if = {
|
||||
limit = {
|
||||
this = county.title_province
|
||||
county.development_level >= 1
|
||||
}
|
||||
county = {
|
||||
change_development_progress_with_overflow = {
|
||||
value = scope:province.county.development_level
|
||||
multiply = 10
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
this = county.title_province
|
||||
county = {
|
||||
uses_county_fertility = yes
|
||||
}
|
||||
}
|
||||
county = {
|
||||
change_county_fertility = medium_county_fertility_level_gain
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_university_building_trigger = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_building_or_higher = generic_university
|
||||
}
|
||||
remove_building = generic_university
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = al_azhar_university
|
||||
}
|
||||
remove_building = al_azhar_university
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = sankore_university
|
||||
}
|
||||
remove_building = sankore_university
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = siena_university
|
||||
}
|
||||
remove_building = siena_university
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = nalanda_university
|
||||
}
|
||||
remove_building = nalanda_university
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = house_of_wisdom_01
|
||||
}
|
||||
remove_building = house_of_wisdom_01
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = al_qarawiyyin_university_01
|
||||
}
|
||||
remove_building = al_qarawiyyin_university_01
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = somapura_university_01
|
||||
}
|
||||
remove_building = somapura_university_01
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = cluny_abbey_01
|
||||
}
|
||||
remove_building = cluny_abbey_01
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# root: The holder of the province doing the rebuilding
|
||||
# province: The province in which the great building exists
|
||||
on_great_building_rebuilt = {
|
||||
effect = {
|
||||
add_piety_experience = {
|
||||
add = minor_piety_gain
|
||||
multiply = piety_level
|
||||
}
|
||||
hidden_effect = {
|
||||
if = {
|
||||
limit = { has_character_modifier = mandala_rise_from_the_ashes_modifier }
|
||||
remove_character_modifier = mandala_rise_from_the_ashes_modifier
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_character_flag = devaraja_flag }
|
||||
has_mandala_aspect_trigger = yes
|
||||
}
|
||||
add_character_flag = devaraja_flag
|
||||
}
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = mandala_rise_from_the_ashes_modifier
|
||||
years = 10
|
||||
}
|
||||
#Memory
|
||||
create_character_memory = { type = rebuilt_mandala_temple_memory }
|
||||
scope:new_memory ?= {
|
||||
set_variable = {
|
||||
name = mandala_capital_rebuilt_location
|
||||
value = scope:province
|
||||
}
|
||||
if = {
|
||||
limit = { exists = var:mandala_capital_rebuilt_location }
|
||||
#To prevent 'unused except in loc' errors :catto:
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
53
common/on_action/struggle_on_actions.txt
Normal file
53
common/on_action/struggle_on_actions.txt
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
# root: is involved (or interloper) character
|
||||
# Scope:struggle is the currently pulsing struggle.
|
||||
yearly_struggle_playable_pulse = {
|
||||
effect = {
|
||||
}
|
||||
}
|
||||
|
||||
# root: is involved (or interloper) character
|
||||
# Scope:struggle is the currently pulsing struggle.
|
||||
five_year_struggle_playable_pulse = {
|
||||
trigger = {
|
||||
basic_is_valid_for_yearly_events_trigger = yes
|
||||
OR = {
|
||||
fp2_character_interloper_in_struggle_trigger = yes
|
||||
fp2_character_involved_in_struggle_trigger = yes
|
||||
}
|
||||
}
|
||||
on_actions = {
|
||||
fp2_iberian_struggle_random_events
|
||||
}
|
||||
}
|
||||
|
||||
fp2_iberian_struggle_random_events = {
|
||||
trigger = {
|
||||
alwasys = no
|
||||
# fp2_character_involved_in_struggle_trigger = yes
|
||||
}
|
||||
random_events = {
|
||||
chance_to_happen = 95
|
||||
1 = 0
|
||||
|
||||
# 80 = fp2_struggle.1000 #Stoking the Fire
|
||||
# 50 = fp2_struggle.1001 #War Widows
|
||||
# 50 = fp2_struggle.1010 #Soul of Iron
|
||||
# 45 = fp2_struggle.1020 #Death of a Councilman
|
||||
# 70 = fp2_struggle.2001 #Desperate Villagers Seek New Lord
|
||||
# #80 = fp2_struggle.2003 #Band of Lost Birds removed for FP3
|
||||
# 25 = fp2_struggle.2004 #The weights inside this event are a bit high, but since the event is struggle-exclusive it will probably not be an issue
|
||||
# 70 = fp2_struggle.2006 #The Borders of Faith
|
||||
# 70 = fp2_struggle.2007 #Castle Worthy of Iberia
|
||||
# 5 = fp2_struggle.2009 #Catching Thieves of Myth
|
||||
# 90 = fp2_struggle.3001 #The Price of War Not particularly struggle related, but making it only appear during the struggle makes it more unique and special
|
||||
# 50 = fp2_struggle.3011 #Order of the Hatchet
|
||||
# 25 = fp2_struggle.3021 #The Wrath of Heaven Usually the lower chance is because the effects are too great, in this case it is to ensure people don't think every other iberian had discovered han powder.
|
||||
}
|
||||
}
|
||||
|
||||
fp2_iberian_struggle_starting_events = {
|
||||
events = {
|
||||
# neutral_struggle.0001
|
||||
# fp2_struggle.0003
|
||||
}
|
||||
}
|
||||
|
|
@ -3058,7 +3058,7 @@ on_title_gain_usurpation = {
|
|||
}
|
||||
}
|
||||
trigger_event = NEOW_dynamic_titles.0014
|
||||
}
|
||||
}
|
||||
|
||||
######################################################
|
||||
|
||||
|
|
@ -3080,18 +3080,8 @@ on_title_gain_usurpation = {
|
|||
}
|
||||
}
|
||||
scope:title = {
|
||||
limit = {
|
||||
is_nomad_title = no
|
||||
tier = tier_county
|
||||
scope:title.title_province = {
|
||||
NOR = {
|
||||
has_holding_type = monotown_holding
|
||||
has_holding_type = city_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:title.title_province = {
|
||||
set_holding_type = city_holding
|
||||
set_holding_type = city_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
425
common/on_action/yearly_groups_on_actions.txt
Normal file
425
common/on_action/yearly_groups_on_actions.txt
Normal file
|
|
@ -0,0 +1,425 @@
|
|||
fp1_yearly_events = {
|
||||
trigger = { fp1_eligible_for_yearly_events_trigger = yes }
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
modifier = { # Reduces frequency for characters with non-matching cultures
|
||||
factor = 0.33
|
||||
religion = religion:germanic_religion
|
||||
|
||||
NOT = {
|
||||
culture = { has_cultural_pillar = heritage_north_germanic }
|
||||
}
|
||||
}
|
||||
modifier = { # Reduces frequency for having both sets of FP events valid
|
||||
factor = 0.5
|
||||
OR = {
|
||||
fp2_eligible_for_yearly_events_trigger = yes
|
||||
fp3_eligible_for_yearly_events_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
random_events = {
|
||||
chance_to_happen = 65
|
||||
200 = 0
|
||||
|
||||
# Other Events
|
||||
# 100 = varangian.0001
|
||||
200 = trait_specific.9001 # Become Poet
|
||||
|
||||
#FP1 Events
|
||||
## Shieldmaidens
|
||||
100 = fp1_shieldmaiden.0001 # A wrong-gender courtier wishes to fight for you.
|
||||
400 = fp1_shieldmaiden.0032 # Your shieldmaiden improves their skills.
|
||||
## General Yearlies
|
||||
200 = fp1_yearly.0001 # Escaped Thrall - A thrall leaves your court in the night.
|
||||
200 = fp1_yearly.0011 # Calls for Courtier to be Declared Nithing - Locals call for one of your courtiers to be exiled.
|
||||
200 = fp1_yearly.0021 # A Matter of Life and Death - Two knights fight to the death over nothing.
|
||||
200 = fp1_yearly.0031 # Tall Tales at the Table - A deceitful warrior is telling tall-tales at court.
|
||||
100 = fp1_yearly.0041 # Explorers from the South - An Islamic explorer stops by for a visit.
|
||||
200 = fp1_yearly.0051 # The Unquiet Dead - You are informed of a reputed-draugr.
|
||||
200 = fp1_yearly.0071 # In the Deep Places of the World - locals in your Scandi capital report a troll.
|
||||
200 = fp1_yearly.0091 # A Vessel fit for a Ruler - commissioning a personal longship.
|
||||
200 = fp1_yearly.0101 # A Game of Riddles - a courtier challenges you to a game of riddles.
|
||||
200 = fp1_yearly.0111 # Accursed - one of your courtiers is the victim of a nithing pole.
|
||||
200 = fp1_yearly.2000 # A Child wants to run away to marry their beloved
|
||||
300 = fp1_yearly.2100 # Two lovers duel for your love
|
||||
200 = fp1_yearly.2200 # Berserker rampages though court
|
||||
200 = fp1_yearly.2300 # Convince a group of soldiers to join you
|
||||
200 = fp1_yearly.2400 # Invest in something that'll aid in your hunts
|
||||
200 = fp1_yearly.2600 # Become a Berserker
|
||||
## Flavour Yearlies
|
||||
200 = fp1_yearly.0501 # Out for a Sail - you spot a ship in distress.
|
||||
200 = fp1_yearly.0511 # The Stench of Success - a courtier won't let an old trophy go.
|
||||
200 = fp1_yearly.0521 # Blood on the Snow - your child wishes to snowball fight.
|
||||
200 = fp1_yearly.0531 # [Dynasty] on Ice - your child wants to learn how to ice skate.
|
||||
200 = fp1_yearly.0541 # The Beast of [Capital] - your child is playing pranks on courtiers.
|
||||
200 = fp1_yearly.0551 # Fishy Business - a courtier won't stop eating rotten fish.
|
||||
200 = fp1_yearly.0561 # My Arm Against Yours - a knight challenges you to arm-wrestling.
|
||||
200 = fp1_yearly.0571 # Petty Vandalism - your child has vandalised a runestone.
|
||||
200 = fp1_yearly.0581 # When I Grow Up - your child wishes to be a shieldperson.
|
||||
200 = fp1_yearly.0591 # Raised Voices at the Thing - two of your counties are fighting at a regional thing.
|
||||
200 = fp1_yearly.0601 # The Hardest Part of Ruling - you're incredibly bored in a protracted thing session.
|
||||
200 = fp1_yearly.0611 # Leading by Example - one of your children hurts another whilst imitating you.
|
||||
200 = fp1_yearly.0641 # Worthy of the Ocean - your longships are in disrepair.
|
||||
200 = fp1_yearly.0651 # Leviathan - you spot a whale whilst sailing.
|
||||
200 = fp1_yearly.0661 # A Novel Challenge - a knight challenges you to skiing.
|
||||
200 = fp1_yearly.0671 # A Slippery Slope - your child wants to go sledding.
|
||||
200 = fp1_yearly.0681 # Why Can't I Come? - your child wants to come raiding.
|
||||
200 = fp1_yearly.0691 # Attempted Atonement - a knight has converted after raiding a reformed faith.
|
||||
## Special Yearlies
|
||||
50 = fp1_yearly.1001 # You notice a stranger has been hanging around the court.
|
||||
50 = fp1_yearly.1071 # Sparklingly Clean
|
||||
50 = fp1_yearly.1081 # An explorer of the Atlantic wishes to share their tales with you.
|
||||
5 = fp1_yearly.2500 # What's that deviant up to this time!?
|
||||
1000 = fp1_major_decisions.1001 # Canute & the Tide
|
||||
## Jomsvikings
|
||||
# 500 = fp1_jomsvikings.0001 # FP1 - Jomsvikings offer a Retainer
|
||||
# 500 = fp1_jomsvikings.0021 # FP1 - Jomsvikings send Event Troops
|
||||
# 1000 = fp1_jomsvikings.0041 # FP1 - Jomsvikings move to execute a stain on the faith.
|
||||
}
|
||||
}
|
||||
|
||||
fp2_yearly_events = {
|
||||
trigger = {
|
||||
# has_fp2_dlc_trigger = yes
|
||||
always = no
|
||||
# Most events are geographical in nature
|
||||
# capital_province ?= { geographical_region = world_europe_west_iberia }
|
||||
}
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
modifier = { # Reduces frequency for characters with non-matching cultures
|
||||
factor = 0.33
|
||||
|
||||
NOT = {
|
||||
culture = { has_cultural_pillar = heritage_iberian }
|
||||
}
|
||||
}
|
||||
modifier = { # Reduces chance after recently having had an event from this pulse
|
||||
factor = 0.2
|
||||
has_character_flag = recently_got_fp2_event
|
||||
}
|
||||
modifier = { # Reduces frequency for having both sets of FP events valid
|
||||
factor = 0.5
|
||||
OR = {
|
||||
fp1_eligible_for_yearly_events_trigger = yes
|
||||
fp3_eligible_for_yearly_events_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
random_events = {
|
||||
200 = 0
|
||||
|
||||
# FP2 - Fate of Iberia Events
|
||||
# 160 = fp2_yearly.1001 # Chess Two
|
||||
# 10 = fp2_yearly.1002 # A Compromising Position
|
||||
# 160 = fp2_yearly.1003 # Tilting at...Giants?
|
||||
# 160 = fp2_yearly.1004 # The Hawk of Quraysh
|
||||
# 160 = fp2_yearly.1005 # Lost Viking
|
||||
# 80 = fp2_yearly.1006 # Viking Cheese?
|
||||
# 180 = fp2_yearly.2020 # Horchata colonialism event
|
||||
# 160 = fp2_yearly.4004 # The Wandering Master
|
||||
# 160 = fp2_yearly.4005 # Establishing Enclaves
|
||||
# 160 = fp2_yearly.4006 # God's Architect
|
||||
# 160 = fp2_yearly.8000 # Burning the Vineyards
|
||||
# 180 = fp2_yearly.8001 # Assembling the Cortes
|
||||
# 160 = fp2_yearly.8002 # A Dietary Dilemma
|
||||
# 160 = fp2_yearly.8003 # Flight of Fancy
|
||||
# 160 = fp2_yearly.8004 # The Toledo School of Translation
|
||||
# 160 = fp2_yearly.8005 # Under the Stone Pine
|
||||
# 160 = fp2_yearly.8006 # Saqaliba Settlers
|
||||
# 180 = fp2_struggle.1002 # Xenophilic Advancment
|
||||
# 160 = fp2_struggle.1050 # Dreams of Destruction
|
||||
# 150 = fp2_struggle.2000 # Disorderly Market
|
||||
# 140 = fp2_struggle.2008 # Misdeeds of the Councillor
|
||||
# 350 = fp2_struggle.2013 # The Secret to Freedom
|
||||
# 130 = fp2_struggle.2015 # Letter on the Back
|
||||
# 180 = fp2_yearly.2025 # Suffering from Success
|
||||
# 150 = fp2_yearly.4001 # You fancy a little siesta
|
||||
# 150 = fp2_yearly.4002 # A county is increasingly religiously intertwined
|
||||
# 150 = fp2_yearly.4003 # The road to Santiago is under threat from bandits
|
||||
# 150 = fp2_yearly.4007 # Finding a shell on the road to Santiago
|
||||
# 150 = fp2_yearly.4008 # Folk stories around the fireside
|
||||
# 300 = fp2_yearly.4009 # Visiting the Malato Tree
|
||||
# 150 = fp2_yearly.4010 # Finding a Verraco
|
||||
# 300 = fp2_yearly.3000 # Neighboring Muslims are growing rice, adopt the practice yourself?
|
||||
# 100 = bell_special_yearly.1000 # The bell of Huesca yearly
|
||||
# 150 = fp2_yearly.9000 # Thriving Jewish Community
|
||||
# 150 = fp2_yearly.9001 # Suspect Conversos of secretly praciticing Judaism
|
||||
# 150 = fp2_yearly.9002 # Jewish people come fleeing persecution from a nearby realm
|
||||
# 150 = fp2_yearly.9005 # Toledan Nights
|
||||
# 50 = fp2_yearly.9006 # Local bishop mad his church faces the wrong way
|
||||
}
|
||||
|
||||
effect = {
|
||||
root = {
|
||||
add_character_flag = {
|
||||
flag = recently_got_fp2_event
|
||||
days = 1095 # 3 years
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bp1_yearly_events = { # Disabled in yearly_on_actions
|
||||
trigger = {
|
||||
has_dlc_feature = friends_and_foes
|
||||
OR = {
|
||||
any_relation = { type = friend }
|
||||
any_relation = { type = rival }
|
||||
}
|
||||
}
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
modifier = { # Increase frequency the more you fit the conditions
|
||||
add = 0.25
|
||||
any_relation = { type = friend }
|
||||
}
|
||||
modifier = { # Increase frequency the more you fit the conditions
|
||||
add = 0.25
|
||||
any_relation = { type = rival }
|
||||
}
|
||||
modifier = { # Increase frequency the more you fit the conditions
|
||||
add = 0.25
|
||||
any_relation = { type = best_friend }
|
||||
}
|
||||
modifier = { # Increase frequency the more you fit the conditions
|
||||
add = 0.25
|
||||
any_relation = { type = nemesis }
|
||||
}
|
||||
}
|
||||
|
||||
random_events = {
|
||||
200 = 0
|
||||
|
||||
#BP1 Events
|
||||
100 = bp1_yearly.1000 # Best friend introduces you to a new hobby
|
||||
200 = bp1_yearly.1010 # A friend offers to mediate with your HoF who has excommunicated you
|
||||
500 = bp1_yearly.1020 # A friend visits you on your dying bed
|
||||
500 = bp1_yearly.1021 # You visit a friend on their dying bed
|
||||
500 = bp1_yearly.1030 # A rival visits you on your dying bed
|
||||
500 = bp1_yearly.1031 # You visit a rival on their dying bed
|
||||
100 = bp1_yearly.1040 # You make a new friend at the bathhouse
|
||||
50 = bp1_yearly.1050 # You make a new rival at the bathhouse
|
||||
100 = bp1_yearly.1060 # React to a superstitious friend
|
||||
150 = bp1_yearly.1061 # Make someone superstitious - hidden
|
||||
100 = bp1_yearly.1070 # Rival is superstitious - take advantage?
|
||||
100 = bp1_yearly.1080 # Married off relative writes home
|
||||
400 = bp1_yearly.1082 # Married off relative writes home to share a secret
|
||||
100 = bp1_yearly.2000 # Spoil your partner(s), learn a secret/hook followup
|
||||
400 = bp1_yearly.2010 # Two of your spouses/concubines are lovers!
|
||||
100 = bp1_yearly.2020 # A consort attempts to influence you into changing your heir
|
||||
100 = bp1_yearly.2030 # Mopey consort wants some guidance
|
||||
100 = bp1_yearly.2040 # Consort is upset with other consort
|
||||
100 = bp1_yearly.2050 # Friendly consorts wants to start a study circle
|
||||
200 = bp1_yearly.2060 # Friendly consorts want to tutor other consort's child
|
||||
100 = bp1_yearly.2070 # Childless older soulmate spouse ponders your relationship
|
||||
100 = bp1_yearly.3001 # Friend spots you some cash
|
||||
100 = bp1_yearly.3002 # You spot your friend some cash
|
||||
100 = bp1_yearly.3007 # Spouse's family member wants you to sponsor their inspiration
|
||||
100 = bp1_yearly.3100 # Your vassal/friend/family member offers you a skilled courtier
|
||||
20 = bp1_yearly.3101 # Friend offers to sell you a county you have a claim on
|
||||
100 = bp1_yearly.3201 # Fake feast invite from rival/nemesis
|
||||
100 = bp1_yearly.3300 # Remembering a pilgrimage
|
||||
200 = bp1_yearly.3301 # Remembering a pilgrimage w/ a friend
|
||||
100 = bp1_yearly.4000 # Reflect over a family memory
|
||||
100 = bp1_yearly.4010 # Spouse demands their child gets a better guardian
|
||||
100 = bp1_yearly.4020 # Friend writes poetry about a war memory
|
||||
250 = bp1_yearly.4030 # Rival nestles their way into marrying one of your vassals, turns them disloyal
|
||||
10 = bp1_yearly.4040 # Kindly grandmother won't stop feeding you snacks; suffer the consequences of overeating, or break her heart?
|
||||
50 = bp1_yearly.5301 # Your friend is concerned about your physique
|
||||
150 = bp1_yearly.5100 # Chadsplaining to a plain courtier
|
||||
150 = bp1_yearly.5701 # Your Friend's Spouse Is Keeping Them Away From You
|
||||
100 = bp1_yearly.5702 # You ask a friend for help with skill
|
||||
200 = bp1_yearly.5703 # Your lover/rival threatens you in bed
|
||||
100 = bp1_yearly.5704 # Your rival seems strangely... attractive?
|
||||
200 = bp1_yearly.5705 # Your friend tries to talk you out of a bad relationship
|
||||
100 = bp1_yearly.5706 # You sleep with your rival's offspring
|
||||
400 = bp1_yearly.5707 # Your rival catches you sleeping with their offspring
|
||||
100 = bp1_yearly.5708 # You empathise with a friend's faith
|
||||
100 = bp1_yearly.5709 # Tempers flare between you and your rival
|
||||
70 = bp1_yearly.5713 # Your lover asks for money
|
||||
100 = bp1_yearly.5715 # You and a friend argue about pronunciation
|
||||
100 = bp1_yearly.5716 # Your zealous wife burns books
|
||||
100 = bp1_yearly.5717 # Your rival and your friend get into a drunken brawl
|
||||
100 = bp1_yearly.5719 # Your disloyal vassal is trying to embezzle
|
||||
100 = bp1_yearly.5720 # You and your rival armwrestle
|
||||
200 = bp1_yearly.5722 # Your nemesis launches your pet out of a catapult
|
||||
100 = bp1_yearly.5725 # You search for Khutulun
|
||||
50 = bp1_yearly.5728 # Rival steals and burns one of your artifacts
|
||||
10 = bp1_yearly.5740 # Scrambling for Answers
|
||||
80 = bp1_yearly.5800 # You make a perfume
|
||||
125 = bp1_yearly.6000 # Attacked by Rival's Child / Family Feud
|
||||
100 = bp1_yearly.7000 # Go on a picnic
|
||||
100 = bp1_yearly.7001 # Go fishing
|
||||
10 = bp1_yearly.7002 # Throw chamberpot at rival
|
||||
25 = bp1_yearly.7003 # Orgy Tapestry
|
||||
100 = bp1_yearly.7004 # Friend offers to talk about bad memory
|
||||
100 = bp1_yearly.7010 # Loyalty test
|
||||
100 = bp1_yearly.7050 # Memory of a war
|
||||
100 = bp1_yearly.7051 # Memory of Battle
|
||||
100 = bp1_yearly.7052 # Telling a story of a memory
|
||||
100 = bp1_yearly.7053 # A memory of revenge
|
||||
100 = bp1_yearly.7054 # Forgetting a memory
|
||||
100 = bp1_yearly.7055 # Recording a memory
|
||||
100 = bp1_yearly.7056 # Intimidating someone
|
||||
150 = bp1_yearly.7057 # Yearning
|
||||
100 = bp1_yearly.7058 # Friend eats all your food
|
||||
100 = bp1_yearly.8000 # Claimant moving towards rivalry
|
||||
200 = bp1_yearly.8010 # Best friend offers you a negotiated alliance
|
||||
100 = bp1_yearly.8020 # Rival of your rival offers friendship
|
||||
100 = bp1_yearly.8040 # Friend with conflicting personality falls out with you
|
||||
100 = bp1_yearly.9001 # Bully/guardian destroys your favourite toy
|
||||
100 = bp1_yearly.9005 # You get revenge for your destroyed toy
|
||||
100 = bp1_yearly.9006 # Becoming friends over a common sin
|
||||
10 = bp1_yearly.9007 # You find a peasant who looks exactly like you
|
||||
50 = bp1_yearly.9016 # Uppity second-in-line wants the throne
|
||||
50 = bp1_yearly.9017 # Uppity child is insecure about culture
|
||||
200 = bp1_yearly.9018 # Illegitimate child feels excluded
|
||||
100 = bp1_yearly.9019 # Spouse proposes a gay threesome
|
||||
200 = bp1_yearly.9020 # Spouse wants to do something kinky
|
||||
100 = bp1_yearly.9021 # Rival spouse is good in the bedroom
|
||||
100 = bp1_yearly.9022 # Friend holds an intervention
|
||||
200 = bp1_yearly.9023 # You realise you don't speak the same language
|
||||
100 = bp1_yearly.9024 # A friend visits you while you're sick
|
||||
150 = bp1_yearly.9025 # You realise you hate your friend
|
||||
100 = bp1_yearly.9026 # You're haunted by an old friend who convinces you to make amends before you die
|
||||
100 = bp1_yearly.9040 # The ghost of your dead lover wants to have sex again
|
||||
100 = bp1_yearly.9042 # Your chaplain finds a dessert that looks like HealthGodName
|
||||
100 = bp1_yearly.9043 # Your chaplain admits to being a deviant and a cannibal who eats babies
|
||||
100 = bp1_yearly.9047 # Lover wants you to wear their hair
|
||||
100 = bp1_yearly.9048 # Nemesis wants to end your rivalry by wrestling
|
||||
100 = bp1_yearly.9050 # You and a friend share war stories
|
||||
20 = bp1_yearly.7100 # Excreta incident, gain Nemesis
|
||||
|
||||
# Family Feud
|
||||
5 = bp1_house_feud.0001 # Consider starting feud against own rival's house
|
||||
5 = bp1_house_feud.0002 # Consider starting feud against house family member rivals
|
||||
5 = bp1_house_feud.0003 # Consider starting feud against house who killed close family
|
||||
5 = bp1_house_feud.0006 # Consider starting feud against house with competing claims
|
||||
5 = bp1_house_feud.0007 # Consider starting feud against house who imprisoned you a while
|
||||
5 = bp1_house_feud.0008 # Consider starting feud against house who imprisoned family a while
|
||||
5 = bp1_house_feud.0012 # Consider starting feud against house who cuckolded you
|
||||
}
|
||||
}
|
||||
|
||||
fp3_yearly_events = {
|
||||
trigger = {
|
||||
has_fp3_dlc_trigger = yes
|
||||
|
||||
# Most events are geographical in nature
|
||||
capital_province = { geographical_region = world_persian_empire }
|
||||
}
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
modifier = { # Reduces frequency for characters with non-matching cultures
|
||||
factor = 0.33
|
||||
|
||||
NOR = {
|
||||
culture = { has_cultural_pillar = heritage_iranian }
|
||||
culture = { has_cultural_pillar = heritage_turkic }
|
||||
culture = { has_cultural_pillar = heritage_mongolic }
|
||||
culture = { has_cultural_pillar = heritage_arabic }
|
||||
}
|
||||
}
|
||||
modifier = { # Reduces chance after recently having had an event from this pulse
|
||||
factor = 0.2
|
||||
has_character_flag = recently_got_fp3_event
|
||||
}
|
||||
modifier = { # Reduces frequency for having other sets of FP events valid
|
||||
factor = 0.5
|
||||
OR = {
|
||||
fp1_eligible_for_yearly_events_trigger = yes
|
||||
fp2_eligible_for_yearly_events_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
random_events = {
|
||||
200 = 0
|
||||
|
||||
# Frontier Events
|
||||
250 = fp3_yearly.8000 # Ghazi Gone Bad
|
||||
250 = fp3_yearly.8001 # Frontier Fortress Benefactor
|
||||
250 = fp3_yearly.8002 # Faith at the Frontier
|
||||
350 = fp3_yearly.8003 # Exotic Espand
|
||||
350 = fp3_yearly.8004 # The Frontier Beckons
|
||||
350 = fp3_yearly.8009 # Caliphal Concerns
|
||||
250 = fp3_yearly.8010 # Abode of War
|
||||
250 = fp3_yearly.8014 # Secrets of the Teapot
|
||||
250 = fp3_yearly.8016 # Forgotten Stones & Hyrcanian Havoc
|
||||
500 = fp3_yearly.8018 # Heavenly Horses
|
||||
|
||||
# The Nomads Story Cycle
|
||||
100 = fp3_yearly.8888 #Grazing Grievances
|
||||
|
||||
# Heritage Events
|
||||
250 = fp3_yearly.8019 # Refuge of Light
|
||||
250 = fp3_yearly.8020 # The Lady of the Land
|
||||
350 = fp3_yearly.8021 # An Acidic Accident
|
||||
500 = fp3_yearly.8024 # The Return to the Sky
|
||||
350 = fp3_yearly.8027 # Nine-Hundred Ninety Chapters of Gold
|
||||
250 = fp3_yearly.8033 # Frozen Delights
|
||||
550 = fp3_yearly.8034 # The Hephthalite Hoard
|
||||
250 = fp3_yearly.8035 # The Heart and the Creator
|
||||
250 = fp3_yearly.8036 # The City of the Mouthless
|
||||
500 = fp3_yearly.8037 # A Cure for Acedia (the Melancholia Chain)
|
||||
|
||||
#FP3 - Extra Yearly Events
|
||||
150 = fp3_yearly.8045 #The Mysterious Bundle (the Buzina Chain)
|
||||
|
||||
# Zoroastrian Events
|
||||
200 = fp3_yearly.8050 #The Fate of the Dead
|
||||
200 = fp3_yearly.8051 #The Purest Fire
|
||||
|
||||
# Guardianship Events
|
||||
200 = childhood.2400 # Ward approaches guardian with theological doubts
|
||||
|
||||
# Clan Events
|
||||
250 = fp3_clan.8000 # Usury against Unity
|
||||
250 = fp3_clan.8001 # Clan Quarrel
|
||||
250 = fp3_clan.8002 # Bonds of Faith
|
||||
250 = fp3_clan.8003 # The Power of a Name
|
||||
250 = fp3_clan.8004 # Bonds of Fear
|
||||
250 = fp3_clan.8005 # A Proper Position
|
||||
250 = fp3_clan.8006 # Small Spies
|
||||
125 = fp3_clan.3000 # Ravaged Tulips
|
||||
|
||||
# Tax Collector / Clan Events
|
||||
250 = fp3_clan.1000 # Worth more than Gold?
|
||||
250 = fp3_clan.1010 # GetHerHis Cup Runneth Over
|
||||
250 = fp3_clan.1020 # Practical Learning
|
||||
250 = fp3_clan.1030 # Tax Dispute
|
||||
250 = fp3_clan.1040 # Mismanaged Land
|
||||
|
||||
250 = fp3_clan.8008 #Bleeding them Dry
|
||||
250 = fp3_clan.8009 #Popular with the People
|
||||
250 = fp3_clan.8010 #Competent Qadis / More Magistrates
|
||||
250 = fp3_clan.8011 #A Proper Paymaster
|
||||
250 = fp3_clan.8012 #Auspicious Avarice
|
||||
240 = fp3_clan.8013 #The Burden of Tax Farming
|
||||
250 = fp3_clan.8015 #Scandalous Scion
|
||||
250 = fp3_clan.8016 #Hammam Havoc
|
||||
250 = fp3_clan.8017 #A Questionable Position
|
||||
|
||||
# Eren events
|
||||
250 = fp3_yearly.2000 # Daylight Censors
|
||||
250 = fp3_yearly.2001 # Public Intoxication
|
||||
100 = fp3_yearly.2011 # Maunds of Wheat for non-royal court users
|
||||
250 = fp3_yearly.2020 # Set the Scale, Vassal Version
|
||||
500 = fp3_yearly.2040 # Commander of the Faithful
|
||||
500 = false_conversion.2000 # A Moment of Weakness
|
||||
250 = fp3_scholarship.1000 # A Second Aryabhata
|
||||
}
|
||||
|
||||
effect = {
|
||||
root = {
|
||||
add_character_flag = {
|
||||
flag = recently_got_fp3_event
|
||||
days = 1095
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue