so much event updating
This commit is contained in:
parent
c4b6d9bdeb
commit
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135 changed files with 4885 additions and 297691 deletions
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@ -998,6 +998,7 @@ learning_medicine.2021 = { #by Mathilda Bjarnehed
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sender = scope:physician
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immediate = {
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save_scope_as = liege # for salary tooltips
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random_pool_character = {
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province = root.capital_province
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limit = { learning >= medium_skill_rating }
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@ -1011,6 +1012,7 @@ learning_medicine.2021 = { #by Mathilda Bjarnehed
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}
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}
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save_scope_as = physician
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save_scope_as = candidate # for aptitude tooltips
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}
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if = {
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limit = { NOT = { exists = scope:physician } }
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@ -1020,12 +1022,16 @@ learning_medicine.2021 = { #by Mathilda Bjarnehed
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location = root.capital_province
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save_scope_as = physician
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}
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scope:physician = {
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save_scope_as = candidate # for aptitude tooltips
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}
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}
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}
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#Yes I want your services
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option = {
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name = learning_medicine.2021.a
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custom_tooltip = learning_medicine.2021.a.tt
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pay_treasury_or_gold = {
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value = high_skill_court_physician_cost
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target = scope:physician
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@ -1034,11 +1040,22 @@ learning_medicine.2021 = { #by Mathilda Bjarnehed
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EMPLOYER = root
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PHYSICIAN = scope:physician
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}
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custom_tooltip = learning_medicine.2021.a.tt
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custom_tooltip = health.3001.a.tt
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custom_tooltip = court_physician_aptitude_tooltip
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trigger_event = {
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id = learning_medicine.2022
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days = { 7 10 }
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}
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ai_chance = {
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base = 25
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ai_value_modifier = {
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ai_greed = -0.5
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ai_rationality = 0.25
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}
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modifier = {
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add = age
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}
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}
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}
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#Maybe there is something else you can help me with
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@ -1053,12 +1070,28 @@ learning_medicine.2021 = { #by Mathilda Bjarnehed
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EMPLOYER = root
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PHYSICIAN = scope:physician
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}
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custom_tooltip = health.3001.a.tt
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custom_tooltip = court_physician_aptitude_tooltip
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ai_chance = {
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base = 25
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ai_value_modifier = {
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ai_greed = -0.25
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ai_rationality = 0.5
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}
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}
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}
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#Nah thanks
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option = {
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name = learning_medicine.2021.c
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add_prestige = miniscule_prestige_gain
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ai_chance = {
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base = 25
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ai_value_modifier = {
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ai_greed = 0.5
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ai_rationality = -0.25
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}
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}
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}
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}
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File diff suppressed because it is too large
Load diff
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@ -740,7 +740,7 @@ learning_theology.3002 = {
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religion = religion:buddhism_religion
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religion = religion:jainism_religion
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religion = religion:zoroastrianism_religion
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OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
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religion = religion:christianity_religion
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religion = religion:islam_religion
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}
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}
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@ -1,884 +0,0 @@
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#These events serve as an alternate way of gaining commander traits, by learning about historical battles.
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namespace = historical_commander_trait
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##################################################
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# Hannibal Bacar
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# by Sean Hughes
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# 0001
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##################################################
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historical_commander_trait.0001 = {
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type = character_event
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title = historical_commander_trait.0001.t
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desc = historical_commander_trait.0001.desc
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theme = war
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left_portrait = {
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character = root
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animation = reading
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}
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trigger = {
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NOR = {
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has_character_flag = being_taught_commander_trait
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has_character_flag = had_historical_commander_trait_event_0001
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culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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number_of_commander_traits < 3
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}
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weight_multiplier = {
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base = 1
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compare_modifier = {
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factor = martial
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multiplier = 0.1
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max = 2
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 0
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 1
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}
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upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
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}
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immediate = {
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add_character_flag = {
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flag = had_historical_commander_trait_event_0001
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}
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}
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option = {
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name = historical_commander_trait.0001.a
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trigger = { NOT = { has_trait = aggressive_attacker } }
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add_trait = aggressive_attacker
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stress_impact = {
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compassionate = minor_stress_impact_gain
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calm = minor_stress_impact_gain
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lazy = minor_stress_impact_gain
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patient = minor_stress_impact_gain
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craven = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_zeal = 0.25
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ai_energy = 0.5
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ai_boldness = 1
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ai_vengefulness = 0.2
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ai_compassion = -0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0001.b
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trigger = { NOT = { has_trait = logistician } }
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add_trait = logistician
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stress_impact = {
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impatient = minor_stress_impact_gain
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compassionate = minor_stress_impact_gain
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forgiving = minor_stress_impact_gain
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stubborn = minor_stress_impact_gain
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lazy = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_rationality = 1
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ai_energy = 0.25
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ai_greed = -0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0001.c
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trigger = { NOT = { has_trait = flexible_leader } }
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add_trait = flexible_leader
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stress_impact = {
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impatient = minor_stress_impact_gain
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arrogant = minor_stress_impact_gain
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stubborn = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_rationality = 1
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ai_energy = 0.25
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ai_greed = -0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0001.d
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name = {
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trigger = {
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has_trait = compassionate
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has_trait = forgiving
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}
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text = historical_commander_trait.0001.d.good
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}
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custom_tooltip = historical_commander_trait.reject.tt
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add_martial_lifestyle_xp = minor_lifestyle_xp
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_compassion = 1
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ai_boldness = -0.5
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ai_honor = -0.5
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ai_vengefulness = -0.5
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}
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}
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}
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}
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##################################################
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# Julius Caesar
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# by Sean Hughes
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# 0002
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##################################################
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historical_commander_trait.0002 = {
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type = character_event
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title = historical_commander_trait.0002.t
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desc = historical_commander_trait.0002.desc
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theme = war
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left_portrait = {
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character = root
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animation = reading
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}
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trigger = {
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NOR = {
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has_character_flag = being_taught_commander_trait
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has_character_flag = had_historical_commander_trait_event_0002
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culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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number_of_commander_traits < 3
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}
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weight_multiplier = {
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base = 1
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compare_modifier = {
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factor = martial
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multiplier = 0.1
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max = 2
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 0
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 1
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}
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upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
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}
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immediate = {
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add_character_flag = {
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flag = had_historical_commander_trait_event_0002
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}
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}
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option = {
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name = historical_commander_trait.0002.a
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trigger = { NOT = { has_trait = military_engineer } }
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add_trait = military_engineer
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stress_impact = {
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eccentric = minor_stress_impact_gain
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lazy = minor_stress_impact_gain
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patient = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_energy = 0.5
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ai_boldness = -0.5
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ai_vengefulness = -0.5
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ai_rationality = 0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0002.b
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trigger = { NOT = { has_trait = unyielding_defender } }
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add_trait = unyielding_defender
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stress_impact = {
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impatient = minor_stress_impact_gain
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wrathful = minor_stress_impact_gain
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arrogant = minor_stress_impact_gain
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brave = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_vengefulness = -1
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ai_energy = -0.5
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ai_greed = -0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0002.c
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trigger = { NOT = { has_trait = reckless } }
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add_trait = reckless
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stress_impact = {
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eccentric = minor_stress_impact_loss
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diligent = minor_stress_impact_gain
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patient = minor_stress_impact_gain
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stubborn = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_rationality = -1
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ai_boldness = 0.5
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ai_greed = 0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0002.d
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custom_tooltip = historical_commander_trait.reject.tt
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add_martial_lifestyle_xp = minor_lifestyle_xp
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_boldness = 1
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ai_vengefulness = 1
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}
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}
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}
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}
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##################################################
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# Alexander the Great
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# by Sean Hughes
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# 0003
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##################################################
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historical_commander_trait.0003 = {
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type = character_event
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title = historical_commander_trait.0003.t
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desc = historical_commander_trait.0003.desc
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theme = war
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left_portrait = {
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character = root
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animation = reading
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}
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trigger = {
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NOR = {
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has_character_flag = being_taught_commander_trait
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has_character_flag = had_historical_commander_trait_event_0003
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culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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number_of_commander_traits < 3
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}
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weight_multiplier = {
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base = 1
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compare_modifier = {
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factor = martial
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multiplier = 0.1
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max = 2
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 0
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}
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modifier = {
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factor = 0.3
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number_of_commander_traits > 1
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}
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upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
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}
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immediate = {
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add_character_flag = {
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flag = had_historical_commander_trait_event_0003
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}
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}
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option = {
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name = historical_commander_trait.0003.a
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trigger = { NOT = { has_trait = forder } }
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add_trait = forder
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stress_impact = {
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lazy = minor_stress_impact_gain
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patient = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_energy = 0.5
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ai_boldness = 1
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ai_vengefulness = 0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0003.b
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trigger = { NOT = { has_trait = military_engineer } }
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add_trait = military_engineer
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stress_impact = {
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lazy = minor_stress_impact_gain
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wrathful = minor_stress_impact_gain
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stubborn = minor_stress_impact_gain
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}
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ai_chance = {
|
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base = 100
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ai_value_modifier = {
|
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ai_rationality = 1
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ai_energy = 0.25
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ai_greed = -0.5
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}
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}
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}
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option = {
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name = historical_commander_trait.0003.c
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trigger = { NOT = { has_trait = reaver } }
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add_trait = reaver
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stress_impact = {
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generous = minor_stress_impact_gain
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compassionate = minor_stress_impact_gain
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forgiving = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_compassion = -1
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ai_energy = 0.5
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ai_greed = 2
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}
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}
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}
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|
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option = {
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name = historical_commander_trait.0003.d
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custom_tooltip = historical_commander_trait.reject.tt
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add_martial_lifestyle_xp = minor_lifestyle_xp
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ai_chance = {
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base = 100
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ai_value_modifier = {
|
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ai_energy = -0.5
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ai_boldness = 0.5
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ai_vengefulness = 0.5
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}
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}
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}
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}
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##################################################
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# Constantine
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# by Sean Hughes
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# 0004
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##################################################
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historical_commander_trait.0004 = {
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type = character_event
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title = historical_commander_trait.0004.t
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desc = historical_commander_trait.0004.desc
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theme = war
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left_portrait = {
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character = root
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animation = reading
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}
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trigger = {
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NOR = {
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has_character_flag = being_taught_commander_trait
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has_character_flag = had_historical_commander_trait_event_0004
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}
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number_of_commander_traits < 3
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OR = {
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faith = faith:catholic
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faith = faith:orthodox
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||||
}
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||||
}
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|
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|
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weight_multiplier = {
|
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base = 1
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compare_modifier = {
|
||||
factor = martial
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multiplier = 0.1
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max = 2
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||||
}
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modifier = {
|
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factor = 0.3
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number_of_commander_traits > 0
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||||
}
|
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modifier = {
|
||||
factor = 0.3
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number_of_commander_traits > 1
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||||
}
|
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upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
|
||||
}
|
||||
|
||||
immediate = {
|
||||
add_character_flag = {
|
||||
flag = had_historical_commander_trait_event_0004
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0004.a
|
||||
trigger = { NOT = { has_trait = holy_warrior } }
|
||||
add_trait = holy_warrior
|
||||
stress_impact = {
|
||||
cynical = minor_stress_impact_gain
|
||||
craven = minor_stress_impact_gain
|
||||
lazy = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_zeal = 2
|
||||
ai_honor = 1
|
||||
ai_boldness = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0004.b
|
||||
trigger = { NOT = { has_trait = forder } }
|
||||
add_trait = forder
|
||||
stress_impact = {
|
||||
patient = minor_stress_impact_gain
|
||||
lazy = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 2
|
||||
ai_energy = 0.5
|
||||
ai_greed = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0004.c
|
||||
trigger = { NOT = { has_trait = flexible_leader } }
|
||||
add_trait = flexible_leader
|
||||
stress_impact = {
|
||||
impatient = minor_stress_impact_gain
|
||||
stubborn = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 2
|
||||
ai_energy = 0.5
|
||||
ai_boldness = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0004.d
|
||||
custom_tooltip = historical_commander_trait.reject.tt
|
||||
add_martial_lifestyle_xp = minor_lifestyle_xp
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_zeal = -0.5
|
||||
ai_boldness = -0.5
|
||||
ai_honor = -0.5
|
||||
ai_vengefulness = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
##################################################
|
||||
# Khalid ibn al-Walid
|
||||
# by Sean Hughes
|
||||
# 0004
|
||||
##################################################
|
||||
|
||||
historical_commander_trait.0005 = {
|
||||
type = character_event
|
||||
title = historical_commander_trait.0005.t
|
||||
desc = historical_commander_trait.0005.desc
|
||||
theme = war
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = reading
|
||||
}
|
||||
|
||||
trigger = {
|
||||
NOR = {
|
||||
has_character_flag = being_taught_commander_trait
|
||||
has_character_flag = had_historical_commander_trait_event_0005
|
||||
}
|
||||
number_of_commander_traits < 3
|
||||
|
||||
faith = {
|
||||
religion_tag = islam_religion
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
compare_modifier = {
|
||||
factor = martial
|
||||
multiplier = 0.1
|
||||
max = 2
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 0
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 1
|
||||
}
|
||||
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
|
||||
}
|
||||
|
||||
immediate = {
|
||||
add_character_flag = {
|
||||
flag = had_historical_commander_trait_event_0005
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0005.a
|
||||
trigger = { NOT = { has_trait = holy_warrior } }
|
||||
add_trait = holy_warrior
|
||||
stress_impact = {
|
||||
cynical = minor_stress_impact_gain
|
||||
craven = minor_stress_impact_gain
|
||||
lazy = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_zeal = 2
|
||||
ai_honor = 1
|
||||
ai_boldness = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0005.b
|
||||
trigger = { NOT = { has_trait = unyielding_defender } }
|
||||
add_trait = unyielding_defender
|
||||
stress_impact = {
|
||||
wrathful = medium_stress_impact_gain
|
||||
impatient = minor_stress_impact_gain
|
||||
craven = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 1
|
||||
ai_honor = 1
|
||||
ai_vengefulness = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0005.c
|
||||
trigger = { NOT = { has_trait = logistician } }
|
||||
add_trait = logistician
|
||||
stress_impact = {
|
||||
impatient = minor_stress_impact_gain
|
||||
stubborn = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 1.25
|
||||
ai_boldness = -0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0005.d
|
||||
custom_tooltip = historical_commander_trait.reject.tt
|
||||
add_martial_lifestyle_xp = minor_lifestyle_xp
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_zeal = -0.5
|
||||
ai_boldness = -0.5
|
||||
ai_honor = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
##################################################
|
||||
# Bilge Khagan
|
||||
# by Naslund
|
||||
# 0006
|
||||
##################################################
|
||||
|
||||
historical_commander_trait.0006 = {
|
||||
type = character_event
|
||||
title = historical_commander_trait.0006.t
|
||||
desc = historical_commander_trait.0006.desc
|
||||
theme = war
|
||||
override_background = { reference = mpo_camp_steppe }
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = thinking
|
||||
}
|
||||
|
||||
trigger = {
|
||||
NOR = {
|
||||
has_character_flag = being_taught_commander_trait
|
||||
has_character_flag = had_historical_commander_trait_event_0006
|
||||
}
|
||||
number_of_commander_traits < 3
|
||||
has_government = nomad_government
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
compare_modifier = {
|
||||
factor = martial
|
||||
multiplier = 0.1
|
||||
max = 2
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 0
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 1
|
||||
}
|
||||
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
|
||||
}
|
||||
|
||||
immediate = {
|
||||
add_character_flag = {
|
||||
flag = had_historical_commander_trait_event_0006
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0006.a
|
||||
trigger = { NOT = { has_trait = unyielding_defender } }
|
||||
add_trait = unyielding_defender
|
||||
stress_impact = {
|
||||
wrathful = medium_stress_impact_gain
|
||||
impatient = minor_stress_impact_gain
|
||||
craven = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 1
|
||||
ai_honor = 1
|
||||
ai_vengefulness = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0006.b
|
||||
trigger = { NOT = { has_trait = logistician } }
|
||||
add_trait = logistician
|
||||
stress_impact = {
|
||||
impatient = minor_stress_impact_gain
|
||||
stubborn = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 1.25
|
||||
ai_boldness = -0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0006.c
|
||||
trigger = { NOT = { has_trait = flexible_leader } }
|
||||
add_trait = flexible_leader
|
||||
stress_impact = {
|
||||
impatient = minor_stress_impact_gain
|
||||
stubborn = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 2
|
||||
ai_energy = 0.5
|
||||
ai_boldness = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0006.d
|
||||
custom_tooltip = historical_commander_trait.reject.tt
|
||||
add_martial_lifestyle_xp = minor_lifestyle_xp
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_zeal = -0.5
|
||||
ai_boldness = -0.5
|
||||
ai_honor = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
##################################################
|
||||
# Sun Tzu
|
||||
# 0007
|
||||
##################################################
|
||||
|
||||
historical_commander_trait.0007 = {
|
||||
type = character_event
|
||||
title = historical_commander_trait.0007.t
|
||||
desc = historical_commander_trait.0007.desc
|
||||
theme = war
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = reading
|
||||
}
|
||||
override_background = { reference = study }
|
||||
|
||||
|
||||
trigger = {
|
||||
NOR = {
|
||||
has_character_flag = being_taught_commander_trait
|
||||
has_character_flag = had_historical_commander_trait_event_0007
|
||||
}
|
||||
culture = {
|
||||
has_graphical_east_asia_culture_group_trigger = yes
|
||||
}
|
||||
number_of_commander_traits < 3
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
compare_modifier = {
|
||||
factor = martial
|
||||
multiplier = 0.1
|
||||
max = 2
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 0
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.3
|
||||
number_of_commander_traits > 1
|
||||
}
|
||||
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
|
||||
}
|
||||
|
||||
immediate = {
|
||||
add_character_flag = {
|
||||
flag = had_historical_commander_trait_event_0007
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0007.a
|
||||
trigger = { NOT = { has_trait = logistician } }
|
||||
add_trait = logistician
|
||||
stress_impact = {
|
||||
lazy = minor_stress_impact_gain
|
||||
patient = minor_stress_impact_gain
|
||||
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_energy = 0.5
|
||||
ai_boldness = 1
|
||||
ai_vengefulness = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0007.b
|
||||
trigger = { NOT = { has_trait = cautious_leader } }
|
||||
add_trait = cautious_leader
|
||||
stress_impact = {
|
||||
lazy = minor_stress_impact_gain
|
||||
wrathful = minor_stress_impact_gain
|
||||
stubborn = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 1
|
||||
ai_energy = 0.25
|
||||
ai_greed = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0007.c
|
||||
trigger = { NOT = { has_trait = flexible_leader } }
|
||||
add_trait = flexible_leader
|
||||
stress_impact = {
|
||||
generous = minor_stress_impact_gain
|
||||
compassionate = minor_stress_impact_gain
|
||||
forgiving = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_compassion = -1
|
||||
ai_energy = 0.5
|
||||
ai_greed = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = historical_commander_trait.0007.d
|
||||
custom_tooltip = historical_commander_trait.reject.tt
|
||||
add_martial_lifestyle_xp = minor_lifestyle_xp
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_energy = -0.5
|
||||
ai_boldness = 0.5
|
||||
ai_vengefulness = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,697 +0,0 @@
|
|||
namespace = martial_authority
|
||||
|
||||
##################################################
|
||||
|
||||
#Martial Authority Lifestyle events
|
||||
|
||||
# 5000 - You visit some baronies or go partying.
|
||||
# 8000 - Your child joins a tourney
|
||||
##################################################
|
||||
|
||||
##################################################
|
||||
# Touring the Backwaters
|
||||
# by Ewan Cowhig Croft
|
||||
# 5000
|
||||
##################################################
|
||||
|
||||
scripted_trigger martial_authority_5000_minor_barons = {
|
||||
is_available = yes
|
||||
highest_held_title_tier = tier_barony
|
||||
is_powerful_vassal = no
|
||||
}
|
||||
|
||||
scripted_trigger martial_authority_5000_powerful_vassal = {
|
||||
is_available = yes
|
||||
is_at_war = no
|
||||
NOT = { has_relation_rival = root }
|
||||
}
|
||||
|
||||
#You visit some baronies or go partying with an important vassal.
|
||||
#by Ewan Cowhig Croft
|
||||
martial_authority.5000 = {
|
||||
type = character_event
|
||||
title = martial_authority.5000.t
|
||||
desc = {
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
OR = {
|
||||
faith = { religion_tag = christianity_religion }
|
||||
faith = { religion_tag = dualism_religion }
|
||||
faith = { religion_tag = islam_religion }
|
||||
faith = { religion_tag = hellenism_religion }
|
||||
faith = { religion_tag = judaism_religion }
|
||||
faith = { religion_tag = zoroastrianism_religion }
|
||||
faith = { religion_tag = zunism_religion }
|
||||
faith = { religion_tag = hinduism_religion }
|
||||
}
|
||||
}
|
||||
desc = martial_authority.5000.authoritative_religion.desc
|
||||
}
|
||||
desc = martial_authority.5000.relaxed_religion.desc
|
||||
}
|
||||
}
|
||||
theme = martial_authority_focus
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = stress
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:party_vassal
|
||||
animation = beg
|
||||
}
|
||||
lower_left_portrait = scope:baron_1
|
||||
lower_center_portrait = scope:baron_2
|
||||
lower_right_portrait = scope:baron_3
|
||||
|
||||
trigger = {
|
||||
is_at_war = no
|
||||
NOT = { has_character_flag = had_event_martial_control_5000 }
|
||||
any_vassal = {
|
||||
martial_authority_5000_minor_barons = yes
|
||||
save_temporary_scope_as = tmp_baron_1
|
||||
}
|
||||
any_vassal = {
|
||||
martial_authority_5000_minor_barons = yes
|
||||
primary_title.county != scope:tmp_baron_1.primary_title.county
|
||||
save_temporary_scope_as = tmp_baron_2
|
||||
}
|
||||
any_vassal = {
|
||||
martial_authority_5000_minor_barons = yes
|
||||
NOR = {
|
||||
primary_title.county = scope:tmp_baron_1.primary_title.county
|
||||
primary_title.county = scope:tmp_baron_2.primary_title.county
|
||||
}
|
||||
}
|
||||
any_powerful_vassal = { martial_authority_5000_powerful_vassal = yes }
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
upweight_for_focus_modifier = { FOCUS = martial_authority_focus }
|
||||
downweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
|
||||
downweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
|
||||
}
|
||||
|
||||
immediate = {
|
||||
add_character_flag = {
|
||||
flag = had_event_martial_control_5000
|
||||
days = 1825
|
||||
}
|
||||
every_vassal = {
|
||||
limit = {martial_authority_5000_minor_barons = yes }
|
||||
add_to_list = baron_initial_list
|
||||
}
|
||||
random_in_list = {
|
||||
list = baron_initial_list
|
||||
limit = { primary_title.county.county_control < full_county_control }
|
||||
alternative_limit = { always = yes }
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = {
|
||||
value = 120
|
||||
subtract = primary_title.county.county_control
|
||||
}
|
||||
}
|
||||
}
|
||||
save_scope_as = baron_1
|
||||
scope:baron_1 = {
|
||||
primary_title.county = { save_scope_as = baron_1_lands }
|
||||
}
|
||||
add_to_list = baron_final_list
|
||||
}
|
||||
random_in_list = {
|
||||
list = baron_initial_list
|
||||
limit = {
|
||||
NOR = {
|
||||
this = scope:baron_1
|
||||
primary_title.county = scope:baron_1.primary_title.county
|
||||
}
|
||||
primary_title.county.county_control < full_county_control
|
||||
}
|
||||
alternative_limit = {
|
||||
this != scope:baron_1
|
||||
}
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = {
|
||||
value = 120
|
||||
subtract = primary_title.county.county_control
|
||||
}
|
||||
}
|
||||
}
|
||||
save_scope_as = baron_2
|
||||
scope:baron_2 = {
|
||||
primary_title.county = { save_scope_as = baron_2_lands }
|
||||
}
|
||||
add_to_list = baron_final_list
|
||||
}
|
||||
random_in_list = {
|
||||
list = baron_initial_list
|
||||
limit = {
|
||||
NOR = {
|
||||
this = scope:baron_1
|
||||
primary_title.county = scope:baron_1.primary_title.county
|
||||
this = scope:baron_2
|
||||
primary_title.county = scope:baron_2.primary_title.county
|
||||
}
|
||||
primary_title.county.county_control < full_county_control
|
||||
}
|
||||
alternative_limit = {
|
||||
NOR = {
|
||||
this = scope:baron_1
|
||||
this = scope:baron_2
|
||||
}
|
||||
}
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = {
|
||||
value = 120
|
||||
subtract = primary_title.county.county_control
|
||||
}
|
||||
}
|
||||
}
|
||||
save_scope_as = baron_3
|
||||
scope:baron_3 = {
|
||||
primary_title.county = { save_scope_as = baron_3_lands }
|
||||
}
|
||||
add_to_list = baron_final_list
|
||||
}
|
||||
random_powerful_vassal = {
|
||||
limit = {
|
||||
martial_authority_5000_powerful_vassal = yes
|
||||
has_relation_potential_friend = root
|
||||
NOR = {
|
||||
this = scope:baron_1
|
||||
this = scope:baron_2
|
||||
this = scope:baron_3
|
||||
}
|
||||
}
|
||||
alternative_limit = {
|
||||
martial_authority_5000_powerful_vassal = yes
|
||||
NOR = {
|
||||
this = scope:baron_1
|
||||
this = scope:baron_2
|
||||
this = scope:baron_3
|
||||
}
|
||||
}
|
||||
save_scope_as = party_vassal
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = martial_authority.5000.a
|
||||
every_in_list = {
|
||||
list = baron_final_list
|
||||
custom = martial_authority.5000.a.characters_baron_final_list
|
||||
add_opinion = {
|
||||
modifier = pleased_opinion
|
||||
opinion = 30
|
||||
target = root
|
||||
}
|
||||
}
|
||||
#Effects separated for purely aesthetic reasons.
|
||||
every_in_list = {
|
||||
list = baron_final_list
|
||||
custom = martial_authority.5000.a.land_baron_final_list
|
||||
primary_title.county = {
|
||||
change_county_control = 30
|
||||
add_county_modifier = {
|
||||
modifier = authority_central_control_modifier
|
||||
years = 15
|
||||
}
|
||||
}
|
||||
}
|
||||
stress_impact = { lazy = medium_stress_impact_gain }
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_energy_target_modifier = { VALUE = 100 }
|
||||
ai_honor_target_modifier = { VALUE = 50 }
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = martial_authority.5000.b
|
||||
progress_towards_friend_effect = {
|
||||
CHARACTER = scope:party_vassal
|
||||
OPINION = 0
|
||||
REASON = friend_attended_party
|
||||
}
|
||||
scope:party_vassal = {
|
||||
add_opinion = {
|
||||
modifier = pleased_opinion
|
||||
opinion = 20
|
||||
target = root
|
||||
}
|
||||
}
|
||||
every_in_list = {
|
||||
list = baron_final_list
|
||||
custom = martial_authority.5000.a.characters_baron_final_list
|
||||
add_opinion = {
|
||||
modifier = insult_opinion
|
||||
opinion = -30
|
||||
target = root
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
shy = medium_stress_impact_gain
|
||||
temperate = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_energy_target_modifier = { VALUE = -100 }
|
||||
ai_honor_target_modifier = { VALUE = -50 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
##################################################
|
||||
# Child Tourney
|
||||
# by Isabella Welch
|
||||
# 8000
|
||||
##################################################
|
||||
|
||||
martial_authority.8000 = {
|
||||
type = character_event
|
||||
title = martial_authority.8000.t
|
||||
desc = martial_authority.8000.desc
|
||||
theme = martial_authority_focus
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = dismissal
|
||||
}
|
||||
right_portrait = {
|
||||
character = player_heir
|
||||
animation = personality_bold
|
||||
}
|
||||
override_background = {
|
||||
reference = army_camp
|
||||
}
|
||||
|
||||
trigger = {
|
||||
NOR = {
|
||||
has_character_flag = had_event_martial_authority_8000
|
||||
has_dlc_feature = tours_and_tournaments
|
||||
}
|
||||
exists = player_heir
|
||||
root = { is_parent_of = player_heir }
|
||||
player_heir = {
|
||||
age > 4
|
||||
age < 13
|
||||
NOR = {
|
||||
has_trait = humble
|
||||
has_trait = shy
|
||||
has_trait = craven
|
||||
has_trait = compassionate
|
||||
has_trait = disfigured
|
||||
has_trait = one_legged
|
||||
has_trait = incapable
|
||||
AND = {
|
||||
has_trait = brave
|
||||
has_trait = arrogant
|
||||
has_trait = wrathful
|
||||
}
|
||||
}
|
||||
is_ai = yes
|
||||
number_of_personality_traits < personality_trait_limit
|
||||
}
|
||||
any_knight = {
|
||||
count > 2
|
||||
is_ai = yes
|
||||
}
|
||||
exists = cp:councillor_marshal
|
||||
cp:councillor_marshal = {
|
||||
is_ai = yes
|
||||
is_available = yes
|
||||
}
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
}
|
||||
|
||||
immediate = {
|
||||
root = {
|
||||
add_character_flag = had_event_martial_authority_8000
|
||||
}
|
||||
cp:councillor_marshal = {
|
||||
save_scope_as = marshal
|
||||
}
|
||||
player_heir = {
|
||||
save_scope_as = fighting_child
|
||||
}
|
||||
}
|
||||
|
||||
option = { #Order your warriors to pull their punches
|
||||
name = martial_authority.8000.a
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_compassion = 1
|
||||
ai_boldness = 2
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
60 = {
|
||||
scope:fighting_child = {
|
||||
random_list = {
|
||||
10 = {
|
||||
trigger = { NOT = { has_trait = brave} }
|
||||
root = {
|
||||
send_interface_toast = {
|
||||
left_icon = scope:fighting_child
|
||||
title = martial_authority_child_trait_gain
|
||||
scope:fighting_child = { add_trait = brave }
|
||||
}
|
||||
}
|
||||
#hidden_effect = {
|
||||
# root = {
|
||||
# send_interface_toast = {
|
||||
# left_icon = scope:fighting_child
|
||||
# title = martial_authority_child_t#rait_gain#
|
||||
# show_as_t#ooltip = { scope:#fighting_#child = { add_tra#it = #brave } }#
|
||||
# }#
|
||||
# }
|
||||
#}
|
||||
#add_trait = brave
|
||||
}
|
||||
10 = {
|
||||
trigger = { NOT = { has_trait = arrogant } }
|
||||
root = {
|
||||
send_interface_toast = {
|
||||
left_icon = scope:fighting_child
|
||||
title = martial_authority_child_trait_gain
|
||||
scope:fighting_child = { add_trait = arrogant }
|
||||
}
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
trigger = { NOT = { has_trait = wrathful } }
|
||||
root = {
|
||||
send_interface_toast = {
|
||||
left_icon = scope:fighting_child
|
||||
title = martial_authority_child_trait_gain
|
||||
scope:fighting_child = { add_trait = wrathful }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
40 = {
|
||||
desc = martial_authority.8000.tt
|
||||
custom_tooltip = martial_authority.8000.a.tt
|
||||
trigger_event = {
|
||||
id = martial_authority.8100
|
||||
days = { 3 4 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = martial_authority.8000.b
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = -2
|
||||
ai_boldness = 2
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
10 = {
|
||||
desc = martial_authority.8000.tt
|
||||
modifier = {
|
||||
factor = 2
|
||||
scope:fighting_child = {
|
||||
has_trait = brave
|
||||
}
|
||||
}
|
||||
scope:fighting_child = {
|
||||
add_martial_skill = 2
|
||||
}
|
||||
trigger_event = {
|
||||
id = martial_authority.8100
|
||||
days = { 3 4 }
|
||||
}
|
||||
}
|
||||
30 = {
|
||||
desc = martial_authority.8000.tt.failure
|
||||
modifier = {
|
||||
factor = 2
|
||||
scope:fighting_child = {
|
||||
OR = {
|
||||
has_trait = clubfooted
|
||||
has_trait = hunchbacked
|
||||
has_trait = dwarf
|
||||
has_trait = incapable
|
||||
has_trait = blind
|
||||
has_trait = one_eyed
|
||||
has_trait = disfigured
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:fighting_child = {
|
||||
custom_tooltip = martial_authority.8000_injury
|
||||
hidden_effect = {
|
||||
random_list = {
|
||||
10 = {
|
||||
trigger = { NOT = { has_trait = one_eyed } }
|
||||
add_trait = one_eyed
|
||||
hidden_effect = {
|
||||
root = {
|
||||
send_interface_toast = {
|
||||
left_icon = scope:fighting_child
|
||||
title = martial_authority_one_eyed_child_title
|
||||
custom_tooltip = martial_authority_one_eyed_child
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
10 = {
|
||||
trigger = { NOT = { has_trait = disfigured } }
|
||||
add_trait = disfigured
|
||||
hidden_effect = {
|
||||
root = {
|
||||
send_interface_toast = {
|
||||
left_icon = scope:fighting_child
|
||||
title = martial_authority_disfigured_child_title
|
||||
custom_tooltip = martial_authority_disfigured_child
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
30 = {
|
||||
desc = martial_authority.8000.tt.failure
|
||||
custom_tooltip = martial_authority_unremarkable_child
|
||||
hidden_effect = {
|
||||
send_interface_toast = {
|
||||
left_icon = scope:fighting_child
|
||||
title = martial_authority_unremarkable_child_title
|
||||
custom_tooltip = martial_authority_unremarkable_child
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = martial_authority.8000.c
|
||||
trigger = {
|
||||
scope:fighting_child = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } }
|
||||
}
|
||||
scope:fighting_child = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -15
|
||||
modifier = neglected_opinion
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = martial_authority.8000.d
|
||||
trigger = {
|
||||
scope:fighting_child = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
|
||||
}
|
||||
scope:fighting_child = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -15
|
||||
modifier = neglected_opinion
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_rationality = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
martial_authority.8100 = { # Your heir kills one of your knights
|
||||
type = character_event
|
||||
title = martial_authority.8000.t
|
||||
desc = martial_authority.8100.desc
|
||||
theme = martial_authority_focus
|
||||
left_portrait = {
|
||||
character = scope:marshal
|
||||
animation = worry
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:fighting_child
|
||||
animation = happiness
|
||||
}
|
||||
lower_left_portrait = {
|
||||
character = scope:murdered_knight
|
||||
}
|
||||
override_background = {
|
||||
reference = army_camp
|
||||
}
|
||||
trigger = {
|
||||
any_knight = {
|
||||
is_available = yes
|
||||
is_ai = yes
|
||||
this != scope:marshal
|
||||
}
|
||||
scope:marshal = { is_available = yes }
|
||||
scope:fighting_child = { is_available = yes }
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_knight = {
|
||||
limit = {
|
||||
is_available = yes
|
||||
is_ai = yes
|
||||
this != scope:marshal
|
||||
}
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = 8
|
||||
prowess <15
|
||||
}
|
||||
modifier = {
|
||||
add = 20
|
||||
prowess <10
|
||||
}
|
||||
}
|
||||
save_scope_as = murdered_knight
|
||||
}
|
||||
player_heir = {
|
||||
add_trait = lifestyle_blademaster
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
has_trait = wrathful
|
||||
has_trait = sadistic
|
||||
}
|
||||
}
|
||||
add_stress = major_stress_gain
|
||||
}
|
||||
}
|
||||
scope:murdered_knight = {
|
||||
death = {
|
||||
killer = scope:fighting_child
|
||||
death_reason = death_duel
|
||||
}
|
||||
}
|
||||
every_knight = {
|
||||
custom = custom.every_knight
|
||||
add_opinion = {
|
||||
target = scope:fighting_child
|
||||
opinion = -40
|
||||
modifier = hate_opinion
|
||||
}
|
||||
}
|
||||
scope:marshal = {
|
||||
add_opinion = {
|
||||
target = scope:fighting_child
|
||||
opinion = -40
|
||||
modifier = hate_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { #Good work!
|
||||
name = martial_authority.8100.a
|
||||
add_dread = medium_dread_gain
|
||||
scope:fighting_child = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = 30
|
||||
modifier = supportive_parent
|
||||
}
|
||||
}
|
||||
scope:marshal = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -10
|
||||
modifier = insult_opinion
|
||||
}
|
||||
}
|
||||
every_knight = {
|
||||
custom = custom.every_knight
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -20
|
||||
modifier = insult_opinion
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { #Good god!
|
||||
name = martial_authority.8100.c
|
||||
add_dread = medium_dread_loss
|
||||
scope:marshal = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = 5
|
||||
modifier = respect_opinion
|
||||
}
|
||||
}
|
||||
every_knight = {
|
||||
custom = custom.every_knight
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = 5
|
||||
modifier = respect_opinion
|
||||
}
|
||||
}
|
||||
scope:fighting_child = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -15
|
||||
modifier = insult_opinion
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_compassion = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
|
@ -1,729 +0,0 @@
|
|||
namespace = martial_strategy
|
||||
|
||||
##################################################
|
||||
|
||||
#Martial Strategy Lifestyle events
|
||||
|
||||
# 4000 - You visit some baronies or go partying.
|
||||
# 4010 - Rebuild the walls of a lesser domain county.
|
||||
# 7000 - Why do we keep always charging in a straight line?
|
||||
|
||||
##################################################
|
||||
|
||||
##################################################
|
||||
# Stocking the Stores
|
||||
# by Ewan Cowhig Croft
|
||||
# 4000
|
||||
##################################################
|
||||
|
||||
#A bumper harvest lets you either eat richly or heavily-stock the stores of your capital.
|
||||
martial_strategy.4000 = { #by Ewan Cowhig Croft
|
||||
type = character_event
|
||||
title = martial_strategy.4000.t
|
||||
desc = martial_strategy.4000.desc
|
||||
theme = martial_strategy_focus
|
||||
override_background = {
|
||||
reference = feast
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = drink_goblet
|
||||
}
|
||||
|
||||
trigger = {
|
||||
is_at_war = no
|
||||
is_landed = yes
|
||||
NOT = { has_character_flag = had_event_martial_strategy_4000 }
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
|
||||
upweight_for_focus_modifier = { FOCUS = stewardship_domain_focus }
|
||||
}
|
||||
|
||||
immediate = {
|
||||
add_character_flag = {
|
||||
flag = had_event_martial_strategy_4000
|
||||
days = 1825
|
||||
}
|
||||
capital_county = {
|
||||
county = { save_scope_as = harvest_county }
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = martial_strategy.4000.a
|
||||
capital_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_stocked_larders_modifier
|
||||
years = 15
|
||||
}
|
||||
}
|
||||
stress_impact = { gluttonous = medium_stress_impact_gain }
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_greed_target_modifier = { VALUE = -75 }
|
||||
ai_rationality_target_modifier = { VALUE = 75 }
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = martial_strategy.4000.b
|
||||
capital_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_emptied_larders_modifier
|
||||
years = 15
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
temperate = medium_stress_impact_gain
|
||||
gluttonous = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_greed_target_modifier = { VALUE = -50 }
|
||||
ai_rationality_target_modifier = { VALUE = 100 }
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = martial_strategy.4000.c
|
||||
scope:harvest_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_fed_peasants_larders_modifier
|
||||
years = 15
|
||||
}
|
||||
add_county_modifier = {
|
||||
modifier = strategy_emptied_larders_modifier
|
||||
years = 15
|
||||
}
|
||||
}
|
||||
stress_impact = {
|
||||
callous = minor_stress_impact_gain
|
||||
greedy = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_greed_target_modifier = { VALUE = 100 }
|
||||
ai_rationality_target_modifier = { VALUE = -50 }
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = martial_strategy.4000.d
|
||||
trigger = {
|
||||
OR = {
|
||||
has_trait = cannibal
|
||||
has_trait = lunatic
|
||||
has_trait = sadistic
|
||||
any_secret = { type = secret_cannibal }
|
||||
faith = { has_doctrine_parameter = cannibalism_legal }
|
||||
}
|
||||
}
|
||||
trait = cannibal
|
||||
trait = lunatic_1
|
||||
trait = lunatic_genetic
|
||||
trait = sadistic
|
||||
capital_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_human_meat_larders_modifier
|
||||
years = 15
|
||||
}
|
||||
add_county_modifier = {
|
||||
modifier = strategy_entirely_unrelated_disappearances_modifier
|
||||
years = 15
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = { has_doctrine_parameter = cannibalism_legal }
|
||||
}
|
||||
add_piety = major_piety_gain #Cannibalistic faiths are pretty in to this whole idea.
|
||||
}
|
||||
else = {
|
||||
add_piety = { #Non-cannibalistic faiths tend to look down on mass-cannibalism.
|
||||
value = major_piety_loss
|
||||
subtract = medium_piety_value
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_trait = cannibal }
|
||||
}
|
||||
give_cannibal_secret_or_trait_effect = yes
|
||||
}
|
||||
stress_impact = {
|
||||
compassionate = medium_stress_impact_gain
|
||||
just = medium_stress_impact_gain
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
has_trait = compassionate
|
||||
has_trait = just
|
||||
}
|
||||
}
|
||||
add_stress = major_stress_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_compassion_target_modifier = { VALUE = -75 }
|
||||
ai_rationality_target_modifier = { VALUE = -75 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
##################################################
|
||||
# The Walls of [Title County Capital]
|
||||
# by Ewan Cowhig Croft
|
||||
# 4010
|
||||
##################################################
|
||||
|
||||
scripted_trigger martial_strategy_4010_trigger_evaluation = {
|
||||
this != province_owner.capital_province
|
||||
is_county_capital = yes
|
||||
}
|
||||
|
||||
#Rebuild the walls of a lesser domain county, or let them crumble.
|
||||
martial_strategy.4010 = { #by Ewan Cowhig Croft
|
||||
type = character_event
|
||||
title = martial_strategy.4010.t
|
||||
desc = martial_strategy.4010.desc
|
||||
theme = martial_strategy_focus
|
||||
override_background = {
|
||||
reference = study
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = worry
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:r_architect
|
||||
animation = interested
|
||||
}
|
||||
|
||||
trigger = {
|
||||
is_at_war = no
|
||||
NOT = { has_character_flag = had_event_martial_strategy_4010 }
|
||||
any_directly_owned_province = { martial_strategy_4010_trigger_evaluation = yes }
|
||||
NOT = { government_has_flag = government_is_nomadic }
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
upweight_for_focus_modifier = { FOCUS = martial_strategy_focus }
|
||||
}
|
||||
|
||||
immediate = {
|
||||
add_character_flag = {
|
||||
flag = had_event_martial_strategy_4010
|
||||
days = 1825
|
||||
}
|
||||
random_directly_owned_province = {
|
||||
limit = {
|
||||
county.county_control < full_county_control
|
||||
martial_strategy_4010_trigger_evaluation = yes
|
||||
}
|
||||
alternative_limit = {
|
||||
always = yes
|
||||
martial_strategy_4010_trigger_evaluation = yes
|
||||
}
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = {
|
||||
value = 120
|
||||
subtract = county.county_control
|
||||
}
|
||||
}
|
||||
}
|
||||
county = { save_scope_as = crumbling_county }
|
||||
barony = { save_scope_as = crumbling_holding }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_royal_court = yes
|
||||
employs_court_position = royal_architect_court_position
|
||||
any_court_position_holder = {
|
||||
type = royal_architect_court_position
|
||||
is_available_ai_adult = yes
|
||||
}
|
||||
}
|
||||
random_court_position_holder = {
|
||||
type = royal_architect_court_position
|
||||
limit = { is_available_ai_adult = yes }
|
||||
save_scope_as = r_architect
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = martial_strategy.4010.a
|
||||
trigger = {
|
||||
trigger_if = {
|
||||
limit = { is_ai = yes }
|
||||
short_term_gold >= major_gold_value
|
||||
}
|
||||
}
|
||||
scope:crumbling_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_paid_for_walls_modifier
|
||||
years = 20
|
||||
}
|
||||
}
|
||||
remove_treasury_or_gold = medium_treasury_or_gold_value
|
||||
add_stewardship_lifestyle_xp = minor_lifestyle_xp
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_greed_target_modifier = { VALUE = -100 }
|
||||
ai_compassion_target_modifier = { VALUE = 100 }
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = martial_strategy.4010.b
|
||||
trigger = {
|
||||
OR = {
|
||||
has_ep1_court_positions_dlc_trigger = no
|
||||
NOT = { exists = scope:r_architect }
|
||||
}
|
||||
}
|
||||
duel = {
|
||||
skill = stewardship
|
||||
value = high_skill_rating
|
||||
10 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 2.0
|
||||
}
|
||||
desc = martial_strategy.4010.b.tt_crit_success
|
||||
send_interface_toast = {
|
||||
title = martial_strategy.4010.b.tt_crit_success
|
||||
left_icon = scope:crumbling_county
|
||||
scope:crumbling_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_successfully_supervised_walls_modifier
|
||||
years = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 0.2
|
||||
}
|
||||
desc = martial_strategy.4010.b.tt_success
|
||||
send_interface_toast = {
|
||||
title = martial_strategy.4010.b.tt_success
|
||||
left_icon = scope:crumbling_county
|
||||
scope:crumbling_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_successfully_supervised_walls_modifier
|
||||
years = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
desc = martial_strategy.4010.b.tt_botch
|
||||
send_interface_toast = {
|
||||
title = martial_strategy.4010.b.tt_botch
|
||||
left_icon = scope:crumbling_county
|
||||
scope:crumbling_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_botched_supervised_walls_modifier
|
||||
years = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_trait = architect }
|
||||
}
|
||||
add_stress = medium_stress_gain
|
||||
}
|
||||
add_martial_lifestyle_xp = medium_lifestyle_xp
|
||||
stress_impact = { architect = medium_stress_impact_loss }
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_energy_target_modifier = { VALUE = 100 }
|
||||
# Rational characters reasonably estimate their own skill level here.
|
||||
modifier = {
|
||||
trigger = {
|
||||
ai_rationality >= low_positive_ai_value
|
||||
}
|
||||
add = {
|
||||
value = stewardship
|
||||
add = -10
|
||||
multiply = 10 # -100 at 0 Stewardship, +0 at 10 Stewardship, +100 at 20 Stewardship.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = martial_strategy.4010.d
|
||||
trigger = {
|
||||
exists = scope:r_architect
|
||||
}
|
||||
scope:r_architect = {
|
||||
duel = {
|
||||
skill = stewardship
|
||||
value = high_skill_rating
|
||||
10 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 2.0
|
||||
}
|
||||
desc = martial_strategy.4010.d.tt_crit_success
|
||||
send_interface_toast = {
|
||||
title = martial_strategy.4010.d.tt_crit_success
|
||||
left_icon = scope:crumbling_county
|
||||
scope:crumbling_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_successfully_supervised_walls_modifier
|
||||
years = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
10 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 0.2
|
||||
}
|
||||
desc = martial_strategy.4010.d.tt_success
|
||||
send_interface_toast = {
|
||||
title = martial_strategy.4010.d.tt_success
|
||||
left_icon = scope:crumbling_county
|
||||
scope:crumbling_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_successfully_supervised_walls_modifier
|
||||
years = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
5 = {
|
||||
desc = martial_strategy.4010.d.tt_botch
|
||||
send_interface_toast = {
|
||||
title = martial_strategy.4010.d.tt_botch
|
||||
left_icon = scope:crumbling_county
|
||||
scope:crumbling_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_botched_supervised_walls_modifier
|
||||
years = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = martial_strategy.4010.c
|
||||
scope:crumbling_county = {
|
||||
add_county_modifier = {
|
||||
modifier = strategy_let_walls_crumble_modifier
|
||||
years = 20
|
||||
}
|
||||
}
|
||||
add_gold = medium_gold_value
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_greed_target_modifier = { VALUE = 100 }
|
||||
ai_vengefulness_target_modifier = { VALUE = 100 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace = martial_strategy
|
||||
|
||||
|
||||
# Tactics?
|
||||
# By Isabella Welch
|
||||
|
||||
scripted_trigger has_war_elephants = {
|
||||
"number_maa_regiments_of_type(war_elephant)" > 0
|
||||
}
|
||||
|
||||
scripted_trigger has_heavy_cavalry = {
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = heavy_cavalry
|
||||
value > 0
|
||||
}
|
||||
}
|
||||
|
||||
martial_strategy.7000 = {
|
||||
type = character_event
|
||||
title = martial_strategy.7000.t
|
||||
desc = {
|
||||
desc = martial_strategy.7000.desc_opening
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
has_war_elephants = yes
|
||||
}
|
||||
desc = martial_strategy.7000.desc_elephantry
|
||||
}
|
||||
desc = martial_strategy.7000.desc_cavalry
|
||||
}
|
||||
|
||||
desc = martial_strategy.7000.desc_middle
|
||||
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
has_war_elephants = yes
|
||||
}
|
||||
desc = martial_strategy.7000.desc_war_elephant
|
||||
}
|
||||
desc = martial_strategy.7000.desc_armored_horse
|
||||
}
|
||||
desc = martial_strategy.7000.desc_cont
|
||||
}
|
||||
theme = martial_strategy_focus
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = disapproval
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:worried_knight
|
||||
animation = worry
|
||||
}
|
||||
trigger = {
|
||||
any_knight = {
|
||||
is_alive = yes
|
||||
NOT = { has_trait = brave }
|
||||
}
|
||||
OR = {
|
||||
has_heavy_cavalry = yes
|
||||
has_war_elephants = yes
|
||||
}
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_knight = {
|
||||
limit = { NOT = { has_trait = brave } }
|
||||
weight = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = 8
|
||||
prowess >= high_skill_rating
|
||||
}
|
||||
modifier = {
|
||||
factor = 4
|
||||
is_powerful_vassal = yes
|
||||
}
|
||||
}
|
||||
save_scope_as = worried_knight
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
option = {
|
||||
name = martial_strategy.7000.a
|
||||
trigger = {
|
||||
NOT = {
|
||||
has_trait = sadistic
|
||||
}
|
||||
}
|
||||
scope:worried_knight = {
|
||||
if = {
|
||||
limit = {
|
||||
is_landed = yes
|
||||
}
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -10
|
||||
modifier = insulted_opinion
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -20
|
||||
modifier = insulted_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
add_dread = 10
|
||||
add_martial_lifestyle_xp = medium_lifestyle_xp
|
||||
ai_chance = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
trigger = {
|
||||
NOR = {
|
||||
has_trait = strategist
|
||||
has_trait_rank = {
|
||||
trait = education_martial
|
||||
rank >= 2
|
||||
}
|
||||
"number_maa_regiments_of_type(war_elephant)" > 0
|
||||
}
|
||||
}
|
||||
name = martial_strategy.7000.b
|
||||
add_martial_lifestyle_xp = medium_lifestyle_xp
|
||||
scope:worried_knight = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -15
|
||||
modifier = scared_opinion
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_honor = 0.5
|
||||
}
|
||||
}
|
||||
add_prestige = minor_prestige_gain
|
||||
}
|
||||
option = {
|
||||
trigger = {
|
||||
has_war_elephants = yes
|
||||
NOR = {
|
||||
has_trait = strategist
|
||||
has_trait_rank = {
|
||||
trait = education_martial
|
||||
rank >= 2
|
||||
}
|
||||
}
|
||||
}
|
||||
name = martial_strategy.7000.c
|
||||
add_martial_lifestyle_xp = medium_lifestyle_xp
|
||||
scope:worried_knight = {
|
||||
if = {
|
||||
limit = {
|
||||
is_landed = yes
|
||||
}
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -20
|
||||
modifier = scared_opinion
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -40
|
||||
modifier = scared_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 3
|
||||
}
|
||||
}
|
||||
add_prestige = minor_prestige_gain
|
||||
}
|
||||
|
||||
option = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_trait = strategist
|
||||
has_trait_rank = {
|
||||
trait = education_martial
|
||||
rank >= 2
|
||||
}
|
||||
}
|
||||
}
|
||||
add_prestige = medium_prestige_gain
|
||||
trait = strategist
|
||||
trait = education_martial_5
|
||||
trait = education_martial_4
|
||||
trait = education_martial_3
|
||||
name = martial_strategy.7000.d
|
||||
add_character_modifier = {
|
||||
modifier = crushing_charge_modifier
|
||||
years = 10
|
||||
}
|
||||
add_martial_lifestyle_xp = major_lifestyle_xp
|
||||
scope:worried_knight = {
|
||||
if = {
|
||||
limit = {
|
||||
is_landed = yes
|
||||
}
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -20
|
||||
modifier = annoyed_opinion
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -40
|
||||
modifier = annoyed_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = martial_strategy.7000.e
|
||||
add_prestige = minor_prestige_loss
|
||||
scope:worried_knight = {
|
||||
if = {
|
||||
limit = {
|
||||
is_landed = yes
|
||||
}
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = 20
|
||||
modifier = pleased_opinion
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = 40
|
||||
modifier = pleased_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = -3
|
||||
}
|
||||
}
|
||||
}
|
||||
option = {
|
||||
name = martial_strategy.7000.f
|
||||
trigger = {
|
||||
has_trait = sadistic
|
||||
}
|
||||
trait = sadistic
|
||||
scope:worried_knight = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -40
|
||||
modifier = hate_opinion
|
||||
}
|
||||
increase_wounds_effect = { REASON = crushed }
|
||||
}
|
||||
stress_impact = {
|
||||
sadistic = minor_stress_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue