Fixes
This commit is contained in:
parent
ce70fe752e
commit
734d526ca9
41 changed files with 17594 additions and 1069 deletions
193
common/story_cycles/ce1_story_cycle_black_death.txt
Normal file
193
common/story_cycles/ce1_story_cycle_black_death.txt
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@ -0,0 +1,193 @@
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story_cycle_black_death = {
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# by Nick Meredith
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on_setup = { #check if the plague is close enough
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story_owner = {
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trigger_event = {
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id = epidemic_events.5998
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days = { 21 37 }
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}
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}
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}
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on_end = {
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debug_log = "Black Death story ended on:"
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debug_log_date = yes
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}
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on_owner_death = {
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# Should be inherited, so transfer to heir
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if = {
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limit = {
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exists = story_owner.player_heir
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}
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make_story_owner = story_owner.player_heir
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}
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# Or destroy
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else = {
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end_story = yes
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}
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}
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#check if the plague is close enough
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effect_group = {
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months = { 2 4 }
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trigger = {
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has_global_variable = black_death
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story_owner = {
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NOR = {
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has_character_flag = black_death_nearby
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has_character_flag = black_death_splash
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}
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}
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}
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first_valid = {
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triggered_effect = {
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trigger = { always = yes }
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effect = {
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story_owner = {
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trigger_event = {
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id = epidemic_events.5998
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days = { 2 4 }
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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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#IT IS GETTING CLOSER!
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effect_group = {
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months = { 4 8 }
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trigger = {
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has_global_variable = black_death
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story_owner = {
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has_character_flag = black_death_closer
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NOR = {
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has_character_flag = black_death_nearby
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has_character_flag = black_death_splash
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}
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}
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}
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first_valid = {
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triggered_effect = {
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trigger = { always = yes }
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effect = {
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save_scope_as = story_scope
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story_owner = {
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trigger_event = {
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on_action = ongoing_black_death_events
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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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#ALMOST THERE!
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effect_group = {
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months = { 1 2 }
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trigger = {
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has_global_variable = black_death
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story_owner = {
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has_character_flag = black_death_closer
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NOR = {
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has_character_flag = black_death_splash
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has_character_flag = black_death_nearby
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}
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}
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}
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first_valid = {
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triggered_effect = {
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trigger = { always = yes }
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effect = {
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save_scope_as = story_scope
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story_owner = {
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trigger_event = {
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id = epidemic_events.5998
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days = { 4 8 }
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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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#YIKES, IT IS NEAR
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effect_group = {
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days = { 21 37 }
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trigger = {
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has_global_variable = black_death
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story_owner = {
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has_character_flag = black_death_nearby
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}
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}
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first_valid = {
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triggered_effect = {
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trigger = { always = yes }
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effect = {
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save_scope_as = story_scope
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story_owner = {
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trigger_event = {
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on_action = ongoing_black_death_events
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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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# We can stop worrying about black plague coming to us, because...
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effect_group = {
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days = { 30 60 }
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trigger = {
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OR = {
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NOT = { #...the black plague is gone...
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has_global_variable = black_death
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}
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story_owner = {
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has_character_flag = black_death_splash #... IT IS HERE OH GOD OH HECK
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}
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}
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}
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first_valid = {
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triggered_effect = {
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trigger = { always = yes }
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effect = {
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end_story = yes
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}
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}
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}
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}
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#Maintenance group
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effect_group = {
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days = 1
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trigger = {
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story_owner = { is_landed = no }
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}
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triggered_effect = {
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trigger = { always = yes }
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effect = {
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#You became a landless adventurer/administrative! Ending story prematurely.
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story_owner = { save_scope_as = story_owner }
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debug_log = "Black Death invalidated"
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debug_log_scopes = yes
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end_story = yes
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}
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}
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}
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}
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92
common/story_cycles/ce1_story_cycle_plague_witch_hunt.txt
Normal file
92
common/story_cycles/ce1_story_cycle_plague_witch_hunt.txt
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@ -0,0 +1,92 @@
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plague_witch_hunt = {
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# by James Beaumont
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on_setup = {
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}
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on_end = {
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debug_log = "Witch hunt story ended on:"
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debug_log_date = yes
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}
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on_owner_death = {
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# Should be inherited, people won't stop the witch trials just because the ruler died
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}
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# The plague is over, end the story
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effect_group = {
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days = { 40 60 }
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trigger = {
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NOT = {
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story_owner = {
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any_sub_realm_county = {
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any_county_province_epidemic = {
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this = root.var:plague
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}
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}
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}
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}
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}
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first_valid = {
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triggered_effect = {
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trigger = { always = yes }
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effect = {
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end_story = yes
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}
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}
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}
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}
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# Something happens - random events
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effect_group = {
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days = { 365 600 }
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chance = 50
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trigger = {
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story_owner = {
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any_sub_realm_county = {
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any_county_province_epidemic = {
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this = root.var:plague
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}
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}
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}
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}
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first_valid = {
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triggered_effect = {
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trigger = { always = yes }
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effect = {
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save_scope_as = story_scope
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var:plague = { save_scope_as = epidemic_scope }
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var:faith_blamed ?= { save_scope_as = faith_blamed }
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var:trait_blamed ?= { save_scope_as = trait_blamed }
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story_owner = {
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trigger_event = {
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on_action = ongoing_witch_hunt_events
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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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#Maintenance group
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effect_group = {
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days = 1
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trigger = {
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story_owner = { is_landed = no }
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}
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triggered_effect = {
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trigger = { always = yes }
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effect = {
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#You became a landless adventurer/administrative! Ending story prematurely.
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story_owner = { save_scope_as = story_owner }
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debug_log = "Plague Witches invalidated"
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debug_log_scopes = yes
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end_story = yes
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}
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}
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}
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}
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214
common/story_cycles/ep3_story_cycle_el_cid.txt
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214
common/story_cycles/ep3_story_cycle_el_cid.txt
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@ -0,0 +1,214 @@
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##################################################
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###
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### The Song of El Cid
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### by Veronica Pazos
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###
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##################################################
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story_el_cid = {
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visible = yes
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icon = {
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reference = "gfx/interface/icons/artifact/artefact_icons_unique_artifact_excalibur.dds"
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}
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background = {
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reference = "gfx/interface/illustrations/event_scenes/fp2_courtyard.dds"
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}
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visualization = {
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character = {
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variable_name = "cid_liege"
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label = "CID_LIEGE"
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}
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custom_string_key = "EL_CID_CUSTOM_STRING_KEY"
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traits = {
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campeador
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}
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tug_of_war_counter = {
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label = "cid_loyalty_counter_label"
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variable_name = "cid_loyalty_counter"
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tooltip = EL_LOYALTY_COUNTER_TOOLTIP
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min_label = CID_LOYALTY_MIN_LABEL
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max_label = CID_LOYALTY_MAX_LABEL
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min = -5
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max = 5
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}
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}
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on_setup = {
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story_owner = {
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top_liege = { save_scope_as = liege }
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}
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}
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on_end = {
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debug_log = "El Cid's story ended on:"
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debug_log_date = yes
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#We clean up all variables
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remove_variable = cid_liege
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remove_variable = cid_enemy
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remove_variable = cid_loyalty_counter
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story_owner = {
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remove_variable = ongoing_cid_story_cycle
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remove_variable = cid_title_to_give
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#And you can never have this again
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set_variable = had_cid_story_cycle
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}
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}
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on_owner_death = {
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end_story = yes
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}
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# Liege dies
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effect_group = {
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months = 1
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first_valid = {
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triggered_effect = { #If your liege dies
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trigger = {
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story_owner = {
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OR = {
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any_owned_story = {
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has_variable = cid_liege
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var:cid_liege = {
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is_alive = no
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}
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}
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NOT = {
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any_owned_story = {
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has_variable = cid_liege
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}
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}
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}
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}
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}
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effect = {
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save_scope_as = story
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story_owner = {
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trigger_event = cid.5000
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}
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}
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}
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}
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}
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effect_group = {
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months = { 6 12 }
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chance = 100
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random_valid = {
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triggered_effect = {
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trigger = { # Landless events
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story_owner = {
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has_government = landless_adventurer_government
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}
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}
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effect = {
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save_scope_as = story
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var:cid_liege = { save_scope_as = liege }
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var:cid_enemy = { save_scope_as = enemy }
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story_owner = {
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trigger_event = { on_action = el_cid_landless_on_action }
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}
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}
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}
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triggered_effect = {
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trigger = { # Landless OR Landed events
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always = yes
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}
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effect = {
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save_scope_as = story
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var:cid_liege = { save_scope_as = liege }
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var:cid_enemy = { save_scope_as = enemy }
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story_owner = {
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trigger_event = { on_action = el_cid_landless_or_landed_on_action }
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}
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}
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}
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}
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}
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# Endings
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effect_group = {
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months = 3
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first_valid = { #Your liege takes you back
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triggered_effect = {
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trigger = {
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var:cid_loyalty_counter >= 5
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story_owner = {
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has_government = landless_adventurer_government
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}
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}
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effect = {
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save_scope_as = story
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story_owner = {
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trigger_event = cid.2020
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}
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}
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}
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triggered_effect = { #Your liege hates you
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trigger = {
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var:cid_loyalty_counter <= -5
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story_owner = {
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has_government = landless_adventurer_government
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}
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}
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effect = {
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save_scope_as = story
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story_owner = {
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trigger_event = cid.4010
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}
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}
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}
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triggered_effect = { #Neutral ending
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trigger = {
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var:cid_loyalty_counter > -5
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var:cid_loyalty_counter < 5
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story_owner = {
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has_variable = had_cid_1000
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has_variable = had_cid_1030
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has_variable = had_cid_1040
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trigger_if = {
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limit = {
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any_courtier = {
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is_adult = yes
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NOR = {
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is_close_family_of = prev
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is_spouse_of = prev
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}
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count >= 2
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}
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}
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has_variable = had_cid_1010
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}
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trigger_if = {
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limit = {
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any_courtier = {
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is_spouse_of = prev
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}
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}
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has_variable = had_cid_1020
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}
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trigger_if = {
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limit = {
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any_child = {
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is_betrothed = no
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}
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}
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has_variable = had_cid_2010
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}
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}
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}
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effect = {
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save_scope_as = story
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story_owner = {
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trigger_event = cid.4000
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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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581
common/story_cycles/ep3_story_cycle_frankokratia.txt
Normal file
581
common/story_cycles/ep3_story_cycle_frankokratia.txt
Normal file
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@ -0,0 +1,581 @@
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#frankokratia_story = {
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# # by Jason Cantalini
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# visible = yes
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#
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# icon = {
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# trigger = {
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# always = yes
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# }
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# reference = "gfx/interface/icons/story_cycles/story_icon_despoiler.dds"
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# }
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#
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# visualization = {
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# custom_string_key = "FRANKOKRATIA_STORY_PRACTICAL_INFORMATION_STRING"
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# character = { variable_name = "byz_claimant" label = "claimant" }
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# character_list = { variable_name = "frankokratia_leaders" label = "diverted_crusaders" }
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# }
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#
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# on_setup = {
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# set_variable = {
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# name = crusader_kingdom
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# value = story_owner.faith.great_holy_war.ghw_target_title
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# }
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# set_global_variable = {
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# name = byz_claimant_champion
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# value = story_owner
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# }
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# add_to_variable_list = {
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# name = frankokratia_leaders
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# target = story_owner
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# }
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# }
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##
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# on_end = {
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# debug_log = "Frankokratia story ended on:"
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# debug_log_date = yes
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# remove_global_variable = byz_claimant_champion
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# if = {
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# limit = {
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# var:byz_claimant = {
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# is_alive = yes
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# }
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# }
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# var:byz_claimant = {
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# remove_character_flag = byz_claimant_flag
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# }
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# }
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# }
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##
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# on_owner_death = {
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# story_owner = {
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# save_scope_as = dead_owner
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# }
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# if = {
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# limit = {
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# exists = story_owner.player_heir
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# story_owner.player_heir = {
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# faith = faith:catholic
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# }
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||||
# }
|
||||
# set_global_variable = {
|
||||
# name = byz_claimant_champion
|
||||
# value = story_owner.player_heir
|
||||
# }
|
||||
# remove_list_variable = {
|
||||
# name = frankokratia_leaders
|
||||
# target = story_owner
|
||||
# }
|
||||
# add_to_variable_list = {
|
||||
# name = frankokratia_leaders
|
||||
# target = story_owner.player_heir
|
||||
# }
|
||||
# make_story_owner = story_owner.player_heir
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# exists = story_owner.primary_heir
|
||||
# story_owner.primary_heir = {
|
||||
# faith = faith:catholic
|
||||
# highest_held_title_tier <= scope:dead_owner.highest_held_title_tier
|
||||
# }
|
||||
# }
|
||||
# set_global_variable = {
|
||||
# name = byz_claimant_champion
|
||||
# value = story_owner.primary_heir
|
||||
# }
|
||||
# remove_list_variable = {
|
||||
# name = frankokratia_leaders
|
||||
# target = story_owner
|
||||
# }
|
||||
# add_to_variable_list = {
|
||||
# name = frankokratia_leaders
|
||||
# target = story_owner.primary_heir
|
||||
# }
|
||||
# make_story_owner = story_owner.primary_heir
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# any_in_list = {
|
||||
# variable = frankokratia_leaders
|
||||
# OR = {
|
||||
# exists = primary_heir
|
||||
# exists = player_heir
|
||||
# }
|
||||
# age >= 13
|
||||
# this != scope:dead_owner
|
||||
# }
|
||||
# }
|
||||
# ordered_in_list = {
|
||||
# variable = frankokratia_leaders
|
||||
# order_by = current_military_strength
|
||||
# limit = {
|
||||
# OR = {
|
||||
# exists = primary_heir
|
||||
# exists = player_heir
|
||||
# }
|
||||
# age >= 13
|
||||
# this != scope:dead_owner
|
||||
# }
|
||||
# save_scope_as = new_franko
|
||||
#
|
||||
# set_global_variable = {
|
||||
# name = byz_claimant_champion
|
||||
# value = scope:new_franko
|
||||
# }
|
||||
# }
|
||||
# remove_list_variable = {
|
||||
# name = frankokratia_leaders
|
||||
# target = story_owner
|
||||
# }
|
||||
# add_to_variable_list = {
|
||||
# name = frankokratia_leaders
|
||||
# target = scope:new_franko
|
||||
# }
|
||||
# make_story_owner = scope:new_franko
|
||||
# }
|
||||
# # Or destroy
|
||||
# else = {
|
||||
# end_story = yes
|
||||
# every_in_list = {
|
||||
# variable = frankokratia_leaders
|
||||
# limit = {
|
||||
# is_ai = no
|
||||
# }
|
||||
# trigger_event = ep3_frankokratia_events.0005
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #Claimant dies... story cycle is over
|
||||
# effect_group = {
|
||||
# days = { 20 40 }
|
||||
#
|
||||
# trigger = {
|
||||
# var:byz_claimant = { is_alive = no }
|
||||
# NOT = {
|
||||
# has_variable = franko_war_complete
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:byz_claimant = { is_alive = no }
|
||||
# NOT = {
|
||||
# has_variable = franko_war_complete
|
||||
# }
|
||||
# }
|
||||
# effect = {
|
||||
# every_in_list = {
|
||||
# variable = frankokratia_leaders
|
||||
# limit = {
|
||||
# is_ai = no
|
||||
# }
|
||||
# trigger_event = ep3_frankokratia_events.0005
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #Owner's other wars should be wrapped up if they're not going well... by force
|
||||
# effect_group = {
|
||||
# days = { 20 40 }
|
||||
#
|
||||
# trigger = {
|
||||
# #It's not post-war era
|
||||
# NOT = {
|
||||
# has_variable = franko_war_complete
|
||||
# }
|
||||
# global_var:byz_claimant_champion = {
|
||||
# #Is not in frankokratia war
|
||||
# any_character_war = {
|
||||
# NOT = {
|
||||
# using_cb = crusading_claim_cb
|
||||
# }
|
||||
# }
|
||||
# #Is risking losing a war
|
||||
# any_character_war = {
|
||||
# OR = {
|
||||
# AND = {
|
||||
# primary_attacker = {
|
||||
# this = global_var:byz_claimant_champion
|
||||
# }
|
||||
# attacker_war_score <= -50
|
||||
# }
|
||||
# AND = {
|
||||
# primary_defender = {
|
||||
# this = global_var:byz_claimant_champion
|
||||
# }
|
||||
# defender_war_score <= -50
|
||||
# }
|
||||
# }
|
||||
# NOR = {
|
||||
# any_war_defender = {
|
||||
# is_ai = no
|
||||
# }
|
||||
# any_war_attacker = {
|
||||
# is_ai = no
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# is_ai = yes
|
||||
# }
|
||||
# var:financier_title.holder = {
|
||||
# save_temporary_scope_as = financier
|
||||
# }
|
||||
# any_in_list = {
|
||||
# variable = frankokratia_leaders
|
||||
# NOR = {
|
||||
# this = global_var:byz_claimant_champion
|
||||
# this = scope:financier
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# #It's not post-war era
|
||||
# NOT = {
|
||||
# has_variable = franko_war_complete
|
||||
# }
|
||||
# global_var:byz_claimant_champion = {
|
||||
# #Is not in frankokratia war
|
||||
# any_character_war = {
|
||||
# NOT = {
|
||||
# using_cb = crusading_claim_cb
|
||||
# }
|
||||
# }
|
||||
# #Is risking losing a war
|
||||
# any_character_war = {
|
||||
# OR = {
|
||||
# AND = {
|
||||
# primary_attacker = {
|
||||
# this = global_var:byz_claimant_champion
|
||||
# }
|
||||
# attacker_war_score <= -50
|
||||
# }
|
||||
# AND = {
|
||||
# primary_defender = {
|
||||
# this = global_var:byz_claimant_champion
|
||||
# }
|
||||
# defender_war_score <= -50
|
||||
# }
|
||||
# }
|
||||
# NOR = {
|
||||
# any_war_defender = {
|
||||
# is_ai = no
|
||||
# }
|
||||
# any_war_attacker = {
|
||||
# is_ai = no
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# is_ai = yes
|
||||
# }
|
||||
# var:financier_title.holder = {
|
||||
# save_temporary_scope_as = financier
|
||||
# }
|
||||
# any_in_list = {
|
||||
# variable = frankokratia_leaders
|
||||
# NOR = {
|
||||
# this = global_var:byz_claimant_champion
|
||||
# this = scope:financier
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# effect = {
|
||||
# global_var:byz_claimant_champion = {
|
||||
# every_character_war = {
|
||||
# limit = {
|
||||
# NOT = {
|
||||
# using_cb = crusading_claim_cb
|
||||
# }
|
||||
# OR = {
|
||||
# AND = {
|
||||
# primary_attacker = {
|
||||
# this = global_var:byz_claimant_champion
|
||||
# }
|
||||
# attacker_war_score <= -50
|
||||
# }
|
||||
# AND = {
|
||||
# primary_defender = {
|
||||
# this = global_var:byz_claimant_champion
|
||||
# }
|
||||
# defender_war_score <= -50
|
||||
# }
|
||||
# }
|
||||
# NOR = {
|
||||
# any_war_defender = {
|
||||
# is_ai = no
|
||||
# }
|
||||
# any_war_attacker = {
|
||||
# is_ai = no
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# end_war = white_peace
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #Re-save war attackers
|
||||
# effect_group = {
|
||||
# days = { 30 50 }
|
||||
#
|
||||
# trigger = {
|
||||
# always = yes
|
||||
# }
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = { always = yes }
|
||||
# effect = {
|
||||
# save_scope_as = frank_story
|
||||
# story_owner = {
|
||||
# random_character_war = {
|
||||
# limit = { using_cb = crusading_claim_cb }
|
||||
# every_war_attacker = {
|
||||
# limit = {
|
||||
# faith = faith:catholic
|
||||
# }
|
||||
# scope:frank_story = {
|
||||
# add_to_variable_list = {
|
||||
# name = frankokratia_leaders
|
||||
# target = prev
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #Need to find successor to byz emperor
|
||||
# effect_group = {
|
||||
# days = { 10 20 }
|
||||
#
|
||||
# trigger = {
|
||||
# exists = title:e_byzantium.holder
|
||||
# NOR = {
|
||||
# var:byz_emperor ?= title:e_byzantium.holder
|
||||
# var:byz_claimant ?= title:e_byzantium.holder
|
||||
# global_var:byz_claimant_champion ?= title:e_byzantium.holder
|
||||
# var:financier_title.holder ?= title:e_byzantium.holder
|
||||
# var:ghw_sponsor ?= title:e_byzantium.holder
|
||||
# }
|
||||
# }
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# exists = title:e_byzantium.holder
|
||||
# NOR = {
|
||||
# var:byz_emperor ?= title:e_byzantium.holder
|
||||
# var:byz_claimant ?= title:e_byzantium.holder
|
||||
# global_var:byz_claimant_champion ?= title:e_byzantium.holder
|
||||
# var:financier_title.holder ?= title:e_byzantium.holder
|
||||
# var:ghw_sponsor ?= title:e_byzantium.holder
|
||||
# }
|
||||
# }
|
||||
# effect = {
|
||||
# set_variable = {
|
||||
# name = byz_emperor
|
||||
# value = title:e_byzantium.holder
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #Fire events for pledged attackers for them to commit to leaving crusade when it launches
|
||||
# effect_group = {
|
||||
# days = { 10 20 }
|
||||
#
|
||||
# trigger = {
|
||||
# exists = story_owner.faith.great_holy_war
|
||||
# story_owner.faith = faith:catholic
|
||||
# story_owner.faith.religious_head = {
|
||||
# NOT = {
|
||||
# any_character_war = {
|
||||
# using_cb = undirected_great_holy_war
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# story_owner.faith.great_holy_war = {
|
||||
# any_pledged_attacker = {
|
||||
# ep3_frankokratia_valid_joiner_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# exists = story_owner.faith.great_holy_war
|
||||
# story_owner.faith.religious_head = {
|
||||
# NOT = {
|
||||
# any_character_war = {
|
||||
# using_cb = undirected_great_holy_war
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# story_owner.faith.great_holy_war = {
|
||||
# any_pledged_attacker = {
|
||||
# ep3_frankokratia_valid_joiner_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner.faith.great_holy_war = {
|
||||
# #trigger join event for important players first
|
||||
# if = {
|
||||
# limit = {
|
||||
# any_pledged_attacker = {
|
||||
# is_ai = no
|
||||
# highest_held_title_tier >= tier_kingdom
|
||||
# ep3_frankokratia_valid_joiner_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# random_pledged_attacker = {
|
||||
# limit = {
|
||||
# is_ai = no
|
||||
# highest_held_title_tier >= tier_kingdom
|
||||
# ep3_frankokratia_valid_joiner_trigger = yes
|
||||
# }
|
||||
# trigger_event = ep3_frankokratia_events.0020
|
||||
# }
|
||||
# }
|
||||
# #Then players
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# any_pledged_attacker = {
|
||||
# is_ai = no
|
||||
# ep3_frankokratia_valid_joiner_trigger = yes
|
||||
# }
|
||||
# }
|
||||
# random_pledged_attacker = {
|
||||
# limit = {
|
||||
# is_ai = no
|
||||
# ep3_frankokratia_valid_joiner_trigger = yes
|
||||
# }
|
||||
# trigger_event = ep3_frankokratia_events.0020
|
||||
# }
|
||||
# }
|
||||
# #Then others
|
||||
# else = {
|
||||
# random_pledged_attacker = {
|
||||
# limit = {
|
||||
# ep3_frankokratia_valid_joiner_trigger = yes
|
||||
# }
|
||||
# trigger_event = ep3_frankokratia_events.0020
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #save player war contribution to see if they get to be emp
|
||||
# effect_group = {
|
||||
# days = { 10 20 }
|
||||
#
|
||||
# trigger = {
|
||||
# story_owner = {
|
||||
# any_character_war = {
|
||||
# using_cb = crusading_claim_cb
|
||||
# any_war_attacker = {
|
||||
# is_ai = no
|
||||
# save_temporary_scope_as = player_temp
|
||||
# }
|
||||
# war_contribution = {
|
||||
# target = scope:player_temp
|
||||
# value > 100
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# story_owner = {
|
||||
# any_character_war = {
|
||||
# using_cb = crusading_claim_cb
|
||||
# any_war_attacker = {
|
||||
# is_ai = no
|
||||
# save_temporary_scope_as = player_temp
|
||||
# }
|
||||
# war_contribution = {
|
||||
# target = scope:player_temp
|
||||
# value > 100
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# random_character_war = {
|
||||
# limit = {
|
||||
# using_cb = crusading_claim_cb
|
||||
# }
|
||||
# save_scope_as = franko_war
|
||||
# every_war_attacker = {
|
||||
# limit = {
|
||||
# is_ai = no
|
||||
# scope:franko_war = {
|
||||
# war_contribution = {
|
||||
# target = prev
|
||||
# value > 100
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# add_character_flag = {
|
||||
# flag = frankokratia_sufficient_warscore
|
||||
# years = 30
|
||||
# }
|
||||
# }
|
||||
# every_war_attacker = {
|
||||
# limit = {
|
||||
# is_ai = no
|
||||
# scope:franko_war = {
|
||||
# war_contribution = {
|
||||
# target = prev
|
||||
# value > 1000
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# add_character_flag = {
|
||||
# flag = frankokratia_high_warscore
|
||||
# years = 30
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #Maintenance group
|
||||
# effect_group = {
|
||||
# days = 1
|
||||
# trigger = {
|
||||
# story_owner = { is_playable_character = no }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = { always = yes }
|
||||
# effect = {
|
||||
# story_owner = { save_scope_as = story_owner }
|
||||
# debug_log = "4th Crusader invalidated"
|
||||
# debug_log_scopes = yes
|
||||
# end_story = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
217
common/story_cycles/ep3_story_cycle_grand_ambitions.txt
Normal file
217
common/story_cycles/ep3_story_cycle_grand_ambitions.txt
Normal file
|
|
@ -0,0 +1,217 @@
|
|||
##################################################
|
||||
###
|
||||
### Grand Ambitions
|
||||
### by Chad Uhl
|
||||
###
|
||||
### The head of a Powerful Family has ambitions for the throne.
|
||||
###
|
||||
##################################################
|
||||
|
||||
grand_ambitions_story_cycle = {
|
||||
|
||||
on_setup = {
|
||||
set_variable = {
|
||||
name = eunuch
|
||||
value = no
|
||||
}
|
||||
}
|
||||
|
||||
on_end = {
|
||||
story_owner = {
|
||||
if = {
|
||||
limit = { has_character_flag = had_event_ga_0100 }
|
||||
remove_character_flag = had_event_ga_0100
|
||||
}
|
||||
}
|
||||
var:target_char ?= {
|
||||
capital_county ?= {
|
||||
if = {
|
||||
limit = { has_county_modifier = ep3_grand_ambitions_rioting_county_modifier }
|
||||
}
|
||||
remove_county_modifier = ep3_grand_ambitions_rioting_county_modifier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = global_var:current_grand_ambitions_counter
|
||||
global_var:current_grand_ambitions_counter > 0
|
||||
}
|
||||
change_global_variable = {
|
||||
name = current_grand_ambitions_counter
|
||||
subtract = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Maintenance Events
|
||||
effect_group = {
|
||||
months = 1
|
||||
|
||||
# Check if the old emperor is still holds the right title during the beginning
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
exists = var:target_char
|
||||
var:target_char = {
|
||||
NOT = { any_held_title = { this = root.var:target_title } }
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
trigger_event = grand_ambitions.0500
|
||||
}
|
||||
}
|
||||
}
|
||||
# Death maintenance is handled in the death on_action
|
||||
}
|
||||
|
||||
effect_group = {
|
||||
months = 1
|
||||
chance = 100
|
||||
|
||||
random_valid = {
|
||||
triggered_effect = {
|
||||
trigger = { # Claimant Faction Route
|
||||
var:method = flag:coup
|
||||
}
|
||||
effect = {
|
||||
scope:story = {
|
||||
var:target_title = { save_scope_as = target_title }
|
||||
var:target_char = { save_scope_as = target_char }
|
||||
}
|
||||
story_owner = {
|
||||
scope:target_char = {
|
||||
if = {
|
||||
limit = {
|
||||
any_targeting_faction = {
|
||||
faction_type = claimant_faction
|
||||
faction_leader = scope:story.story_owner
|
||||
}
|
||||
}
|
||||
random_targeting_faction = {
|
||||
faction_type = claimant_faction
|
||||
limit = {
|
||||
faction_leader = scope:story.story_owner
|
||||
}
|
||||
save_scope_as = story_faction
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_event = { on_action = grand_ambitions_powerful_family_coup_on_action }
|
||||
}
|
||||
}
|
||||
}
|
||||
triggered_effect = {
|
||||
trigger = { # Scheme Route
|
||||
var:method = flag:scheme
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
random_scheme = {
|
||||
type = depose
|
||||
save_scope_as = depose_scheme_scope
|
||||
}
|
||||
scope:story = {
|
||||
var:target_title = { save_scope_as = target_title }
|
||||
var:target_char = { save_scope_as = target_char }
|
||||
}
|
||||
trigger_event = { on_action = grand_ambitions_powerful_family_scheme_on_action }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
effect_group = {
|
||||
months = 1
|
||||
chance = 100
|
||||
|
||||
random_valid = {
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
story_owner = {
|
||||
any_character_war = {
|
||||
primary_attacker = scope:story.story_owner
|
||||
primary_defender = scope:story.var:target_char
|
||||
claimant = scope:story.story_owner
|
||||
save_temporary_scope_as = story_war
|
||||
}
|
||||
}
|
||||
var:method = flag:coup
|
||||
var:promised_foreign_ruler_claim = {
|
||||
NOT = { is_at_war_with = scope:story.var:target_char }
|
||||
}
|
||||
scope:story_war = {
|
||||
NOT = {
|
||||
any_war_attacker = {
|
||||
this = scope:story.var:promised_foreign_ruler_claim
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
random_character_war = {
|
||||
limit = {
|
||||
primary_attacker = scope:story.story_owner
|
||||
primary_defender = scope:story.var:target_char
|
||||
claimant = scope:story.story_owner
|
||||
}
|
||||
save_scope_as = story_war
|
||||
}
|
||||
scope:story.var:promised_foreign_ruler_claim = { save_scope_as = joiner }
|
||||
send_interface_message = {
|
||||
type = event_war_good
|
||||
title = grand_ambitions_ally_joins_war
|
||||
right_icon = scope:joiner
|
||||
scope:story_war = {
|
||||
add_attacker = scope:joiner
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
story_owner = {
|
||||
any_character_war = {
|
||||
primary_attacker = scope:story.story_owner
|
||||
primary_defender = scope:story.var:target_char
|
||||
claimant = scope:story.story_owner
|
||||
save_temporary_scope_as = story_war
|
||||
}
|
||||
}
|
||||
var:method = flag:coup
|
||||
has_variable = powerful_family
|
||||
scope:story_war = {
|
||||
NOT = {
|
||||
any_war_attacker = {
|
||||
this = scope:story.var:powerful_family.house_head
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
random_character_war = {
|
||||
limit = {
|
||||
primary_attacker = scope:story.story_owner
|
||||
primary_defender = scope:story.var:target_char
|
||||
claimant = scope:story.story_owner
|
||||
}
|
||||
save_scope_as = story_war
|
||||
}
|
||||
scope:story.var:powerful_family.house_head = { save_scope_as = joiner }
|
||||
send_interface_message = {
|
||||
type = event_war_good
|
||||
title = grand_ambitions_ally_joins_war
|
||||
right_icon = scope:joiner
|
||||
scope:story_war = {
|
||||
add_attacker = scope:joiner
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
692
common/story_cycles/ep3_story_cycle_harrying_of_the_north.txt
Normal file
692
common/story_cycles/ep3_story_cycle_harrying_of_the_north.txt
Normal file
|
|
@ -0,0 +1,692 @@
|
|||
#story_cycle_harrying_of_the_north = {
|
||||
# # by Nick Meredith
|
||||
#
|
||||
# on_setup = {
|
||||
# set_variable = {
|
||||
# name = ruler_england
|
||||
# value = story_owner
|
||||
# }
|
||||
# set_global_variable = {
|
||||
# name = ruler_england
|
||||
# value = story_owner
|
||||
# }
|
||||
# set_variable = {
|
||||
# name = pacification
|
||||
# value = 0
|
||||
# }
|
||||
# set_variable = {
|
||||
# name = resistance
|
||||
# value = 5
|
||||
# }
|
||||
# set_global_variable = {
|
||||
# name = harrying_of_the_north
|
||||
# value = this
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# on_end = {
|
||||
# debug_log = "Harrying of the North ended on:"
|
||||
# debug_log_date = yes
|
||||
# }
|
||||
#
|
||||
# on_owner_death = {
|
||||
# if = {
|
||||
# limit = {
|
||||
# exists = story_owner.player_heir
|
||||
# }
|
||||
# set_global_variable = {
|
||||
# name = ruler_england
|
||||
# value = story_owner.player_heir
|
||||
# }
|
||||
# make_story_owner = story_owner.player_heir
|
||||
# }
|
||||
# ## This shouldn't be needed; should be handled by the effect group below
|
||||
# #else = {
|
||||
# # end_story = yes
|
||||
# # remove_global_variable = harrying_of_the_north
|
||||
# #}
|
||||
# }
|
||||
#
|
||||
# #End the Story Cycle if there are no longer any Anglo-Saxon lords left, or if Normans no longer rule England
|
||||
# #Put it on a long timer so William player can't just kick them all out and weather the storm for a month
|
||||
# effect_group = {
|
||||
# months = 1
|
||||
#
|
||||
# trigger = {
|
||||
# OR = { #Either of these can be untrue
|
||||
# story_owner = {
|
||||
# any_vassal = {
|
||||
# NOR = {
|
||||
# culture = culture:anglo_saxon
|
||||
# primary_title.tier >= tier_duchy
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# NOT = {
|
||||
# var:ruler_england = {
|
||||
# culture = culture:norman
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = { #The Aethelings are no more - Norman victory
|
||||
# trigger = {
|
||||
# story_owner = {
|
||||
# NOR = {
|
||||
# any_vassal = {
|
||||
# culture = culture:anglo_saxon
|
||||
# primary_title.tier >= tier_duchy
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# effect = {
|
||||
# remove_global_variable = harrying_of_the_north
|
||||
# every_ruler = {
|
||||
# limit = {
|
||||
# capital_province = {
|
||||
# geographical_region = world_europe_west_britannia
|
||||
# }
|
||||
# }
|
||||
# trigger_event = ep3_story_cycle_harrying.0001
|
||||
# }
|
||||
# end_story = yes
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = { #An Anglo-Saxon rules - Aetheling victory
|
||||
# trigger = {
|
||||
# story_owner = {
|
||||
# culture = culture:anglo_saxon
|
||||
# }
|
||||
# }
|
||||
# effect = {
|
||||
# remove_global_variable = harrying_of_the_north
|
||||
# every_ruler = {
|
||||
# limit = {
|
||||
# capital_province = {
|
||||
# geographical_region = world_europe_west_britannia
|
||||
# }
|
||||
# }
|
||||
# trigger_event = ep3_story_cycle_harrying.0002
|
||||
# }
|
||||
# end_story = yes
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = { #The Normans no longer rule - Aethelings avoid defeat
|
||||
# trigger = {
|
||||
# story_owner = {
|
||||
# NOR = {
|
||||
# culture = culture:norman
|
||||
# culture = culture:english
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# effect = {
|
||||
# remove_global_variable = harrying_of_the_north
|
||||
# every_ruler = {
|
||||
# limit = {
|
||||
# capital_province = {
|
||||
# geographical_region = world_europe_west_britannia
|
||||
# }
|
||||
# }
|
||||
# trigger_event = ep3_story_cycle_harrying.0003
|
||||
# }
|
||||
# end_story = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# effect_group = {
|
||||
# years = 50
|
||||
#
|
||||
# triggered_effect = { #The Normans still rule, but it has been generations - Norman victory by attrition
|
||||
# trigger = {
|
||||
# var:ruler_england = {
|
||||
# culture = culture:norman
|
||||
# }
|
||||
# }
|
||||
# effect = {
|
||||
# remove_global_variable = harrying_of_the_north
|
||||
# every_ruler = {
|
||||
# limit = {
|
||||
# capital_province = {
|
||||
# geographical_region = world_europe_west_britannia
|
||||
# }
|
||||
# }
|
||||
# trigger_event = ep3_story_cycle_harrying.0004
|
||||
# }
|
||||
# end_story = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# # Events for William/King of England
|
||||
# effect_group = {
|
||||
# days = { 20 40 }
|
||||
#
|
||||
# trigger = {
|
||||
# story_owner = {
|
||||
# is_alive = yes
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = { always = yes }
|
||||
# effect = {
|
||||
# save_scope_as = story_scope
|
||||
# story_owner = {
|
||||
# trigger_event = {
|
||||
# on_action = ongoing_harrying_owner_events
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# # Events for Aethelings
|
||||
# effect_group = {
|
||||
# days = { 20 40 }
|
||||
#
|
||||
# trigger = {
|
||||
# story_owner = {
|
||||
# any_vassal = {
|
||||
# culture = culture:anglo_saxon
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = { always = yes }
|
||||
# effect = {
|
||||
# save_scope_as = story_scope
|
||||
# story_owner = {
|
||||
# random_vassal= {
|
||||
# limit = {
|
||||
# culture = culture:anglo_saxon
|
||||
# }
|
||||
# trigger_event = {
|
||||
# on_action = ongoing_harrying_aetheling_events
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# # Events for Hereward the Wake
|
||||
# effect_group = {
|
||||
# days = { 20 40 }
|
||||
#
|
||||
# trigger = {
|
||||
# character:90028 = {
|
||||
# is_alive = yes
|
||||
# NOT = {
|
||||
# has_character_flag = hereward_settled_flag
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = { always = yes }
|
||||
# effect = {
|
||||
# save_scope_as = story_scope
|
||||
# character:90028 = {
|
||||
# trigger_event = {
|
||||
# on_action = ongoing_harrying_hereward_events
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# ### Harrying ongoing effects
|
||||
# # Set the Pacification variable every month if possible
|
||||
# # This checks for the Embrace English Culture decision
|
||||
# effect_group = {
|
||||
# months = 1
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:pacification > 15
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# effect = {
|
||||
# if = {
|
||||
# limit = {
|
||||
# AND = {
|
||||
# NOT = {
|
||||
# has_variable = embrace_culture_decision_counter
|
||||
# }
|
||||
# var:pacification > 15
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# }
|
||||
# set_variable = {
|
||||
# name = embrace_culture_decision_counter
|
||||
# value = 0
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# OR = {
|
||||
# var:pacification < 15
|
||||
# var:pacification < var:resistance
|
||||
# }
|
||||
# }
|
||||
# effect = {
|
||||
# if = {
|
||||
# limit = {
|
||||
# has_variable = embrace_culture_decision_counter
|
||||
# }
|
||||
# remove_variable = embrace_culture_decision_counter
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# # Check to see if you've had pacification over resistance for a year
|
||||
# effect_group = {
|
||||
# months = 1
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:pacification > 15
|
||||
# var:pacification > var:resistance
|
||||
# has_variable = embrace_culture_decision_counter
|
||||
# }
|
||||
# effect = {
|
||||
# if = {
|
||||
# limit = {
|
||||
# AND = {
|
||||
# has_variable = embrace_culture_decision_counter
|
||||
# var:pacification > 15
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# }
|
||||
# change_variable = {
|
||||
# name = embrace_culture_decision_counter
|
||||
# add = 1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# # Tick cultural acceptance every three months
|
||||
# effect_group = {
|
||||
# months = 3
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:resistance > 16
|
||||
# var:resistance > var:pacification
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# culture = {
|
||||
# change_cultural_acceptance = {
|
||||
# target = culture:anglo_saxon
|
||||
# value = major_cultural_acceptance_loss
|
||||
# desc = harrying_of_the_north_tt_resistance_level_4
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:resistance > 13
|
||||
# var:resistance > var:pacification
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# culture = {
|
||||
# change_cultural_acceptance = {
|
||||
# target = culture:anglo_saxon
|
||||
# value = medium_cultural_acceptance_loss
|
||||
# desc = harrying_of_the_north_tt_resistance_level_3
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:resistance > 10
|
||||
# var:resistance > var:pacification
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# culture = {
|
||||
# change_cultural_acceptance = {
|
||||
# target = culture:anglo_saxon
|
||||
# value = minor_cultural_acceptance_loss
|
||||
# desc = harrying_of_the_north_tt_resistance_level_2
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:resistance > 7
|
||||
# var:resistance > var:pacification
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# culture = {
|
||||
# change_cultural_acceptance = {
|
||||
# target = culture:anglo_saxon
|
||||
# value = miniscule_cultural_acceptance_loss
|
||||
# desc = harrying_of_the_north_tt_resistance_level_1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:pacification > 14
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# culture = {
|
||||
# change_cultural_acceptance = {
|
||||
# target = culture:anglo_saxon
|
||||
# value = major_cultural_acceptance_gain
|
||||
# desc = harrying_of_the_north_tt_pacification_level_4
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:pacification > 11
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# culture = {
|
||||
# change_cultural_acceptance = {
|
||||
# target = culture:anglo_saxon
|
||||
# value = medium_cultural_acceptance_gain
|
||||
# desc = harrying_of_the_north_tt_pacification_level_3
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:pacification > 8
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# culture = {
|
||||
# change_cultural_acceptance = {
|
||||
# target = culture:anglo_saxon
|
||||
# value = minor_cultural_acceptance_gain
|
||||
# desc = harrying_of_the_north_tt_pacification_level_2
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:pacification > 5
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# culture = {
|
||||
# change_cultural_acceptance = {
|
||||
# target = culture:anglo_saxon
|
||||
# value = miniscule_cultural_acceptance_gain
|
||||
# desc = harrying_of_the_north_tt_pacification_level_1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# # Tick dread every month
|
||||
# effect_group = {
|
||||
# months = 1
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:pacification > 14
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# add_dread = 3
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:pacification > 13
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# add_dread = 2
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:pacification > 10
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# add_dread = 1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# # Add discontent to targeting factions every 2 months
|
||||
# effect_group = {
|
||||
# months = 2
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:resistance > 16
|
||||
# var:resistance > var:pacification
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# if = {
|
||||
# limit = {
|
||||
# has_targeting_faction = yes
|
||||
# }
|
||||
# add_targeting_factions_discontent = 5
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:resistance > 13
|
||||
# var:resistance > var:pacification
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# if = {
|
||||
# limit = {
|
||||
# has_targeting_faction = yes
|
||||
# }
|
||||
# add_targeting_factions_discontent = 3
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:resistance > 10
|
||||
# var:resistance > var:pacification
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# if = {
|
||||
# limit = {
|
||||
# has_targeting_faction = yes
|
||||
# }
|
||||
# add_targeting_factions_discontent = 1
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# # Erode Norman County Control every 3 months
|
||||
# effect_group = {
|
||||
# months = 3
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:resistance > 16
|
||||
# var:resistance > var:pacification
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# every_sub_realm_county = {
|
||||
# limit = {
|
||||
# holder = {
|
||||
# NOT = {
|
||||
# culture = culture:anglo_saxon
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# change_county_control = medium_discontent_loss
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:resistance > 13
|
||||
# var:resistance > var:pacification
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# every_sub_realm_county = {
|
||||
# limit = {
|
||||
# holder = {
|
||||
# NOT = {
|
||||
# culture = culture:anglo_saxon
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# change_county_control = minor_discontent_loss
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# # Add Norman County Control every 3 months
|
||||
# effect_group = {
|
||||
# months = 3
|
||||
#
|
||||
# first_valid = {
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:pacification > 14
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# every_sub_realm_county = {
|
||||
# limit = {
|
||||
# holder = {
|
||||
# NOT = {
|
||||
# culture = culture:anglo_saxon
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# change_county_control = medium_discontent_gain
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# var:pacification > 11
|
||||
# var:pacification > var:resistance
|
||||
# }
|
||||
# effect = {
|
||||
# story_owner = {
|
||||
# every_sub_realm_county = {
|
||||
# limit = {
|
||||
# holder = {
|
||||
# NOT = {
|
||||
# culture = culture:anglo_saxon
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# change_county_control = minor_discontent_gain
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #Maintenance group
|
||||
# effect_group = {
|
||||
# days = 1
|
||||
# #Give the story cycle to any Norman ruler of England if the original one sods off
|
||||
# triggered_effect = {
|
||||
# trigger = {
|
||||
# story_owner = {
|
||||
# NOT = {
|
||||
# has_title = title:k_england
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# effect = {
|
||||
# title:k_england.holder = {
|
||||
# save_scope_as = new_ruler
|
||||
# }
|
||||
# make_story_owner = scope:new_ruler
|
||||
# set_variable = {
|
||||
# name = ruler_england
|
||||
# value = story_owner
|
||||
# }
|
||||
# set_global_variable = {
|
||||
# name = ruler_england
|
||||
# value = story_owner
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
156
common/story_cycles/ep3_story_cycle_hasan_sabbah.txt
Normal file
156
common/story_cycles/ep3_story_cycle_hasan_sabbah.txt
Normal file
|
|
@ -0,0 +1,156 @@
|
|||
story_hasan = {
|
||||
# by James Beaumont
|
||||
visible = yes
|
||||
icon = {
|
||||
trigger = {
|
||||
always = yes
|
||||
}
|
||||
reference = "gfx/interface/icons/regimenttypes/mubarizun.dds"
|
||||
}
|
||||
visualization = {
|
||||
decisions = {
|
||||
hasan_evangelize_the_faith
|
||||
hasan_agitate_the_populace
|
||||
hasan_ignite_the_flames
|
||||
hasan_found_the_assassins
|
||||
hasan_expand_the_assassins
|
||||
zealous_missionary_prep_decision
|
||||
}
|
||||
basic_counter = {
|
||||
variable_name = "radical_points"
|
||||
min = 0
|
||||
max = 15
|
||||
label = "PROGRESS_TOWARDS_ASSASSIN_PATH"
|
||||
}
|
||||
character = {
|
||||
variable_name = "ultimate_foe"
|
||||
label = "ULTIMATE_FOE"
|
||||
}
|
||||
}
|
||||
on_setup = {
|
||||
|
||||
}
|
||||
#
|
||||
on_end = {
|
||||
debug_log = "Hasan i Sabbah story ended on:"
|
||||
debug_log_date = yes
|
||||
}
|
||||
#
|
||||
on_owner_death = {
|
||||
end_story = yes
|
||||
}
|
||||
|
||||
|
||||
# Progress on Assassing path Events
|
||||
effect_group = {
|
||||
months = 6
|
||||
|
||||
first_valid = {
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
exists = var:radical_points
|
||||
var:radical_points >= 5
|
||||
story_owner = {
|
||||
OR = {
|
||||
faith = faith:ismaili
|
||||
faith = faith:nizari
|
||||
}
|
||||
NOR = {
|
||||
has_character_flag = arrived_in_egypt
|
||||
has_character_flag = had_hasan_sabah_20
|
||||
}
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
trigger_event = hasan_sabbah.1020
|
||||
}
|
||||
}
|
||||
}
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
exists = var:radical_points
|
||||
var:radical_points >= 15
|
||||
NOT = { exists = var:ultimate_foe }
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
trigger_event = hasan_sabbah.1031
|
||||
}
|
||||
}
|
||||
}
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
exists = var:story_phase
|
||||
var:story_phase >= 2
|
||||
NOT = { exists = var:ultimate_foe }
|
||||
story_owner.domicile.domicile_location.county.holder ?= {
|
||||
save_temporary_scope_as = county_holder
|
||||
}
|
||||
faith:ismaili = {
|
||||
religious_head = {
|
||||
save_temporary_scope_as = ismaili_hof
|
||||
NOR = {
|
||||
this = scope:county_holder
|
||||
scope:county_holder = {
|
||||
any_liege_or_above = {
|
||||
this = scope:ismaili_hof
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
faith:nizari = {
|
||||
religious_head = {
|
||||
save_temporary_scope_as = nizari_hof
|
||||
NOR = {
|
||||
this = scope:county_holder
|
||||
scope:county_holder = {
|
||||
any_liege_or_above = {
|
||||
this = scope:nizari_hof
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
domicile.domicile_location = {
|
||||
save_scope_as = location
|
||||
}
|
||||
trigger_event = hasan_sabbah.1031
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Hasan dies or stops being muslim, end the story
|
||||
effect_group = {
|
||||
days = { 40 60 }
|
||||
|
||||
first_valid = {
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
OR = {
|
||||
# Standard checks
|
||||
NOT = { exists = story_owner }
|
||||
story_owner = {
|
||||
is_alive = no
|
||||
}
|
||||
# Must be Muslim
|
||||
NOT = { story_owner = { religion = religion:islam_religion } }
|
||||
# Must be landless
|
||||
NOT = { story_owner = { has_government = landless_adventurer_government } }
|
||||
# Must not be Sunni
|
||||
story_owner = { faith = { has_doctrine = muhammad_succession_sunni_doctrine } }
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
81
common/story_cycles/ep3_story_cycle_restoring_rome.txt
Normal file
81
common/story_cycles/ep3_story_cycle_restoring_rome.txt
Normal file
|
|
@ -0,0 +1,81 @@
|
|||
|
||||
### Byzantine-focused Restore Rome Story Cycle
|
||||
### by Chad Uhl
|
||||
|
||||
ep3_story_cycle_restoring_rome = {
|
||||
|
||||
on_setup = {
|
||||
story_owner = {
|
||||
trigger_event = {
|
||||
id = ep3_roman_restoration.0001
|
||||
days = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# We only pass on the story if the title heir is the Player
|
||||
on_owner_death = {
|
||||
if = {
|
||||
limit = {
|
||||
story_owner = { has_title = title:h_roman_empire }
|
||||
title:h_roman_empire.current_heir = { is_ai = no }
|
||||
}
|
||||
make_story_owner = title:h_roman_empire.current_heir
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
story_owner = { has_title = title:h_eastern_roman_empire }
|
||||
title:h_eastern_roman_empire.current_heir = { is_ai = no }
|
||||
}
|
||||
make_story_owner = title:h_eastern_roman_empire.current_heir
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
story_owner = { has_title = title:e_byzantium }
|
||||
title:e_byzantium.current_heir = { is_ai = no }
|
||||
}
|
||||
make_story_owner = title:e_byzantium.current_heir
|
||||
}
|
||||
}
|
||||
|
||||
# Rome = New Game +
|
||||
# aka ramp up difficulty
|
||||
effect_group = {
|
||||
days = 120
|
||||
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_ai = no
|
||||
is_roman_emperor_excluding_byzantium_trigger = yes
|
||||
}
|
||||
has_variable = roman_empire_hard_mode
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = { always = yes }
|
||||
effect = {
|
||||
story_owner = {
|
||||
trigger_event = { on_action = ep3_restored_rome_on_action }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Maintenance group
|
||||
effect_group = {
|
||||
days = 1
|
||||
trigger = {
|
||||
story_owner = { is_landed = no }
|
||||
}
|
||||
triggered_effect = {
|
||||
trigger = { always = yes }
|
||||
effect = {
|
||||
#You became a landless adventurer with different lifestyles! Ending story prematurely.
|
||||
story_owner = { save_scope_as = story_owner }
|
||||
debug_log = "Roman Restoration invalidated"
|
||||
debug_log_scopes = yes
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
78
common/story_cycles/ep3_story_cycle_violet_poet.txt
Normal file
78
common/story_cycles/ep3_story_cycle_violet_poet.txt
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
story_cycle_violet_poet = {
|
||||
# by Nick Meredith
|
||||
visible = yes
|
||||
|
||||
icon = {
|
||||
trigger = {
|
||||
always = yes
|
||||
}
|
||||
reference = "gfx/interface/icons/artifact/artifact_chronicle.dds"
|
||||
}
|
||||
|
||||
visualization = {
|
||||
traits = {
|
||||
violet_poet
|
||||
}
|
||||
artifact = { variable_name = "artifact" label = "POETRY_BOOK_LABEL" }
|
||||
}
|
||||
|
||||
on_setup = {
|
||||
set_variable = {
|
||||
name = violet_poet
|
||||
value = story_owner
|
||||
}
|
||||
}
|
||||
|
||||
on_end = {
|
||||
debug_log = "Violet Poet story cycle ended on:"
|
||||
debug_log_date = yes
|
||||
}
|
||||
|
||||
on_owner_death = {
|
||||
if = { #Pass on to Wallada's heir but NOT past her heir
|
||||
limit = {
|
||||
exists = story_owner.player_heir
|
||||
story_owner = {
|
||||
this = character:andalusian_0003
|
||||
}
|
||||
}
|
||||
make_story_owner = story_owner.player_heir
|
||||
set_variable = {
|
||||
name = violet_poet
|
||||
value = story_owner
|
||||
}
|
||||
}
|
||||
# Or destroy
|
||||
else = {
|
||||
end_story = yes
|
||||
remove_variable = violet_poet
|
||||
}
|
||||
}
|
||||
|
||||
# Events for the Violet Poet
|
||||
effect_group = {
|
||||
days = { 100 200 }
|
||||
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_available = yes
|
||||
is_alive = yes
|
||||
is_adult = yes
|
||||
}
|
||||
}
|
||||
|
||||
first_valid = {
|
||||
triggered_effect = {
|
||||
trigger = { always = yes }
|
||||
effect = {
|
||||
save_scope_as = story_scope
|
||||
story_owner = {
|
||||
trigger_event = {
|
||||
on_action = ongoing_violet_poet_owner_events
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
132
common/story_cycles/fp3_story_cycle_turkic_tribe.txt
Normal file
132
common/story_cycles/fp3_story_cycle_turkic_tribe.txt
Normal file
|
|
@ -0,0 +1,132 @@
|
|||
turkic_tribe_story = {
|
||||
|
||||
|
||||
on_setup = {
|
||||
### Scopes
|
||||
save_scope_as = turkic_tribe_story
|
||||
story_owner = {
|
||||
add_character_flag = had_turkic_tribe_story
|
||||
}
|
||||
|
||||
### Tracking variables
|
||||
|
||||
set_variable = {
|
||||
name = turkic_leader
|
||||
value = story_owner.var:turkic_leader
|
||||
}
|
||||
set_variable = {
|
||||
name = upset_vassal
|
||||
value = story_owner.var:upset_vassal
|
||||
}
|
||||
set_variable = {
|
||||
name = nomads_county
|
||||
value = story_owner.var:nomads_county
|
||||
}
|
||||
set_variable = {
|
||||
name = nomads_new_county
|
||||
value = story_owner.var:nomads_new_county
|
||||
}
|
||||
story_owner = {
|
||||
remove_variable = turkic_leader
|
||||
remove_variable = upset_vassal
|
||||
remove_variable = nomads_county
|
||||
remove_variable = nomads_new_county
|
||||
}
|
||||
}
|
||||
|
||||
on_owner_death = {
|
||||
scope:story = { end_story = yes }
|
||||
}
|
||||
|
||||
# nomad leader is dead
|
||||
effect_group = {
|
||||
days = 200
|
||||
|
||||
trigger = {
|
||||
trigger_if = {
|
||||
limit = { exists = var:turkic_leader }
|
||||
var:turkic_leader = {
|
||||
OR = {
|
||||
is_alive = no
|
||||
NOR = {
|
||||
is_courtier_of = scope:story.story_owner
|
||||
is_vassal_of = scope:story.story_owner
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = { always = yes }
|
||||
}
|
||||
|
||||
|
||||
first_valid = {
|
||||
triggered_effect = {
|
||||
trigger = { always = yes }
|
||||
effect = { end_story = yes }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
# Something happens - random events
|
||||
effect_group = {
|
||||
days = { 200 350 } #lower these values to test the story cycle
|
||||
chance = 50
|
||||
|
||||
triggered_effect = {
|
||||
trigger = { always = yes }
|
||||
effect = {
|
||||
story_owner = {
|
||||
trigger_event = {
|
||||
on_action = ongoing_turkic_tribe_events
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
effect_group = { #the nomad chain's end
|
||||
years = { 5 10 } #lower these values to test the story cycle
|
||||
chance = 100
|
||||
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_available = yes
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = { always = yes }
|
||||
effect = {
|
||||
story_owner = {
|
||||
add_character_flag = {
|
||||
flag = turkic_tribe_story_end
|
||||
days = 200
|
||||
}
|
||||
trigger_event = {
|
||||
on_action = turkic_tribe_story_end
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Maintenance group
|
||||
effect_group = {
|
||||
days = 1
|
||||
trigger = {
|
||||
story_owner = { is_landed = no }
|
||||
}
|
||||
triggered_effect = {
|
||||
trigger = { always = yes }
|
||||
effect = {
|
||||
#You became a landless adventurer/administrative! Ending story prematurely.
|
||||
story_owner = { save_scope_as = story_owner }
|
||||
debug_log = "Nomads invalidated"
|
||||
debug_log_scopes = yes
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
34
common/story_cycles/fp3_story_cycle_zanj_rebellion.txt
Normal file
34
common/story_cycles/fp3_story_cycle_zanj_rebellion.txt
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
### Exists so we can track Ali or any subsequent Zanj Leaders.
|
||||
story_zanj_rebellion = {
|
||||
|
||||
on_setup = {
|
||||
story_owner = {
|
||||
set_variable = {
|
||||
name = zanj_rebellion_strength_score
|
||||
value = 7
|
||||
}
|
||||
}
|
||||
}
|
||||
on_owner_death = {
|
||||
inherit_zanj_rebellion_effect = yes
|
||||
}
|
||||
on_end = {}
|
||||
|
||||
#Maintenance group
|
||||
effect_group = {
|
||||
days = 1
|
||||
trigger = {
|
||||
story_owner = { is_landed = no }
|
||||
}
|
||||
triggered_effect = {
|
||||
trigger = { always = yes }
|
||||
effect = {
|
||||
#You became a landless adventurer/administrative! Ending story prematurely.
|
||||
story_owner = { save_scope_as = story_owner }
|
||||
debug_log = "Zanj invalidated"
|
||||
debug_log_scopes = yes
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
265
common/story_cycles/mpo_story_cycle_greatest_of_khans.txt
Normal file
265
common/story_cycles/mpo_story_cycle_greatest_of_khans.txt
Normal file
|
|
@ -0,0 +1,265 @@
|
|||
story_greatest_of_khans = {
|
||||
visible = yes
|
||||
icon = {
|
||||
trigger = {
|
||||
always = yes
|
||||
}
|
||||
reference = "gfx/interface/icons/story_cycles/bow_steppe.dds"
|
||||
}
|
||||
background = {
|
||||
reference = "gfx/interface/illustrations/event_scenes/mpo_steppe_evening.dds"
|
||||
}
|
||||
visualization = {
|
||||
custom_string_key = "GREATEST_OF_KHANS_INFORMATION_STRING"
|
||||
decisions = { mpo_gok_world_conquest_decision }
|
||||
}
|
||||
|
||||
on_setup = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
has_mpo_dlc_trigger = yes
|
||||
}
|
||||
}
|
||||
end_story = yes
|
||||
}
|
||||
else = {
|
||||
set_global_variable = {
|
||||
name = gok_empire_crumble_date
|
||||
value = {
|
||||
value = current_year
|
||||
add = 75
|
||||
}
|
||||
}
|
||||
set_variable = {
|
||||
name = gok_final_date
|
||||
value = {
|
||||
value = current_year
|
||||
add = 75
|
||||
}
|
||||
}
|
||||
set_global_variable = {
|
||||
name = first_gok
|
||||
value = story_owner
|
||||
}
|
||||
|
||||
set_global_variable = {
|
||||
name = greatest_of_khans_title
|
||||
value = story_owner.primary_title
|
||||
}
|
||||
global_var:greatest_of_khans_title = {
|
||||
set_variable = {
|
||||
name = chaotic_succession_protection
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_end = {
|
||||
if = {
|
||||
limit = {
|
||||
exists = global_var:active_conquerors
|
||||
}
|
||||
change_global_variable = {
|
||||
name = active_conquerors
|
||||
add = -1
|
||||
}
|
||||
}
|
||||
global_var:greatest_of_khans_title = {
|
||||
remove_variable = chaotic_succession_protection
|
||||
}
|
||||
remove_global_variable = first_gok
|
||||
remove_global_variable = gok_empire_crumble_date
|
||||
}
|
||||
|
||||
on_owner_death = {
|
||||
# Handle story succession
|
||||
story_owner = {
|
||||
save_scope_as = old_khan # for news events
|
||||
if = {
|
||||
limit = {
|
||||
any_child = { # if the Khan has a reasonable heir...
|
||||
is_primary_heir_of = scope:story.story_owner
|
||||
}
|
||||
}
|
||||
random_child = {
|
||||
limit = {
|
||||
is_primary_heir_of = scope:story.story_owner
|
||||
}
|
||||
save_scope_as = new_khan # for news events
|
||||
save_scope_as = new_story_owner # pass chain to appropriate target
|
||||
add_character_flag = {
|
||||
flag = gain_mongol_succession_dread
|
||||
days = 2
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = the_great_khan_modifier
|
||||
}
|
||||
}
|
||||
every_player = {
|
||||
trigger_event = {
|
||||
id = mongol_invasion.1001
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
dynasty = {
|
||||
any_dynasty_member = { # if the Khan has some other heir not family?)
|
||||
is_primary_heir_of = scope:story.story_owner
|
||||
}
|
||||
}
|
||||
}
|
||||
dynasty = {
|
||||
random_dynasty_member = {
|
||||
limit = {
|
||||
is_primary_heir_of = scope:story.story_owner
|
||||
}
|
||||
save_scope_as = new_khan # for news events
|
||||
save_scope_as = new_story_owner # pass chain toappropriate target
|
||||
add_character_flag = {
|
||||
flag = gain_mongol_succession_dread
|
||||
days = 2
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = the_great_khan_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
every_player = {
|
||||
trigger_event = {
|
||||
id = mongol_invasion.1001
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
primary_heir = {
|
||||
is_grandchild_of = scope:story.story_owner
|
||||
}
|
||||
}
|
||||
primary_heir = {
|
||||
save_scope_as = new_khan # for news events
|
||||
save_scope_as = new_story_owner # pass chain to appropriate target
|
||||
add_character_flag = {
|
||||
flag = gain_mongol_succession_dread
|
||||
days = 2
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = the_great_khan_modifier
|
||||
}
|
||||
}
|
||||
every_player = {
|
||||
trigger_event = {
|
||||
id = mongol_invasion.1001
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = { # If the empire passes out of the original dynasty, the story will automatically end
|
||||
limit = {
|
||||
NOT = {
|
||||
dynasty = {
|
||||
any_dynasty_member = { # if the Khan has some otherheir (not family?)
|
||||
is_primary_heir_of = scope:story.story_owner
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:story.story_owner.primary_heir = {
|
||||
save_scope_as = new_khan
|
||||
}
|
||||
every_player = {
|
||||
trigger_event = {
|
||||
id = mongol_invasion.1001
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { exists = scope:new_story_owner }
|
||||
make_story_owner = scope:new_story_owner
|
||||
}
|
||||
#Story end event
|
||||
else = {
|
||||
if = {
|
||||
limit = {
|
||||
exists = story_owner.player_heir
|
||||
exists = story_owner.dynasty
|
||||
story_owner.player_heir = {
|
||||
dynasty ?= root.story_owner.dynasty
|
||||
}
|
||||
}
|
||||
story_owner.player_heir ?= {
|
||||
trigger_event = {
|
||||
id = mpo_greatest_of_khans.0040
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Invalidation end!
|
||||
effect_group = {
|
||||
years = 75
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
exists = story_owner
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
save_scope_as = timed_out
|
||||
trigger_event = {
|
||||
id = mpo_greatest_of_khans.0040
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Start a new war if none is ongoing
|
||||
effect_group = {
|
||||
days = { 30 60 }
|
||||
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_at_war = no
|
||||
gold > 0
|
||||
exists = global_var:greatest_of_khans_title
|
||||
any_held_title = {
|
||||
this = global_var:greatest_of_khans_title
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
gok_war_target_evaluation_and_declaration_effect = yes
|
||||
}
|
||||
debug_log = "The story started a new war for the Greatest of Khans"
|
||||
debug_log_date = yes
|
||||
story_owner = {
|
||||
save_scope_as = owner
|
||||
}
|
||||
debug_log_scopes = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
22
common/story_cycles/mpo_story_cycle_temujin_flavor.txt
Normal file
22
common/story_cycles/mpo_story_cycle_temujin_flavor.txt
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
story_temujin_flavor = {
|
||||
|
||||
on_owner_death = {
|
||||
end_story = yes
|
||||
}
|
||||
|
||||
effect_group = {
|
||||
days = { 180 360 }
|
||||
chance = 50
|
||||
|
||||
triggered_effect = {
|
||||
trigger = { always = yes }
|
||||
effect = {
|
||||
story_owner = {
|
||||
trigger_event = {
|
||||
on_action = ongoing_temujin_flavor_events
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
168
common/story_cycles/story_cycle_almohad_invasion.txt
Normal file
168
common/story_cycles/story_cycle_almohad_invasion.txt
Normal file
|
|
@ -0,0 +1,168 @@
|
|||
|
||||
# Story for the rise of the Almohads
|
||||
# by Petter Vilberg
|
||||
|
||||
story_almohad_invasion = {
|
||||
|
||||
on_setup = {
|
||||
set_global_variable = {
|
||||
name = spawned_almohads
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_end = {
|
||||
debug_log = "Almohad story ended on:"
|
||||
debug_log_date = yes
|
||||
}
|
||||
|
||||
on_owner_death = {
|
||||
if = {
|
||||
limit = { NOT = { exists = var:had_ibn_tumart_succession } }
|
||||
set_variable = {
|
||||
name = had_ibn_tumart_succession
|
||||
value = yes
|
||||
}
|
||||
if = {
|
||||
limit = { exists = var:ibn_tumart_triggered_death }
|
||||
if = {
|
||||
limit = {
|
||||
var:al_mumin = {
|
||||
is_alive = yes
|
||||
faith = faith:masmudi
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { var:al_mumin = { is_imprisoned = yes } }
|
||||
var:al_mumin = { release_from_prison = yes }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { var:ibn_tumart.primary_heir = var:al_mumin }
|
||||
}
|
||||
create_title_and_vassal_change = {
|
||||
type = granted
|
||||
save_scope_as = change
|
||||
add_claim_on_loss = no
|
||||
}
|
||||
var:ibn_tumart = {
|
||||
save_scope_as = ibn_tumart
|
||||
every_held_title = {
|
||||
limit = { is_capital_barony = no }
|
||||
change_title_holder = {
|
||||
holder = scope:story.var:al_mumin
|
||||
change = scope:change
|
||||
}
|
||||
}
|
||||
}
|
||||
resolve_title_and_vassal_change = scope:change
|
||||
|
||||
make_story_owner = var:al_mumin
|
||||
|
||||
var:almohad_county = {
|
||||
save_scope_as = almohad_county
|
||||
}
|
||||
|
||||
story_owner = {
|
||||
if = { # Make sure they get back to warfare
|
||||
limit = { is_at_war = no }
|
||||
almohads_find_target_titles_effect = yes
|
||||
almohads_declare_war_for_target_title_effect = yes
|
||||
}
|
||||
spawn_second_almohad_troops_effect = yes
|
||||
|
||||
save_scope_as = al_mumin
|
||||
|
||||
every_war_enemy = {
|
||||
trigger_event = almohad.1003
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
#Kill ibn Tumert if he suffers a defeat
|
||||
effect_group = {
|
||||
days = { 20 80 }
|
||||
|
||||
trigger = {
|
||||
story_owner = var:ibn_tumart
|
||||
story_owner = { is_alive = yes }
|
||||
exists = global_var:almohads_were_defeated
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
always = yes
|
||||
}
|
||||
effect = {
|
||||
debug_log = "Trying to kill Ibn Tumert!"
|
||||
set_variable = {
|
||||
name = ibn_tumart_triggered_death
|
||||
value = yes
|
||||
}
|
||||
story_owner = {
|
||||
death = natural
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Rebuild Marrakesh
|
||||
effect_group = {
|
||||
days = 180
|
||||
|
||||
trigger = {
|
||||
NOT = { exists = var:fired_marrakesh_event }
|
||||
story_owner = {
|
||||
any_sub_realm_county = {
|
||||
this = title:c_marrakesh
|
||||
OR = {
|
||||
holder = scope:story.story_owner
|
||||
holder = { is_ai = no }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
always = yes
|
||||
}
|
||||
effect = {
|
||||
set_variable = {
|
||||
name = fired_marrakesh_event
|
||||
value = yes
|
||||
}
|
||||
story_owner = {
|
||||
trigger_event = almohad.1004
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Maintenance group
|
||||
effect_group = {
|
||||
days = 1
|
||||
trigger = {
|
||||
story_owner = { is_landed = no }
|
||||
}
|
||||
triggered_effect = {
|
||||
trigger = { always = yes }
|
||||
effect = {
|
||||
#You became a landless adventurer/administrative! Ending story prematurely.
|
||||
story_owner = { save_scope_as = story_owner }
|
||||
debug_log = "Almohads invalidated"
|
||||
debug_log_scopes = yes
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
89
common/story_cycles/story_cycle_lyonese_monk.txt
Normal file
89
common/story_cycles/story_cycle_lyonese_monk.txt
Normal file
|
|
@ -0,0 +1,89 @@
|
|||
#
|
||||
###################################################
|
||||
## Wandering Lyonese Monk
|
||||
## by Ewan Cowhig Croft
|
||||
###################################################
|
||||
#
|
||||
## We really just use this to contain our variables & variable lists.
|
||||
#
|
||||
#story_lyonese_monk = {
|
||||
#
|
||||
# on_setup = {
|
||||
# # Start tracking how many events we've tried to fire from within our current_phase.
|
||||
# set_variable = {
|
||||
# name = lm_phase_tally
|
||||
# value = 0
|
||||
# }
|
||||
# # Set our school score variables.
|
||||
# set_variable = {
|
||||
# name = school_elipandic
|
||||
# value = 0
|
||||
# }
|
||||
# ## Slight edge for the Felicitous school, as scope:acolyte is an explicit Felix of Urgell fan.
|
||||
# set_variable = {
|
||||
# name = school_felicitous
|
||||
# value = 1
|
||||
# }
|
||||
# set_variable = {
|
||||
# name = school_radical
|
||||
# value = 0
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# on_owner_death = {
|
||||
# if = {
|
||||
# limit = { exists = story_owner.player_heir }
|
||||
# story_owner = {
|
||||
# # Transfer flags.
|
||||
# if = {
|
||||
# limit = { has_character_flag = fp2_lyonese_monk_entered_controversy_flag }
|
||||
# player_heir = { add_character_flag = fp2_lyonese_monk_entered_controversy_flag }
|
||||
# }
|
||||
# if = {
|
||||
# limit = { has_character_flag = fp2_lyonese_monk_entered_schism_flag }
|
||||
# player_heir = { add_character_flag = fp2_lyonese_monk_entered_schism_flag }
|
||||
# }
|
||||
# save_scope_as = dead_owner
|
||||
# # Transfer over scopes & prepare to optionally send the story itself.
|
||||
# player_heir = {
|
||||
# save_scope_as = acolyte_host
|
||||
# trigger_event = {
|
||||
# id = fp2_lyonese_monk.0011
|
||||
# days = 7
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# else = {
|
||||
# var:acolyte = { silent_disappearance_effect = yes }
|
||||
# end_story = yes
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# on_end = {
|
||||
# story_owner = {
|
||||
# # Wipe them tracking flags.
|
||||
# remove_character_flag ?= fp2_lyonese_monk_entered_controversy_flag
|
||||
# remove_character_flag ?= fp2_lyonese_monk_entered_schism_flag
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# #Maintenance group
|
||||
# effect_group = {
|
||||
# days = 1
|
||||
# trigger = {
|
||||
# story_owner = { is_landed = no }
|
||||
# }
|
||||
# triggered_effect = {
|
||||
# trigger = { always = yes }
|
||||
# effect = {
|
||||
# #You became a landless adventurer/administrative! Ending story prematurely.
|
||||
# story_owner = { save_scope_as = story_owner }
|
||||
# debug_log = "Reformer invalidated"
|
||||
# debug_log_scopes = yes
|
||||
# end_story = yes
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
537
common/story_cycles/story_cycle_mongol_invasion.txt
Normal file
537
common/story_cycles/story_cycle_mongol_invasion.txt
Normal file
|
|
@ -0,0 +1,537 @@
|
|||
story_mongol_invasion = {
|
||||
# by Petter Vilberg
|
||||
|
||||
on_setup = {
|
||||
story_owner = { # Start conquest of all of Mongolia
|
||||
start_wars_for_mongolia_effect = yes
|
||||
}
|
||||
set_variable = {
|
||||
name = succession_counter
|
||||
value = 0
|
||||
}
|
||||
}
|
||||
#
|
||||
on_end = {
|
||||
debug_log = "Mongol story ended on:"
|
||||
debug_log_date = yes
|
||||
set_global_variable = {
|
||||
name = mongol_story_has_ended
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
#
|
||||
on_owner_death = {
|
||||
story_owner = {
|
||||
set_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_1_alpha_var
|
||||
value = 0
|
||||
}
|
||||
set_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_1_var
|
||||
value = 0
|
||||
}
|
||||
set_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_2_var
|
||||
value = 0
|
||||
}
|
||||
set_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_3_var
|
||||
value = 0
|
||||
}
|
||||
set_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_4_var
|
||||
value = 0
|
||||
}
|
||||
set_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_5_var
|
||||
value = 0
|
||||
}
|
||||
set_variable = {
|
||||
name = outside_conquest_region_var
|
||||
value = 0
|
||||
}
|
||||
every_realm_county = {
|
||||
if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_prio_5
|
||||
}
|
||||
}
|
||||
root.story_owner = {
|
||||
change_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_5_var
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_prio_4
|
||||
}
|
||||
}
|
||||
root.story_owner = {
|
||||
change_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_4_var
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_prio_3
|
||||
}
|
||||
}
|
||||
root.story_owner = {
|
||||
change_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_3_var
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_prio_2
|
||||
}
|
||||
}
|
||||
root.story_owner = {
|
||||
change_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_2_var
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_prio_1
|
||||
}
|
||||
}
|
||||
root.story_owner = {
|
||||
change_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_1_var
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_prio_1_alpha
|
||||
}
|
||||
}
|
||||
root.story_owner = {
|
||||
change_variable = {
|
||||
name = special_mongol_empire_conquest_region_prio_1_alpha_var
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
root.story_owner = {
|
||||
change_variable = {
|
||||
name = outside_conquest_region_var
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# Weighted random chance to end the story/break up the Empire
|
||||
random = {
|
||||
chance = 0
|
||||
#Pure realm size - Mongol empire is historical breakup size
|
||||
modifier = {
|
||||
add = 20
|
||||
story_owner = {
|
||||
realm_size >= 1087
|
||||
}
|
||||
}
|
||||
#Pure realm size - Mongol empire is max extent size
|
||||
modifier = {
|
||||
add = 20
|
||||
story_owner = {
|
||||
realm_size >= 1474
|
||||
}
|
||||
}
|
||||
#Pure realm size - Mongol empire is at total bonus size
|
||||
modifier = {
|
||||
add = 30
|
||||
story_owner = {
|
||||
realm_size >= 1725
|
||||
}
|
||||
}
|
||||
modifier = { # If the empire is very successful, increase the chance
|
||||
add = 10
|
||||
story_owner = {
|
||||
#Half of total county count
|
||||
var:special_mongol_empire_conquest_region_prio_1_alpha_var >= 80
|
||||
var:special_mongol_empire_conquest_region_prio_1_var >= 60
|
||||
var:special_mongol_empire_conquest_region_prio_2_var >= 100
|
||||
#Just a third
|
||||
var:special_mongol_empire_conquest_region_prio_3_var >= 30
|
||||
var:special_mongol_empire_conquest_region_prio_4_var >= 100
|
||||
var:special_mongol_empire_conquest_region_prio_5_var >= 120
|
||||
}
|
||||
}
|
||||
modifier = { # If the empire is EXTREMELY successful, increase the chance
|
||||
add = 20
|
||||
story_owner = {
|
||||
#Three quarters of total county count
|
||||
var:special_mongol_empire_conquest_region_prio_1_alpha_var >= 120
|
||||
var:special_mongol_empire_conquest_region_prio_1_var >= 75
|
||||
var:special_mongol_empire_conquest_region_prio_2_var >= 200
|
||||
#Just half
|
||||
var:special_mongol_empire_conquest_region_prio_3_var >= 45
|
||||
var:special_mongol_empire_conquest_region_prio_4_var >= 150
|
||||
var:special_mongol_empire_conquest_region_prio_5_var >= 180
|
||||
var:outside_conquest_region_var >= 100
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
add = 20
|
||||
var:succession_counter > 1
|
||||
}
|
||||
modifier = {
|
||||
add = 30
|
||||
var:succession_counter > 2
|
||||
}
|
||||
modifier = { # Historical point
|
||||
add = 30
|
||||
var:succession_counter > 3
|
||||
}
|
||||
modifier = { # Guaranteed if there have been five successions
|
||||
add = 20
|
||||
var:succession_counter > 4
|
||||
}
|
||||
set_variable = {
|
||||
name = end_of_story
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = var:end_of_story
|
||||
}
|
||||
# Do the breakup of the empire if possible
|
||||
story_owner = {
|
||||
if = {
|
||||
limit = {
|
||||
realm_size >= 50
|
||||
}
|
||||
debug_log = "Trying to break up the Mongol Empire"
|
||||
break_up_mongol_empire_effect = yes
|
||||
}
|
||||
else = {
|
||||
save_scope_as = old_khan
|
||||
player_heir = {
|
||||
save_scope_as = new_khan
|
||||
}
|
||||
every_player = {
|
||||
trigger_event = mongol_invasion.1005 # Small end to story
|
||||
}
|
||||
}
|
||||
}
|
||||
end_story = yes
|
||||
}
|
||||
else = {
|
||||
change_variable = {
|
||||
name = succession_counter
|
||||
add = 1
|
||||
}
|
||||
# Handle story succession
|
||||
story_owner = {
|
||||
save_scope_as = old_khan # for news events
|
||||
if = {
|
||||
limit = {
|
||||
any_child = { # if the Khan has a reasonable heir...
|
||||
is_primary_heir_of = scope:story.story_owner
|
||||
}
|
||||
}
|
||||
random_child = {
|
||||
limit = {
|
||||
is_primary_heir_of = scope:story.story_owner
|
||||
}
|
||||
save_scope_as = new_khan # for news events
|
||||
save_scope_as = new_story_owner # pass chain to appropriate target
|
||||
add_character_flag = {
|
||||
flag = gain_mongol_succession_dread
|
||||
days = 2
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = the_great_khan_modifier
|
||||
}
|
||||
}
|
||||
every_player = {
|
||||
trigger_event = {
|
||||
id = mongol_invasion.1001
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
dynasty = {
|
||||
any_dynasty_member = { # if the Khan has some other heir (not family?)
|
||||
is_primary_heir_of = scope:story.story_owner
|
||||
}
|
||||
}
|
||||
}
|
||||
dynasty = {
|
||||
random_dynasty_member = {
|
||||
limit = {
|
||||
is_primary_heir_of = scope:story.story_owner
|
||||
}
|
||||
save_scope_as = new_khan # for news events
|
||||
save_scope_as = new_story_owner # pass chain to appropriate target
|
||||
add_character_flag = {
|
||||
flag = gain_mongol_succession_dread
|
||||
days = 2
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = the_great_khan_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
every_player = {
|
||||
trigger_event = {
|
||||
id = mongol_invasion.1001
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = { # If the empire passes out of the original dynasty, the story will automatically end
|
||||
limit = {
|
||||
NOT = {
|
||||
dynasty = {
|
||||
any_dynasty_member = { # if the Khan has some other heir (not family?)
|
||||
is_primary_heir_of = scope:story.story_owner
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:story.story_owner.primary_heir = {
|
||||
save_scope_as = new_khan
|
||||
}
|
||||
every_player = {
|
||||
trigger_event = {
|
||||
id = mongol_invasion.1001
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { exists = scope:new_story_owner }
|
||||
make_story_owner = scope:new_story_owner
|
||||
scope:new_story_owner = {
|
||||
# Delayed firing of spawning new event troops
|
||||
trigger_event = {
|
||||
id = mongol_invasion.0100
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
debug_log = "Successfully replaced the Mongol Khan"
|
||||
debug_log_date = yes
|
||||
debug_log_scopes = yes
|
||||
}
|
||||
else = {
|
||||
# Make sure the empire breaks up as best as possible
|
||||
story_owner = {
|
||||
if = {
|
||||
limit = {
|
||||
realm_size >= 50
|
||||
}
|
||||
}
|
||||
debug_log = "Due to failing to replace the Khan with a Temujin successor, now trying to break up the empire"
|
||||
break_up_mongol_empire_effect = yes
|
||||
}
|
||||
|
||||
end_story = yes
|
||||
debug_log = "Failed to replace the Mongol Khan"
|
||||
debug_log_date = yes
|
||||
debug_log_scopes = yes
|
||||
}
|
||||
}
|
||||
story_owner = {
|
||||
clear_variable_list = special_mongol_empire_conquest_region_prio_1_alpha_var
|
||||
clear_variable_list = special_mongol_empire_conquest_region_prio_1_var
|
||||
clear_variable_list = special_mongol_empire_conquest_region_prio_2_var
|
||||
clear_variable_list = special_mongol_empire_conquest_region_prio_3_var
|
||||
clear_variable_list = special_mongol_empire_conquest_region_prio_4_var
|
||||
clear_variable_list = special_mongol_empire_conquest_region_prio_5_var
|
||||
clear_variable_list = outside_conquest_region_var
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
#Start a new war if none is ongoing
|
||||
effect_group = {
|
||||
days = { 30 50 }
|
||||
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_at_war = no
|
||||
gold > 0
|
||||
any_held_title = {
|
||||
this = title:e_mongol_empire
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
has_mpo_dlc_trigger = yes
|
||||
}
|
||||
story_owner = {
|
||||
gok_war_target_evaluation_and_declaration_effect = yes
|
||||
}
|
||||
}
|
||||
else = {
|
||||
story_owner = {
|
||||
mongol_war_target_evaluation_and_declaration_effect = yes
|
||||
}
|
||||
}
|
||||
debug_log = "The story started a new war for the Mongols"
|
||||
debug_log_date = yes
|
||||
story_owner = {
|
||||
save_scope_as = owner
|
||||
}
|
||||
debug_log_scopes = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Story handling in case of succession weirdness
|
||||
effect_group = {
|
||||
days = 180
|
||||
|
||||
trigger = {
|
||||
story_owner = {
|
||||
NOT = {
|
||||
any_held_title = {
|
||||
this = title:e_mongol_empire
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = { exists = title:e_mongol_empire }
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
title:e_mongol_empire.holder = {
|
||||
culture = culture:mongol
|
||||
}
|
||||
}
|
||||
make_story_owner = title:e_mongol_empire.holder
|
||||
}
|
||||
else = {
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = { NOT = { exists = title:e_mongol_empire } }
|
||||
effect = {
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Set up Mongol Empire de jure stuff
|
||||
effect_group = {
|
||||
days = 180
|
||||
|
||||
trigger = {
|
||||
NOT = { exists = var:has_updated_mongolia_de_jure }
|
||||
trigger_if = {
|
||||
limit = {
|
||||
title:e_mongolia = {
|
||||
any_de_jure_county = {
|
||||
count >= 3
|
||||
}
|
||||
}
|
||||
}
|
||||
title:e_mongolia = {
|
||||
any_in_de_jure_hierarchy = {
|
||||
continue = { tier > tier_county }
|
||||
tier = tier_county
|
||||
holder.top_liege = scope:story.story_owner
|
||||
count > 3
|
||||
}
|
||||
}
|
||||
}
|
||||
story_owner.capital_county.empire = {
|
||||
any_in_de_jure_hierarchy = {
|
||||
continue = { tier > tier_county }
|
||||
tier = tier_county
|
||||
holder.top_liege = scope:story.story_owner
|
||||
count > 5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
effect = {
|
||||
title:e_mongolia = {
|
||||
every_in_de_jure_hierarchy = {
|
||||
limit = {
|
||||
tier = tier_kingdom
|
||||
}
|
||||
set_de_jure_liege_title = title:e_mongol_empire
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = title:e_mongolia.holder
|
||||
}
|
||||
title:e_mongolia.holder = {
|
||||
destroy_title = title:e_mongolia
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
story_owner.capital_county.empire = {
|
||||
NOT = {
|
||||
this = title:e_mongol_empire
|
||||
}
|
||||
}
|
||||
}
|
||||
story_owner.capital_county.empire = {
|
||||
save_scope_as = new_de_jure
|
||||
}
|
||||
scope:new_de_jure = {
|
||||
every_in_de_jure_hierarchy = {
|
||||
limit = {
|
||||
tier = tier_kingdom
|
||||
}
|
||||
set_de_jure_liege_title = title:e_mongol_empire
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
set_variable = {
|
||||
name = has_updated_mongolia_de_jure
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
52
common/story_cycles/story_cycle_restored_roman_provinces.txt
Normal file
52
common/story_cycles/story_cycle_restored_roman_provinces.txt
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
restoring_roman_provinces_story = {
|
||||
|
||||
on_setup = {
|
||||
}
|
||||
|
||||
on_end = {
|
||||
}
|
||||
|
||||
on_owner_death = {
|
||||
}
|
||||
|
||||
effect_group = {
|
||||
days = 36 #Checked every 365 days
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
story_owner = {
|
||||
roman_restoration_is_valid_roman_empire_trigger = yes
|
||||
OR = {
|
||||
has_title = title:h_roman_empire #Not for Byzantium.
|
||||
has_title = title:h_eastern_roman_empire #Not for Byzantium.
|
||||
}
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
trigger_event = {
|
||||
on_action = on_action_roman_restoration_pulse
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Maintenance group
|
||||
effect_group = {
|
||||
days = 1
|
||||
trigger = {
|
||||
story_owner = { is_landed = no }
|
||||
}
|
||||
triggered_effect = {
|
||||
trigger = { always = yes }
|
||||
effect = {
|
||||
#You became a landless adventurer with different lifestyles! Ending story prematurely.
|
||||
story_owner = { save_scope_as = story_owner }
|
||||
debug_log = "Roman Restoration invalidated"
|
||||
debug_log_scopes = yes
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
177
common/story_cycles/story_cycle_seljuk_invasion.txt
Normal file
177
common/story_cycles/story_cycle_seljuk_invasion.txt
Normal file
|
|
@ -0,0 +1,177 @@
|
|||
story_seljuk_invasion = {
|
||||
|
||||
on_setup = {
|
||||
story_owner = { # Find a place for the Seljuks to settle
|
||||
set_variable = {
|
||||
name = seljuk_invasion_nomad_strength_score
|
||||
value = 10
|
||||
}
|
||||
try_to_settle_the_seljuk_effect = yes
|
||||
}
|
||||
set_variable = {
|
||||
name = succession_counter
|
||||
value = 0
|
||||
}
|
||||
}
|
||||
|
||||
on_end = {}
|
||||
|
||||
on_owner_death = {
|
||||
# Breakup of the empire should not happen until at least one succession has passed
|
||||
random_list = { # Weighted chance to end the story
|
||||
10 = {
|
||||
trigger = { var:succession_counter < 2 }
|
||||
modifier = {
|
||||
add = 10
|
||||
var:succession_counter > 1
|
||||
}
|
||||
modifier = { # Historical point
|
||||
add = 10
|
||||
var:succession_counter > 2
|
||||
}
|
||||
modifier = {
|
||||
add = 20
|
||||
var:succession_counter > 3
|
||||
}
|
||||
end_story = yes
|
||||
}
|
||||
90 = {
|
||||
if = {
|
||||
limit = {
|
||||
exists = story_owner.primary_heir
|
||||
}
|
||||
make_story_owner = story_owner.primary_heir
|
||||
change_variable = {
|
||||
name = seljuk_invasion_nomad_strength_score
|
||||
add = -5
|
||||
}
|
||||
}
|
||||
else = {
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Start a new war if one is not ongoing
|
||||
effect_group = {
|
||||
days = { 30 60 }
|
||||
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_at_war = no
|
||||
gold > 0
|
||||
OR = {
|
||||
NOT = { has_character_flag = settled_seljuk }
|
||||
top_liege = this
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
seljuk_war_target_evaluation_and_declaration_effect = yes
|
||||
save_scope_as = owner
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Ask for independence if vassals
|
||||
effect_group = {
|
||||
years = { 1 2 }
|
||||
|
||||
trigger = {
|
||||
story_owner = {
|
||||
has_character_flag = settled_seljuk
|
||||
top_liege != this
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
seljuk_request_independence_from_liege_effect = yes
|
||||
save_scope_as = owner
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Create the empire and close the story
|
||||
effect_group = {
|
||||
days = { 30 60 }
|
||||
|
||||
trigger = {
|
||||
story_owner = {
|
||||
save_temporary_scope_as = temp_seljuk
|
||||
OR = {
|
||||
any_county_in_region = {
|
||||
region = world_persian_empire
|
||||
percent >= 0.51
|
||||
holder.top_liege = scope:temp_seljuk
|
||||
}
|
||||
any_held_title = {
|
||||
count = 2
|
||||
title_tier = kingdom
|
||||
any_this_title_or_de_jure_above = {
|
||||
this = title:e_persia
|
||||
}
|
||||
}
|
||||
any_held_title = {
|
||||
title_tier = empire
|
||||
any_this_title_or_de_jure_above = {
|
||||
this = title:e_persia
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
save_scope_as = owner
|
||||
|
||||
create_title_and_vassal_change = {
|
||||
type = created
|
||||
save_scope_as = title_change
|
||||
add_claim_on_loss = no
|
||||
}
|
||||
|
||||
title:e_persia = {
|
||||
change_title_holder = {
|
||||
holder = scope:owner
|
||||
change = scope:title_change
|
||||
}
|
||||
save_scope_as = title_e_persia
|
||||
}
|
||||
|
||||
resolve_title_and_vassal_change = scope:title_change
|
||||
|
||||
set_primary_title_to = scope:title_e_persia
|
||||
|
||||
}
|
||||
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
189
common/story_cycles/story_cycle_take_mandate_of_heaven.txt
Normal file
189
common/story_cycles/story_cycle_take_mandate_of_heaven.txt
Normal file
|
|
@ -0,0 +1,189 @@
|
|||
story_take_mandate_of_heaven = {
|
||||
|
||||
on_setup = {
|
||||
}
|
||||
|
||||
on_end = {
|
||||
}
|
||||
|
||||
on_owner_death = {
|
||||
story_owner = {
|
||||
if = {
|
||||
limit = {
|
||||
primary_heir ?= {
|
||||
is_ai = yes
|
||||
is_physically_able_adult = yes
|
||||
}
|
||||
}
|
||||
primary_heir ?= {
|
||||
create_story = story_take_mandate_of_heaven
|
||||
}
|
||||
}
|
||||
else = {
|
||||
every_heir = {
|
||||
limit = {
|
||||
is_ai = yes
|
||||
is_physically_able_adult = yes
|
||||
}
|
||||
create_story = story_take_mandate_of_heaven
|
||||
}
|
||||
}
|
||||
}
|
||||
end_story = yes
|
||||
}
|
||||
|
||||
effect_group = { # Handles the AI behavior
|
||||
days = { 30 60 }
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_ai = yes
|
||||
NOT = { can_execute_decision = situation_dynastic_cycle_claim_mandate_decision }
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
save_scope_as = root_scope
|
||||
|
||||
###### BUDGETING
|
||||
if = {
|
||||
limit = {
|
||||
is_at_war = no
|
||||
primary_title = { title_held_years >= 3 } # Do not go into buildup mode if there's a brother you need to destroy immediately!
|
||||
OR = {
|
||||
any_neighboring_and_across_water_top_liege_realm_owner = {
|
||||
count = all
|
||||
current_military_strength >= scope:root_scope.max_military_strength
|
||||
NOR = {
|
||||
is_allied_to = scope:root_scope
|
||||
has_relation_friend = scope:root_scope
|
||||
has_relation_lover = scope:root_scope
|
||||
}
|
||||
}
|
||||
any_neighboring_and_across_water_top_liege_realm_owner = {
|
||||
count >= 2
|
||||
current_military_strength >= scope:root_scope.max_military_strength
|
||||
NOR = {
|
||||
is_allied_to = scope:root_scope
|
||||
has_relation_friend = scope:root_scope
|
||||
has_relation_lover = scope:root_scope
|
||||
}
|
||||
}
|
||||
any_vassal = {
|
||||
exists = joined_faction
|
||||
joined_faction = {
|
||||
faction_power >= faction_power_halfway_threshold
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
NOT = { ai_should_get_conqueror_bonuses = yes } # They have a 75% discount
|
||||
monthly_character_income_minus_expenses > half_monthly_character_income # Try to spend at least 50% of income on MaA!
|
||||
}
|
||||
}
|
||||
}
|
||||
move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_war_chest }
|
||||
move_budget_gold = { gold = short_term_gold from = budget_short_term to = budget_war_chest }
|
||||
move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_short_term }
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_treasury = yes
|
||||
}
|
||||
move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_war_chest }
|
||||
move_budget_treasury = { treasury = short_term_treasury from = budget_short_term to = budget_war_chest }
|
||||
move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_short_term }
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
is_at_war = no
|
||||
OR = {
|
||||
AND = {
|
||||
has_treasury = yes
|
||||
war_chest_treasury >= war_chest_treasury_maximum
|
||||
}
|
||||
AND = {
|
||||
has_treasury = no
|
||||
war_chest_gold >= war_chest_gold_maximum
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_start_best_war = {
|
||||
cb = {
|
||||
chinese_consolidation_cb
|
||||
}
|
||||
is_valid = {
|
||||
scope:target_character = {
|
||||
current_military_strength < root.current_military_strength
|
||||
OR = {
|
||||
AND = {
|
||||
root = { has_treasury = yes }
|
||||
has_treasury = yes
|
||||
treasury < root.treasury
|
||||
}
|
||||
AND = {
|
||||
root = { has_treasury = yes }
|
||||
has_treasury = no
|
||||
gold < root.treasury
|
||||
}
|
||||
AND = {
|
||||
root = { has_treasury = no }
|
||||
has_treasury = yes
|
||||
treasury < root.gold
|
||||
}
|
||||
AND = {
|
||||
root = { has_treasury = no }
|
||||
has_treasury = no
|
||||
gold < root.gold
|
||||
}
|
||||
current_military_strength <= root.fifty_percent_of_current_military_strength
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
effect_group = { # Take the decision
|
||||
days = { 60 120 }
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
story_owner = {
|
||||
is_ai = yes
|
||||
can_execute_decision = situation_dynastic_cycle_claim_mandate_decision
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
story_owner = {
|
||||
execute_decision = situation_dynastic_cycle_claim_mandate_decision
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
effect_group = { # Various ways to end the cycle
|
||||
days = { 900 1800 }
|
||||
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
story_owner = {
|
||||
OR = {
|
||||
is_independent_ruler = no
|
||||
is_landed = no
|
||||
has_trait = incapable
|
||||
highest_held_title_tier <= tier_county
|
||||
}
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
147
common/story_cycles/tgp_story_cycle_tai_migrations.txt
Normal file
147
common/story_cycles/tgp_story_cycle_tai_migrations.txt
Normal file
|
|
@ -0,0 +1,147 @@
|
|||
story_tai_migrations = {
|
||||
|
||||
on_setup = {
|
||||
|
||||
}
|
||||
|
||||
on_end = {
|
||||
every_in_global_list = { # give all saved migration county holders the story if they don't have it already
|
||||
variable = tai_migration_target_counties
|
||||
holder = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
any_owned_story = {
|
||||
type = story_tai_migrations
|
||||
}
|
||||
}
|
||||
any_realm_province = {
|
||||
culture = {
|
||||
NOT = {
|
||||
has_cultural_pillar = heritage_tai
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
create_story = story_tai_migrations
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_owner_death = { # pass on the story
|
||||
story_owner = {
|
||||
primary_heir ?= {
|
||||
if = {
|
||||
limit = {
|
||||
is_physically_able_adult = yes
|
||||
is_ai = yes
|
||||
}
|
||||
create_story = story_tai_migrations
|
||||
}
|
||||
}
|
||||
}
|
||||
end_story = yes
|
||||
}
|
||||
|
||||
effect_group = { # Yearly validations
|
||||
days = 360
|
||||
triggered_effect = { # end the story if I have no relevant provinces for migration
|
||||
trigger = {
|
||||
story_owner = {
|
||||
NOT = {
|
||||
any_realm_province = {
|
||||
geographical_region = custom_tai_migration_target
|
||||
culture = {
|
||||
NOT = {
|
||||
has_cultural_pillar = heritage_tai
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = { # end the story if it has been 100 years from game start
|
||||
trigger = {
|
||||
years_from_game_start >= 100
|
||||
}
|
||||
effect = {
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = { # end the story if X provinces in the Tai region have already been migrated
|
||||
trigger = {
|
||||
any_county_in_region = {
|
||||
region = custom_tai_migration_target
|
||||
count >= 14
|
||||
any_county_province = {
|
||||
culture = { has_cultural_pillar = heritage_tai }
|
||||
}
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
|
||||
triggered_effect = { # end the story if all provinces in the migration origin are non-tai
|
||||
trigger = {
|
||||
any_county_in_region = {
|
||||
region = custom_tai_migration_origin
|
||||
count = 0
|
||||
any_county_province = {
|
||||
culture = { has_cultural_pillar = heritage_tai }
|
||||
}
|
||||
}
|
||||
}
|
||||
effect = {
|
||||
end_story = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
effect_group = { # if all validations are checked, trigger event pulses
|
||||
days = 365
|
||||
chance = 13
|
||||
triggered_effect = {
|
||||
trigger = {
|
||||
|
||||
}
|
||||
effect = {
|
||||
random_list = {
|
||||
3 = {
|
||||
story_owner = {
|
||||
trigger_event = tgp_tai_migration_event.1000
|
||||
}
|
||||
}
|
||||
4 = {
|
||||
story_owner = {
|
||||
trigger_event = tgp_tai_migration_event.2000
|
||||
}
|
||||
}
|
||||
1 = {
|
||||
story_owner = {
|
||||
trigger_event = tgp_tai_migration_event.3000
|
||||
}
|
||||
}
|
||||
4 = {
|
||||
story_owner = {
|
||||
trigger_event = tgp_tai_migration_event.4000
|
||||
}
|
||||
}
|
||||
4 = {
|
||||
story_owner = {
|
||||
trigger_event = tgp_tai_migration_event.5000
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue