Merge branch 'Minority-Community-Branch'
This commit is contained in:
commit
a51a548e46
111 changed files with 194170 additions and 1017 deletions
887
common/activities/activity_types/camp_party.txt
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887
common/activities/activity_types/camp_party.txt
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@ -0,0 +1,887 @@
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activity_camp_party = {
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is_shown = {
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has_ep3_dlc_trigger = yes
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has_government = landless_adventurer_government
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is_adult = yes
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#Every other activity must be blocked until an uncrowned AI crowns themselves
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trigger_if = {
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limit = {
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is_ai = yes
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}
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NOT = {
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has_realm_law = uncrowned
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}
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}
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}
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can_start_showing_failures_only = {
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NOT = { is_activity_type_on_cooldown = activity_camp_party }
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is_available = yes
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age >= 16
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}
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is_valid = {
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scope:host = {
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is_alive = yes
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is_imprisoned = no
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has_government = landless_adventurer_government
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NOT = { is_incapable = yes }
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}
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}
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on_invalidated = {
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# Host becomes incapable
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if = {
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limit = {
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scope:host = { is_incapable = yes }
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}
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scope:activity = {
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activity_type = { save_scope_as = activity_type }
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}
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scope:host = {
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trigger_event = activity_system.0330
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}
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every_attending_character = {
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limit = { this != scope:host }
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trigger_event = activity_system.0331
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}
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}
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}
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province_filter = domicile_domain
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ai_province_filter = domicile_domain
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max_province_icons = 1
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allow_zero_guest_invites = no
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open_invite = no
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province_description = {
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desc = activity_camp_party_province_desc
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}
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province_score = {
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add = camp_party_province_reference_value
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}
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cost = {
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gold = {
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add = {
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add = {
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value = standard_camp_party_activity_cost
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desc = hunt_base_cost
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}
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if = {
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limit = {
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has_character_modifier = journey_communal_modifier
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}
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multiply = {
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value = 0.8
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desc = journey_communal_modifier
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}
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}
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}
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}
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}
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ui_predicted_cost = {
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gold = {
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# Base Cost
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value = standard_camp_party_activity_cost
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# Make it a multiple of 5 (rounded up)
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divide = 5
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ceiling = yes
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multiply = 5
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}
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}
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cooldown = { years = standard_camp_party_cooldown_time }
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###################
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# PHASES AND OPTIONS
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###################
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phases = {
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phase_camp_party = {
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is_predefined = yes
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location_source = pickable
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ai_will_do = {
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value = 0
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add = {
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value = 30
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desc = "Base test value"
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}
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}
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on_phase_active = {
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if = {
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limit = { this = scope:host }
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scope:host = {
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trigger_event = {
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id = ep3_camp_party.0009
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days = 89
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}
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}
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scope:activity = {
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#Phase progression
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progress_activity_phase_after = { days = 90 }
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#Loc
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activity_location = { save_scope_as = location }
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}
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#Arrival event
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trigger_event = ep3_camp_party.0001
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}
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}
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on_monthly_pulse = {
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if = {
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limit = { this = scope:host }
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trigger_event = { on_action = camp_party_destination_events }
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}
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}
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}
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}
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options = {
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#Food options: upgrades locked behind Supply Tent
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camp_party_option_food = {
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camp_party_food_none = { #Default
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default = yes
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ai_will_do = {
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value = 0
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# Financial preference.
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add = activity_option_likes_cheap_expense_value
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# Quantity preference.
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add = activity_option_food_prefers_small_volume_value
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}
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}
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camp_party_food_simple = { #locked behind Supply Tent
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is_shown = { always = yes }
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is_valid = {
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custom_tooltip = {
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text = camp_party_food_options_invalid
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domicile ?= {
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has_domicile_parameter = camp_unlocks_camp_party_food_option
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}
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}
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}
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cost = {
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gold = {
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add = {
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desc = camp_party_food_simple
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add = {
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value = 5
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desc = camp_party_food_simple
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}
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add = {
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value = 5
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multiply = activity_cost_scale_by_tier
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subtract = 5
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desc = activity_cost_scale_by_tier_desc
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}
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add = {
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value = 5
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multiply = activity_cost_scale_by_era
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subtract = 5
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desc = activity_cost_scale_by_era_desc
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}
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if = {
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limit = {
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dynasty ?= {
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has_dynasty_perk = law_legacy_1
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}
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}
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subtract = {
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value = 5
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add = {
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value = 5
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multiply = activity_cost_scale_by_tier
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subtract = 5
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}
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add = {
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value = 5
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multiply = activity_cost_scale_by_era
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subtract = 5
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}
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multiply = law_legacy_cost_reduction_mult
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desc = law_legacy_1_name
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}
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}
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min = 0
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}
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}
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}
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ai_will_do = {
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value = 0
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# Financial preference.
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add = activity_option_likes_middling_expense_value
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# Quantity preference.
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## We just use slightly reduced quantity prefs here.
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add = {
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value = activity_option_prefers_large_volume_value
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multiply = 0.3
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}
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}
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}
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camp_party_food_lavish = {
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is_shown = { always = yes }
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is_valid = {
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custom_tooltip = {
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text = camp_party_food_options_invalid
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domicile ?= {
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has_domicile_parameter = camp_unlocks_camp_party_food_option
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}
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}
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}
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cost = {
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gold = {
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add = {
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desc = camp_party_food_lavish
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add = {
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value = 15
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||||
desc = camp_party_food_lavish
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||||
}
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add = {
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||||
value = 15
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||||
multiply = activity_cost_scale_by_tier
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||||
subtract = 15
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||||
desc = activity_cost_scale_by_tier_desc
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||||
}
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||||
add = {
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||||
value = 15
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||||
multiply = activity_cost_scale_by_era
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||||
subtract = 15
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||||
desc = activity_cost_scale_by_era_desc
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}
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||||
if = {
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limit = {
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dynasty ?= {
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has_dynasty_perk = law_legacy_1
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}
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}
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subtract = {
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value = 15
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add = {
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||||
value = 15
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multiply = activity_cost_scale_by_tier
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subtract = 15
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||||
}
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||||
add = {
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value = 15
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||||
multiply = activity_cost_scale_by_era
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subtract = 15
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}
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multiply = law_legacy_cost_reduction_mult
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desc = law_legacy_1_name
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}
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}
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min = 0
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||||
}
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}
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}
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ai_will_do = {
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value = 0
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# Financial preference.
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add = activity_option_likes_middling_expense_value
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||||
# Quantity preference.
|
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## We just use slightly reduced quantity prefs here.
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add = {
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value = activity_option_prefers_large_volume_value
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multiply = 0.6
|
||||
}
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}
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}
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}
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#Drinks options: upgrades locked behind Mess Tent & Mobile Brewery
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camp_party_option_drinks = {
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camp_party_drinks_none = { #Default
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default = yes
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ai_will_do = {
|
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value = 0
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# Financial preference.
|
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add = activity_option_likes_cheap_expense_value
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# Quantity preference.
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add = activity_option_food_prefers_small_volume_value
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||||
}
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}
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camp_party_drinks_adequate = { #locked behind Mess Tent
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is_shown = { always = yes }
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is_valid = {
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custom_tooltip = {
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text = camp_party_drinks_adequate_invalid
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domicile ?= {
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has_domicile_building_or_higher = mess_tent_01
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}
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}
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}
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cost = {
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||||
gold = {
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add = {
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desc = camp_party_drinks_adequate
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add = {
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value = 10
|
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desc = camp_party_drinks_adequate
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}
|
||||
add = {
|
||||
value = 10
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multiply = activity_cost_scale_by_tier
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subtract = 10
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desc = activity_cost_scale_by_tier_desc
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}
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add = {
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value = 10
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multiply = activity_cost_scale_by_era
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subtract = 10
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||||
desc = activity_cost_scale_by_era_desc
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||||
}
|
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if = {
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||||
limit = {
|
||||
dynasty ?= {
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has_dynasty_perk = law_legacy_1
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||||
}
|
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}
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subtract = {
|
||||
value = 10
|
||||
add = {
|
||||
value = 10
|
||||
multiply = activity_cost_scale_by_tier
|
||||
subtract = 10
|
||||
}
|
||||
add = {
|
||||
value = 10
|
||||
multiply = activity_cost_scale_by_era
|
||||
subtract = 10
|
||||
}
|
||||
multiply = law_legacy_cost_reduction_mult
|
||||
desc = law_legacy_1_name
|
||||
}
|
||||
}
|
||||
min = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 0
|
||||
# Financial preference.
|
||||
add = activity_option_likes_middling_expense_value
|
||||
# Quantity preference.
|
||||
## We just use slightly reduced quantity prefs here.
|
||||
add = {
|
||||
value = activity_option_prefers_large_volume_value
|
||||
multiply = 0.3
|
||||
}
|
||||
}
|
||||
}
|
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camp_party_drinks_abundant = { #locked behind Mobile Brewery
|
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is_shown = { always = yes }
|
||||
|
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is_valid = {
|
||||
custom_tooltip = {
|
||||
text = camp_party_drinks_abundant_invalid
|
||||
domicile ?= {
|
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has_domicile_building_or_higher = mess_tent_brewers
|
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}
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = {
|
||||
add = {
|
||||
desc = camp_party_drinks_abundant
|
||||
add = {
|
||||
value = 20
|
||||
desc = camp_party_drinks_abundant
|
||||
}
|
||||
add = {
|
||||
value = 20
|
||||
multiply = activity_cost_scale_by_tier
|
||||
subtract = 20
|
||||
desc = activity_cost_scale_by_tier_desc
|
||||
}
|
||||
add = {
|
||||
value = 20
|
||||
multiply = activity_cost_scale_by_era
|
||||
subtract = 20
|
||||
desc = activity_cost_scale_by_era_desc
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
dynasty ?= {
|
||||
has_dynasty_perk = law_legacy_1
|
||||
}
|
||||
}
|
||||
subtract = {
|
||||
value = 35
|
||||
add = {
|
||||
value = 35
|
||||
multiply = activity_cost_scale_by_tier
|
||||
subtract = 35
|
||||
}
|
||||
add = {
|
||||
value = 35
|
||||
multiply = activity_cost_scale_by_era
|
||||
subtract = 35
|
||||
}
|
||||
multiply = law_legacy_cost_reduction_mult
|
||||
desc = law_legacy_1_name
|
||||
}
|
||||
}
|
||||
min = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 0
|
||||
# Financial preference.
|
||||
add = activity_option_likes_middling_expense_value
|
||||
# Quantity preference.
|
||||
## We just use slightly reduced quantity prefs here.
|
||||
add = {
|
||||
value = activity_option_prefers_large_volume_value
|
||||
multiply = 0.6
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
max_guest_arrival_delay_time = { weeks = 1 }
|
||||
|
||||
###################
|
||||
# ACTIVITY-SPECIFIC PULSES
|
||||
###################
|
||||
|
||||
pulse_actions = {
|
||||
entries = {
|
||||
apa_bonded_by_fire
|
||||
apa_taught_repair
|
||||
apa_revelry_hangover_camp
|
||||
apa_local_food_camp
|
||||
apa_lauded_food_camp
|
||||
apa_guest_of_honor_impressed
|
||||
apa_cultural_acceptance
|
||||
apa_camp_host_gifted
|
||||
apa_fireside_chat_shared_stories_martial
|
||||
apa_fireside_chat_shared_stories_learning
|
||||
apa_fireside_chat_shared_stories_diplomacy
|
||||
apa_fireside_chat_shared_stories_stewardship
|
||||
apa_fireside_chat_shared_stories_intrigue
|
||||
apa_fireside_chat_shared_drinks
|
||||
apa_fireside_chat_inspiring_speech
|
||||
apa_camp_party_sad_lonesome
|
||||
apa_camp_party_shadows_in_the_dark
|
||||
apa_camp_party_fortress_of_solitude
|
||||
apa_camp_party_lecture
|
||||
apa_camp_party_tales_of_distant_lands
|
||||
apa_camp_party_tales_of_war
|
||||
apa_camp_party_tales_of_lands_lost
|
||||
apa_camp_party_blademaster_sparring
|
||||
apa_camp_party_tales_of_piety
|
||||
|
||||
#Re-used
|
||||
host_gains_diplo_xp
|
||||
host_gains_intrigue_xp
|
||||
hook_trusting_guest
|
||||
}
|
||||
chance_of_no_event = 2
|
||||
}
|
||||
|
||||
on_start = {
|
||||
scope:activity ?= {
|
||||
activity_setup_special_type_progression_effect = yes
|
||||
if = {
|
||||
limit = {
|
||||
has_activity_option = {
|
||||
category = camp_party_option_food
|
||||
option = camp_party_food_simple
|
||||
}
|
||||
}
|
||||
activity_special_type_progression_variable = { NUM = 25 }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_activity_option = {
|
||||
category = camp_party_option_food
|
||||
option = camp_party_food_lavish
|
||||
}
|
||||
}
|
||||
activity_special_type_progression_variable = { NUM = 50 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
###################
|
||||
# AI VALUES
|
||||
###################
|
||||
|
||||
# desc is only shown in debug AI watch window
|
||||
ai_will_do = {
|
||||
value = 50
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = lazy
|
||||
}
|
||||
add = -10
|
||||
}
|
||||
|
||||
#Can you actually afford this?
|
||||
if = {
|
||||
limit = {
|
||||
domicile.provisions <= 100
|
||||
}
|
||||
add = -75
|
||||
}
|
||||
}
|
||||
|
||||
ai_check_interval = 60
|
||||
|
||||
ai_will_select_province = {
|
||||
value = 10
|
||||
}
|
||||
|
||||
###################
|
||||
# GUEST HANDLING
|
||||
###################
|
||||
|
||||
host_intents = {
|
||||
default = reduce_stress_intent
|
||||
intents = { reduce_stress_intent befriend_attendee_intent fireside_chat_intent }
|
||||
}
|
||||
|
||||
guest_intents = {
|
||||
intents = { reduce_stress_intent befriend_attendee_intent }
|
||||
default = reduce_stress_intent
|
||||
}
|
||||
|
||||
can_be_activity_guest = {
|
||||
OR = { #Follower
|
||||
AND = {
|
||||
is_healthy = yes
|
||||
is_available = yes
|
||||
age >= 16
|
||||
is_ai = yes
|
||||
liege = scope:host
|
||||
location = scope:host.location
|
||||
}
|
||||
AND = { #Local lord
|
||||
is_healthy = yes
|
||||
is_available = yes
|
||||
age >= 16
|
||||
is_ai = yes
|
||||
top_liege = this
|
||||
location = scope:host.location
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
guest_invite_rules = {
|
||||
defaults = {
|
||||
1 = activity_invite_rule_followers
|
||||
2 = activity_invite_rule_local_lord
|
||||
2 = activity_invite_rule_friends
|
||||
2 = activity_invite_rule_potential_friends
|
||||
2 = activity_invite_rule_lovers
|
||||
2 = activity_invite_rule_potential_lovers
|
||||
}
|
||||
}
|
||||
|
||||
special_guests = {
|
||||
camp_party_honorary_guest = {
|
||||
is_required = no
|
||||
|
||||
can_pick = {
|
||||
this != scope:host
|
||||
is_healthy = yes
|
||||
is_available = yes
|
||||
age >= 16
|
||||
is_ai = yes
|
||||
top_liege = this
|
||||
location = scope:host.location
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
travel_entourage_selection = {
|
||||
weight = {
|
||||
value = 10
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { is_in_list = special_guests }
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
invite_rule_order = 1
|
||||
|
||||
# Up to how many characters to select for a player
|
||||
max = 2
|
||||
|
||||
# Up to how many characters to select for an AI
|
||||
ai_max = 2
|
||||
}
|
||||
|
||||
max_guests = 50 #Theoretically everyone, practically only around 2-10 usually
|
||||
|
||||
guest_join_chance = {
|
||||
base = 50 #Everyone should accept, but...
|
||||
base_activity_modifier = yes
|
||||
|
||||
# Scripted Modifiers
|
||||
activity_guest_shared_ai_accept_modifier = yes
|
||||
|
||||
modifier = {
|
||||
is_courtier_of = scope:host
|
||||
scope:host = {
|
||||
has_government = landless_adventurer_government
|
||||
}
|
||||
add = 100
|
||||
desc = ACTIVITY_GUEST_ADVENTURER_REASON
|
||||
}
|
||||
|
||||
modifier = { #Emperors
|
||||
primary_title.tier = tier_empire
|
||||
add = -100
|
||||
desc = ACTIVITY_GUEST_LANDLESS_REASON
|
||||
}
|
||||
modifier = { #Kings
|
||||
primary_title.tier = tier_kingdom
|
||||
add = -75
|
||||
desc = ACTIVITY_GUEST_LANDLESS_REASON
|
||||
}
|
||||
modifier = { #Dukes
|
||||
primary_title.tier = tier_duchy
|
||||
add = -50
|
||||
desc = ACTIVITY_GUEST_LANDLESS_REASON
|
||||
}
|
||||
modifier = { #Counts
|
||||
primary_title.tier = tier_county
|
||||
add = -25
|
||||
desc = ACTIVITY_GUEST_LANDLESS_REASON
|
||||
}
|
||||
modifier = { #Barons
|
||||
primary_title.tier = tier_barony
|
||||
add = -5
|
||||
desc = ACTIVITY_GUEST_LANDLESS_REASON
|
||||
}
|
||||
}
|
||||
|
||||
###################
|
||||
# GRAPHICS
|
||||
###################
|
||||
|
||||
#Backgrounds mostly not needed here
|
||||
background = { #Campfire
|
||||
trigger = {
|
||||
scope:host.location = scope:activity.activity_location
|
||||
}
|
||||
texture = "gfx/interface/illustrations/event_scenes/ep3_campfire.dds"
|
||||
environment = "environment_event_bp1_bonfire"
|
||||
ambience = "event:/SFX/Events/Backgrounds/burning_building"
|
||||
}
|
||||
|
||||
### Plug in widgets
|
||||
activity_window_widgets = {
|
||||
activity_special_type_progression = "activity_plugin_widgets_summary"
|
||||
}
|
||||
|
||||
window_characters = {
|
||||
guest = {
|
||||
camera = camera_body_right
|
||||
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:host.location = scope:activity.activity_location
|
||||
}
|
||||
every_attending_character = {
|
||||
limit = {
|
||||
location = scope:activity.activity_location
|
||||
this != scope:host
|
||||
}
|
||||
add_to_list = characters
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scripted_animation = {
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
always = yes
|
||||
}
|
||||
animation = { drink_goblet happiness flirtation throne_room_conversation_3 throne_room_conversation_1 instrument_idle alto_flute_active }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Guest of Honor
|
||||
guest = {
|
||||
camera = camera_body
|
||||
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:host.location = scope:activity.activity_location
|
||||
any_attending_character = {
|
||||
this = scope:activity.special_guest:camp_party_honorary_guest
|
||||
location = scope:activity.activity_location
|
||||
}
|
||||
}
|
||||
every_attending_character = {
|
||||
limit = {
|
||||
this = scope:activity.special_guest:camp_party_honorary_guest
|
||||
location = scope:activity.activity_location
|
||||
}
|
||||
add_to_list = characters
|
||||
}
|
||||
}
|
||||
else = {
|
||||
every_attending_character = {
|
||||
limit = {
|
||||
location = scope:activity.activity_location
|
||||
this != scope:host
|
||||
}
|
||||
add_to_list = characters
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scripted_animation = {
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
scope:character = { has_trait = shy }
|
||||
}
|
||||
animation = { worry stress boredom fear disbelief paranoia eyeroll drink drink_goblet }
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
scope:character = {
|
||||
NOT = { has_trait = shy }
|
||||
}
|
||||
}
|
||||
animation = { ecstasy wedding_priest chaplain personality_honorable personality_bold hero_flex }
|
||||
}
|
||||
#Fallback
|
||||
animation = toast_goblet
|
||||
}
|
||||
}
|
||||
|
||||
host = {
|
||||
camera = camera_body
|
||||
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:host.location = scope:activity.activity_location
|
||||
}
|
||||
scope:host = {
|
||||
add_to_list = characters
|
||||
}
|
||||
}
|
||||
}
|
||||
scripted_animation = {
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
always = yes
|
||||
}
|
||||
animation = { toast_goblet toast lute_active }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
guest = {
|
||||
camera = camera_body
|
||||
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:host.location = scope:activity.activity_location
|
||||
}
|
||||
every_attending_character = {
|
||||
limit = {
|
||||
location = scope:activity.activity_location
|
||||
this != scope:host
|
||||
}
|
||||
add_to_list = characters
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scripted_animation = {
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
scope:character = { has_trait = shy }
|
||||
}
|
||||
animation = { worry stress boredom fear disbelief paranoia eyeroll drink drink_goblet }
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
scope:character = {
|
||||
NOT = { has_trait = shy }
|
||||
}
|
||||
}
|
||||
animation = { dancing laugh throne_room_conversation_2 }
|
||||
}
|
||||
#Fallback
|
||||
animation = toast
|
||||
}
|
||||
}
|
||||
|
||||
guest = {
|
||||
camera = camera_body_left
|
||||
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:host.location = scope:activity.activity_location
|
||||
}
|
||||
every_attending_character = {
|
||||
limit = {
|
||||
location = scope:activity.activity_location
|
||||
this != scope:host
|
||||
}
|
||||
add_to_list = characters
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scripted_animation = {
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
scope:character = { has_trait = shy }
|
||||
}
|
||||
animation = { worry stress boredom fear disbelief paranoia eyeroll drink drink_goblet }
|
||||
}
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
scope:character = {
|
||||
NOT = { has_trait = shy }
|
||||
}
|
||||
}
|
||||
animation = { drink eavesdrop wedding_drunk instrument_active }
|
||||
}
|
||||
#Fallback
|
||||
animation = toast
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
4933
common/activities/activity_types/feast.txt
Normal file
4933
common/activities/activity_types/feast.txt
Normal file
File diff suppressed because it is too large
Load diff
1694
common/activities/activity_types/funeral.txt
Normal file
1694
common/activities/activity_types/funeral.txt
Normal file
File diff suppressed because it is too large
Load diff
1030
common/activities/activity_types/hike.txt
Normal file
1030
common/activities/activity_types/hike.txt
Normal file
File diff suppressed because it is too large
Load diff
5789
common/activities/activity_types/hunt.txt
Normal file
5789
common/activities/activity_types/hunt.txt
Normal file
File diff suppressed because it is too large
Load diff
2222
common/activities/activity_types/imperial_examination.txt
Normal file
2222
common/activities/activity_types/imperial_examination.txt
Normal file
File diff suppressed because it is too large
Load diff
1244
common/activities/activity_types/inspection.txt
Normal file
1244
common/activities/activity_types/inspection.txt
Normal file
File diff suppressed because it is too large
Load diff
1016
common/activities/activity_types/playdate.txt
Normal file
1016
common/activities/activity_types/playdate.txt
Normal file
File diff suppressed because it is too large
Load diff
4095
common/activities/activity_types/tour.txt
Normal file
4095
common/activities/activity_types/tour.txt
Normal file
File diff suppressed because it is too large
Load diff
4172
common/activities/activity_types/wedding.txt
Normal file
4172
common/activities/activity_types/wedding.txt
Normal file
File diff suppressed because it is too large
Load diff
10612
common/buildings/00_standard_economy_buildings.txt
Normal file
10612
common/buildings/00_standard_economy_buildings.txt
Normal file
File diff suppressed because it is too large
Load diff
1805
common/buildings/00_standard_fortification_buildings.txt
Normal file
1805
common/buildings/00_standard_fortification_buildings.txt
Normal file
File diff suppressed because it is too large
Load diff
2696
common/character_interactions/00_character_interactions.txt
Normal file
2696
common/character_interactions/00_character_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
388
common/character_interactions/00_culture_interactions.txt
Normal file
388
common/character_interactions/00_culture_interactions.txt
Normal file
|
|
@ -0,0 +1,388 @@
|
|||
# Interaction used to convert people when you hybridize or diverge culture
|
||||
# Note that it will only be applied to vassals of the parent culture(s)
|
||||
# Acceptance is checked *before* culture conversion happens so that it'll be correct in the UI
|
||||
# This has the culture traits available in the traits list:
|
||||
# modifier = {
|
||||
# add = 10
|
||||
# desc = TEST
|
||||
# culture_pillar:ethos_bellicose = { is_in_list = traits }
|
||||
# }
|
||||
|
||||
request_culture_conversion_interaction = {
|
||||
category = interaction_category_religion
|
||||
special_interaction = request_culture_conversion_interaction
|
||||
popup_on_receive = yes
|
||||
|
||||
desc = ask_for_conversion_interaction_desc
|
||||
|
||||
hidden = yes
|
||||
|
||||
is_shown = {
|
||||
scope:actor.culture != scope:recipient.culture
|
||||
scope:recipient.liege = scope:actor
|
||||
NOT = { scope:recipient = { government_has_flag = government_is_landless_minority } }
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
}
|
||||
|
||||
ai_accept = {
|
||||
base = -10
|
||||
opinion_modifier = {
|
||||
opinion_target = scope:actor
|
||||
who = scope:recipient
|
||||
multiplier = 1
|
||||
}
|
||||
|
||||
modifier = {
|
||||
desc = ASK_FOR_CONVERSION_SAME_CULTURE_PRESTIGE_LEVEL
|
||||
add = {
|
||||
value = 10
|
||||
multiply = scope:actor.prestige_level
|
||||
}
|
||||
scope:actor.prestige_level > 0
|
||||
scope:recipient.culture = scope:actor.culture
|
||||
}
|
||||
|
||||
modifier = {
|
||||
desc = ASK_FOR_CONVERSION_RECIPIENT_DIPLOMACY
|
||||
add = {
|
||||
value = scope:actor.diplomacy
|
||||
subtract = scope:recipient.diplomacy
|
||||
multiply = 5
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
desc = ASK_FOR_CONVERSION_RECIPIENT_IS_CYNICAL
|
||||
add = 30
|
||||
scope:recipient = {
|
||||
has_trait = cynical
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
desc = ASK_FOR_CONVERSION_RECIPIENT_IS_STUBBORN
|
||||
add = -30
|
||||
scope:recipient = {
|
||||
has_trait = stubborn
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
add = intimidated_external_reason_value
|
||||
scope:recipient = {
|
||||
has_dread_level_towards = {
|
||||
target = scope:actor
|
||||
level = 1
|
||||
}
|
||||
}
|
||||
desc = INTIMIDATED_REASON
|
||||
}
|
||||
modifier = {
|
||||
add = cowed_external_reason_value
|
||||
scope:recipient = {
|
||||
has_dread_level_towards = {
|
||||
target = scope:actor
|
||||
level = 2
|
||||
}
|
||||
}
|
||||
desc = COWED_REASON
|
||||
}
|
||||
# Unity modifiers
|
||||
evaluate_action_increasing_house_unity = {
|
||||
VALUE = 100
|
||||
}
|
||||
}
|
||||
|
||||
ai_min_reply_days = 1
|
||||
ai_max_reply_days = 5
|
||||
|
||||
on_accept = {
|
||||
new_culture_created_vassal_conversion_effect = {
|
||||
CONVERTEE = scope:recipient
|
||||
CONVERTER = scope:actor
|
||||
CULTURE = scope:actor.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_cultural_hybridization_interaction = {
|
||||
|
||||
hidden = yes
|
||||
|
||||
auto_accept = yes
|
||||
|
||||
ai_potential = {
|
||||
has_dlc_feature = hybridize_culture
|
||||
OR = {
|
||||
top_liege = this
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
}
|
||||
sub_realm_size >= 4
|
||||
is_physically_able_adult = yes
|
||||
is_at_war = no
|
||||
NOT = {
|
||||
has_game_rule = none_hybrid_culture_ai_frequency
|
||||
}
|
||||
}
|
||||
|
||||
is_shown = {
|
||||
scope:actor = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
|
||||
has_valid_target = {
|
||||
exists = scope:target
|
||||
}
|
||||
|
||||
ai_set_target = {
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = {
|
||||
any_sub_realm_county = {
|
||||
culture != scope:actor.culture
|
||||
culture = {
|
||||
cultural_acceptance = { target = scope:actor.culture value >= hybridization_ai_threshold_value }
|
||||
scope:actor = {
|
||||
can_hybridize = prev
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
every_sub_realm_county = {
|
||||
limit = {
|
||||
culture != scope:actor.culture
|
||||
culture = {
|
||||
cultural_acceptance = { target = scope:actor.culture value >= hybridization_ai_threshold_value }
|
||||
scope:actor = {
|
||||
can_hybridize = prev
|
||||
}
|
||||
}
|
||||
}
|
||||
culture = {
|
||||
add_to_list = culture_list
|
||||
}
|
||||
}
|
||||
|
||||
ordered_in_list = {
|
||||
list = culture_list
|
||||
limit = { culture_realm_size >= 3 }
|
||||
order_by = culture_realm_size
|
||||
|
||||
save_scope_as = target
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
# Global cooldowns for the lower frequency game rule settings
|
||||
if = {
|
||||
limit = {
|
||||
has_game_rule = less_common_hybrid_culture_ai_frequency
|
||||
}
|
||||
set_global_variable = { name = has_ai_hybrid_event_cooldown value = yes days = 3650 }
|
||||
}
|
||||
scope:actor = {
|
||||
create_hybrid_culture_with_side_effects = scope:target
|
||||
}
|
||||
}
|
||||
|
||||
ai_targets = {
|
||||
ai_recipients = self
|
||||
}
|
||||
|
||||
ai_frequency_by_tier = {
|
||||
barony = 0
|
||||
county = 120
|
||||
duchy = 60
|
||||
kingdom = 60
|
||||
empire = 60
|
||||
hegemony = 60
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = 100
|
||||
|
||||
# Unity modifiers
|
||||
evaluate_action_increasing_house_unity = {
|
||||
VALUE = 100
|
||||
}
|
||||
|
||||
modifier = {
|
||||
factor = 0.2
|
||||
has_game_rule = less_common_hybrid_culture_ai_frequency
|
||||
}
|
||||
|
||||
modifier = {
|
||||
factor = 0
|
||||
exists = global_var:has_ai_hybrid_event_cooldown
|
||||
}
|
||||
|
||||
modifier = {
|
||||
factor = 0
|
||||
culture = {
|
||||
has_cultural_parameter = harder_to_hybridize
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # The AI should only want to hybridize if they're the second ruler of their culture for their primary title
|
||||
factor = 0
|
||||
OR = {
|
||||
NOT = {
|
||||
exists = primary_title.previous_holder
|
||||
}
|
||||
AND = {
|
||||
exists = primary_title.previous_holder
|
||||
primary_title.previous_holder.culture != scope:actor.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # The AI doesn't want to hybridize if their culture is more than X% bigger than the targeted culture within the same realm (unless it's in the capital, and the capital is the De Jure capital of the primary title)
|
||||
factor = 0
|
||||
scope:actor.culture.culture_realm_size > scope:target.culture_realm_size_larger_30_percent
|
||||
NAND = {
|
||||
scope:actor.primary_title.title_capital_county = scope:actor.capital_county
|
||||
scope:actor.capital_county.culture = scope:target
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # Do not hybridize if 30% or more of your vassals of the relevant culture/s dislike you
|
||||
factor = 0
|
||||
scope:actor = {
|
||||
any_vassal = {
|
||||
percent >= 0.3
|
||||
OR = {
|
||||
culture = scope:actor.culture
|
||||
culture = scope:target
|
||||
}
|
||||
highest_held_title_tier >= tier_county
|
||||
opinion = {
|
||||
target = scope:actor
|
||||
value <= 0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # The AI does not want to create multiple hybrids from the same cultures
|
||||
factor = 0
|
||||
any_in_global_list = {
|
||||
variable = hybrid_cultures
|
||||
any_parent_culture = { this = scope:target }
|
||||
any_parent_culture = { this = scope:actor.culture }
|
||||
}
|
||||
}
|
||||
|
||||
# Loose requirements
|
||||
modifier = { # The AI does not want to create a hybrid with a hybrid culture that has the same roots
|
||||
factor = 0
|
||||
has_game_rule = very_relaxed_hybrid_culture_ai_restrictions
|
||||
scope:target = { is_hybrid_culture = yes }
|
||||
scope:actor.culture = {
|
||||
is_hybrid_culture = yes
|
||||
any_parent_culture = {
|
||||
save_temporary_scope_as = parent_culture_check
|
||||
scope:target = {
|
||||
any_parent_culture = {
|
||||
this = scope:parent_culture_check
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # The AI does not want to create a hybrid with a hybrid culture (unless a historical hybrid)
|
||||
factor = 0
|
||||
has_game_rule = relaxed_hybrid_culture_ai_restrictions
|
||||
scope:target = {
|
||||
is_hybrid_culture = yes
|
||||
culture_is_not_historical_hybrid_trigger = yes
|
||||
}
|
||||
scope:actor.culture = {
|
||||
is_hybrid_culture = yes
|
||||
culture_is_not_historical_hybrid_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # The AI does not want to create a hybrid with a hybrid culture or if the target is a hybrid (unless a historical hybrid)
|
||||
factor = 0
|
||||
has_game_rule = default_hybrid_culture_ai_restrictions
|
||||
OR = {
|
||||
scope:target = {
|
||||
is_hybrid_culture = yes
|
||||
culture_is_not_historical_hybrid_trigger = yes
|
||||
}
|
||||
scope:actor.culture = {
|
||||
is_hybrid_culture = yes
|
||||
culture_is_not_historical_hybrid_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # The AI does not want to create a hybrid with a hybrid culture that their culture is a parent of, or share heritage of
|
||||
factor = 0
|
||||
scope:target = {
|
||||
is_hybrid_culture = yes
|
||||
any_parent_culture = {
|
||||
OR = {
|
||||
this = scope:actor.culture
|
||||
has_same_culture_heritage = scope:actor.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # The AI does not want to create a hybrid if their culture is a hybrid of the target culture, or share heritage of
|
||||
factor = 0
|
||||
scope:actor.culture = {
|
||||
is_hybrid_culture = yes
|
||||
any_parent_culture = {
|
||||
OR = {
|
||||
this = scope:target
|
||||
has_same_culture_heritage = scope:target
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # Avoid hybridizing if your realm is of a significant size and elective, we don't want the HRE Emperor to hybdridize in ugly ways...
|
||||
factor = 0
|
||||
primary_title = {
|
||||
has_order_of_succession = election
|
||||
tier >= tier_kingdom
|
||||
}
|
||||
realm_size >= 50
|
||||
any_vassal = {
|
||||
highest_held_title_tier >= tier_county
|
||||
culture != scope:actor.culture
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # Theocrats such as the Pope shouldn't hybridize; they have an influx of different cultures, it's just weird
|
||||
factor = 0
|
||||
government_has_flag = government_is_theocracy
|
||||
}
|
||||
|
||||
modifier = { # Block for Scots and Gaelic specifically
|
||||
factor = 0
|
||||
scope:actor.culture = {
|
||||
OR = {
|
||||
this = culture:scottish
|
||||
this = culture:gaelic
|
||||
}
|
||||
}
|
||||
scope:target = {
|
||||
OR = {
|
||||
this = culture:scottish
|
||||
this = culture:gaelic
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Note: As we're checking if we can hybridize with a culture *right now*, a suboptimal culture might be checked. A buffer of 10 acceptance is used by the AI to alleviate this.
|
||||
}
|
||||
}
|
||||
5531
common/character_interactions/00_marriage_interactions.txt
Normal file
5531
common/character_interactions/00_marriage_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
7706
common/character_interactions/00_religious_interactions.txt
Normal file
7706
common/character_interactions/00_religious_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
492
common/character_interactions/02_ep1_interactions.txt
Normal file
492
common/character_interactions/02_ep1_interactions.txt
Normal file
|
|
@ -0,0 +1,492 @@
|
|||
# Character Interactions for EP1
|
||||
|
||||
##################
|
||||
# Fund someone's inspiration
|
||||
# by Linnéa Thimrén
|
||||
##################
|
||||
fund_inspiration_interaction = {
|
||||
icon = inspiration
|
||||
interface_priority = 30
|
||||
common_interaction = yes
|
||||
category = interaction_category_vassal
|
||||
desc = fund_inspiration_interaction_desc
|
||||
|
||||
is_shown = {
|
||||
scope:recipient = {
|
||||
is_ruler = no
|
||||
inspiration ?= {
|
||||
NOT = {
|
||||
exists = inspiration_sponsor
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:actor = {
|
||||
any_courtier_or_guest = {
|
||||
this = scope:recipient
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
is_highlighted = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
scope:recipient = {
|
||||
is_physically_able = yes
|
||||
is_ruler = no
|
||||
trigger_if = {
|
||||
limit = {
|
||||
NOT = { is_courtier_of = scope:actor }
|
||||
}
|
||||
can_recruit_character_to_court_trigger = {
|
||||
RECRUITER = scope:actor
|
||||
RECRUITEE = scope:recipient
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:actor = {
|
||||
can_sponsor_inspiration = scope:recipient.inspiration
|
||||
gold >= scope:recipient.inspiration.base_inspiration_gold_cost
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
fund_inspiration_effect = yes
|
||||
|
||||
if = {
|
||||
limit = { scope:recipient.inspiration = { has_inspiration_type = weapon_inspiration } }
|
||||
custom_description_no_bullet = { text = weapon_inspiration_cost_tt }
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:recipient.inspiration = { has_inspiration_type = armor_inspiration } }
|
||||
custom_description_no_bullet = { text = armor_inspiration_cost_tt }
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:recipient.inspiration = { has_inspiration_type = book_inspiration } }
|
||||
custom_description_no_bullet = { text = book_inspiration_cost_tt }
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:recipient.inspiration = { has_inspiration_type = weaver_inspiration } }
|
||||
custom_description_no_bullet = { text = weaver_inspiration_cost_tt }
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:recipient.inspiration = { has_inspiration_type = adventure_inspiration } }
|
||||
custom_description_no_bullet = { text = adventure_inspiration_cost_tt }
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:recipient.inspiration = { has_inspiration_type = artisan_inspiration } }
|
||||
custom_description_no_bullet = { text = artisan_inspiration_cost_tt }
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:recipient.inspiration = { has_inspiration_type = smith_inspiration } }
|
||||
custom_description_no_bullet = { text = smith_inspiration_cost_tt }
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:recipient.inspiration = { has_inspiration_type = alchemy_inspiration } }
|
||||
custom_description_no_bullet = { text = alchemy_inspiration_cost_tt }
|
||||
}
|
||||
else_if = {
|
||||
limit = { scope:recipient.inspiration = { has_inspiration_type = bow_inspiration } }
|
||||
custom_description_no_bullet = { text = bow_inspiration_cost_tt }
|
||||
}
|
||||
|
||||
# Add a flag on AI to have an extra cooldown of 3 years
|
||||
if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
is_ai = yes
|
||||
NOT = {
|
||||
gold >= 1000
|
||||
}
|
||||
OR = {
|
||||
short_term_gold < ai_inspiration_desired_gold_value
|
||||
ai_greed >= 50
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:actor = {
|
||||
add_character_flag = {
|
||||
flag = recently_fund_inspiration
|
||||
years = 3
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
# If we're a clan this interaction affects unity
|
||||
add_clan_unity_interaction_effect = {
|
||||
CHARACTER = scope:actor
|
||||
TARGET = scope:recipient
|
||||
VALUE = miniscule_unity_gain
|
||||
DESC = clan_unity_inspo.desc
|
||||
REVERSE_NON_HOUSE_TARGET = no
|
||||
}
|
||||
|
||||
#Mandala Creation Aspect
|
||||
scope:actor = {
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_mandala }
|
||||
increment_variable_effect = {
|
||||
VAR = num_commissioned_artifacts
|
||||
VAL = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto_accept = {
|
||||
custom_description = {
|
||||
text = auto_accept_interaction_ai
|
||||
object = scope:recipient
|
||||
scope:recipient = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_frequency_by_tier = {
|
||||
barony = 0
|
||||
county = 0
|
||||
duchy = 0
|
||||
kingdom = 10
|
||||
empire = 10
|
||||
hegemony = 10
|
||||
}
|
||||
|
||||
ai_targets = {
|
||||
ai_recipients = guests
|
||||
ai_recipients = courtiers
|
||||
}
|
||||
|
||||
ai_target_quick_trigger = {
|
||||
adult = yes
|
||||
}
|
||||
|
||||
ai_potential = {
|
||||
is_at_war = no
|
||||
OR = {
|
||||
has_royal_court = yes
|
||||
OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority }
|
||||
}
|
||||
gold > ai_inspiration_desired_gold_value
|
||||
NOT = { has_character_flag = recently_fund_inspiration }
|
||||
NOT = { has_variable = conqueror }
|
||||
ai_should_focus_on_building_in_their_capital = no
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = 100
|
||||
|
||||
modifier = { # Not as likely to fund inspirations if they already have some going (max three for very prestigious courts)
|
||||
add = {
|
||||
if = {
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_empire
|
||||
any_sponsored_inspiration = {
|
||||
count >= 3
|
||||
}
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
any_sponsored_inspiration = {
|
||||
count >= 2
|
||||
}
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Do not pointlessly fund inspirations you do not need
|
||||
modifier = { # Weapons
|
||||
factor = 0
|
||||
scope:recipient.inspiration = {
|
||||
has_inspiration_type = weapon_inspiration
|
||||
}
|
||||
OR = {
|
||||
any_character_artifact = { # Has a fantastic item already
|
||||
artifact_slot_type = primary_armament
|
||||
rarity = illustrious
|
||||
}
|
||||
AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
|
||||
scope:recipient = {
|
||||
weapon_inspiration_average_skill_value < 15
|
||||
}
|
||||
any_character_artifact = {
|
||||
count >= 2
|
||||
artifact_slot_type = primary_armament
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
modifier = { # Armor
|
||||
factor = 0
|
||||
scope:recipient.inspiration = {
|
||||
has_inspiration_type = armor_inspiration
|
||||
}
|
||||
OR = {
|
||||
any_character_artifact = { # Has a fantastic item already
|
||||
artifact_slot_type = armor
|
||||
rarity = illustrious
|
||||
}
|
||||
AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
|
||||
scope:recipient = {
|
||||
armor_inspiration_average_skill_value < 15
|
||||
}
|
||||
any_character_artifact = {
|
||||
count >= 2
|
||||
artifact_slot_type = armor
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
modifier = { # Warlike AI's only sponsor if they've been at peace for a long time
|
||||
factor = 0
|
||||
ai_has_warlike_personality = yes
|
||||
days_of_continuous_peace < 1825 # 5 years
|
||||
}
|
||||
modifier = { # Cautious AI's only sponsor if they feel safe enough
|
||||
factor = 0
|
||||
ai_has_cautious_personality = yes
|
||||
war_chest_gold < cautious_ai_minimum_war_chest_gold
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
##################
|
||||
# Indebt Guest
|
||||
# by Ewan Cowhig Croft
|
||||
##################
|
||||
|
||||
indebt_guest_interaction = {
|
||||
icon = icon_hostile
|
||||
interface_priority = 120
|
||||
common_interaction = yes
|
||||
ai_max_reply_days = 0
|
||||
cooldown = { years = 5 }
|
||||
|
||||
category = interaction_category_hostile
|
||||
ai_maybe = yes
|
||||
|
||||
desc = indebt_guest_interaction_desc
|
||||
|
||||
greeting = negative
|
||||
pre_answer_maybe_key = ANSWER_MIGHT_SUCCEED
|
||||
pre_answer_no_key = ANSWER_CANT_SUCCEED
|
||||
pre_answer_yes_key = ANSWER_WILL_SUCCEED
|
||||
pre_answer_maybe_breakdown_key = ANSWER_SUM_CHANCE
|
||||
|
||||
ai_potential = {
|
||||
# Repeat some is_shown triggers for performance gains.
|
||||
indebt_guest_interaction_basic_checks_trigger = { ACTOR = this }
|
||||
}
|
||||
|
||||
is_shown = {
|
||||
scope:actor != scope:recipient
|
||||
# Repeat some ai_potential triggers for performance gains.
|
||||
indebt_guest_interaction_basic_checks_trigger = { ACTOR = scope:actor }
|
||||
# Scope:recipient must be a guest.
|
||||
scope:recipient = { is_pool_guest_of = scope:actor }
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
scope:actor = { is_imprisoned = no }
|
||||
scope:actor = { is_commanding_army = no }
|
||||
# Scope:actor can't have a hook of any kind on scope:recipient already.
|
||||
NOT = {
|
||||
scope:actor = { has_hook = scope:recipient }
|
||||
}
|
||||
# Scope:actor must be able to afford the cost of the decision going wrong.
|
||||
scope:actor.court_grandeur_current >= indebt_guest_interaction_lost_test_grandeur_cost_value
|
||||
}
|
||||
|
||||
can_send = {
|
||||
scope:actor = {
|
||||
custom_description = {
|
||||
text = "character_interactions_hostile_actions_disabled_delay"
|
||||
NOT = { has_character_flag = flag_hostile_actions_disabled_delay }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_send = {
|
||||
scope:actor = {
|
||||
add_character_flag = {
|
||||
flag = flag_hostile_actions_disabled_delay
|
||||
days = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
scope:actor = {
|
||||
# On accept, you gain a hook & lose some opinion.
|
||||
## Which we only show as a tooltip for now, since it's applied in the event.
|
||||
show_as_tooltip = { indebt_guest_interaction_accepted_effect = yes }
|
||||
# Pop the event.
|
||||
trigger_event = ep1_character_interaction.0001
|
||||
# Reminder that you'll have a chance to direct where they go.
|
||||
custom_tooltip = indebt_guest_interaction.tt.direct_indebted_guest
|
||||
}
|
||||
|
||||
# If we're a clan this interaction affects unity
|
||||
add_clan_unity_interaction_effect = {
|
||||
CHARACTER = scope:actor
|
||||
TARGET = scope:recipient
|
||||
VALUE = miniscule_unity_loss
|
||||
DESC = clan_unity_indebt_guest.desc
|
||||
REVERSE_NON_HOUSE_TARGET = no
|
||||
}
|
||||
}
|
||||
|
||||
on_decline = {
|
||||
# Send a toast.
|
||||
scope:actor = {
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_bad
|
||||
title = indebt_guest_interaction.tt.failure
|
||||
left_icon = scope:recipient
|
||||
# On decline, scope:recipient leaves your court...
|
||||
scope:recipient = { select_and_move_to_pool_effect = yes }
|
||||
# ... and you lose a bit of extra grandeur for your audacity.
|
||||
change_current_court_grandeur = indebt_guest_interaction_lost_test_grandeur_cost_value
|
||||
}
|
||||
}
|
||||
|
||||
# If we're a clan this interaction affects unity
|
||||
add_clan_unity_interaction_effect = {
|
||||
CHARACTER = scope:actor
|
||||
TARGET = scope:recipient
|
||||
VALUE = miniscule_unity_loss
|
||||
DESC = clan_unity_indebt_guest_failure.desc
|
||||
REVERSE_NON_HOUSE_TARGET = no
|
||||
}
|
||||
}
|
||||
|
||||
auto_accept = no
|
||||
|
||||
ai_accept = {
|
||||
base = 50
|
||||
|
||||
# Standard intrigue duel.
|
||||
modifier = {
|
||||
add = {
|
||||
value = scope:actor.intrigue
|
||||
multiply = 2
|
||||
}
|
||||
desc = INDEBT_GUEST_INTRIGUE_ACTOR
|
||||
}
|
||||
modifier = {
|
||||
add = {
|
||||
value = scope:recipient.intrigue
|
||||
multiply = -1
|
||||
}
|
||||
desc = INDEBT_GUEST_INTRIGUE_RECIPIENT
|
||||
}
|
||||
# Weight it a bit more in your favour for every point of excess CGV you have.
|
||||
modifier = {
|
||||
add = scope:actor.current_cgv_above_expected_exact_value
|
||||
desc = INDEBT_GUEST_CURRENT_CGV_ABOVE_EXPECTED
|
||||
scope:actor.current_cgv_above_expected_exact_value >= 1
|
||||
}
|
||||
# Some traits may also affect the chances for scope:actor...
|
||||
modifier = {
|
||||
add = 10
|
||||
scope:actor = { has_trait = schemer }
|
||||
}
|
||||
modifier = {
|
||||
add = 10
|
||||
scope:actor = { has_trait = education_intrigue }
|
||||
}
|
||||
modifier = {
|
||||
add = 5
|
||||
scope:actor = { has_trait = deceitful }
|
||||
}
|
||||
modifier = {
|
||||
add = 5
|
||||
scope:actor = { has_trait = vengeful }
|
||||
}
|
||||
modifier = {
|
||||
add = -10
|
||||
scope:actor = { has_trait = honest }
|
||||
}
|
||||
modifier = {
|
||||
add = -5
|
||||
scope:actor = { has_trait = forgiving }
|
||||
}
|
||||
# ... or else for scope:recipient.
|
||||
modifier = {
|
||||
add = -10
|
||||
scope:recipient = { has_trait = schemer }
|
||||
}
|
||||
modifier = {
|
||||
add = -5
|
||||
scope:recipient = { has_trait = education_intrigue }
|
||||
}
|
||||
modifier = {
|
||||
add = -5
|
||||
scope:recipient = { has_trait = deceitful }
|
||||
}
|
||||
modifier = {
|
||||
add = 10
|
||||
scope:recipient = { has_trait = honest }
|
||||
}
|
||||
}
|
||||
|
||||
# AI
|
||||
ai_targets = {
|
||||
ai_recipients = guests
|
||||
chance = 0.5
|
||||
}
|
||||
ai_frequency_by_tier = {
|
||||
barony = 0
|
||||
county = 0
|
||||
duchy = 0
|
||||
kingdom = 10
|
||||
empire = 10
|
||||
hegemony = 10
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = -100
|
||||
|
||||
# This is a silly way for the AI to spend its CGV, so we keep 'em off it most of the time.
|
||||
# Unless they've got a scheme on the go at their nemesis' court...
|
||||
modifier = {
|
||||
add = 100
|
||||
scope:actor = {
|
||||
any_relation = { type = nemesis }
|
||||
any_scheme = {
|
||||
count >= 1
|
||||
scheme_target_character = {
|
||||
any_relation = {
|
||||
type = nemesis
|
||||
count >= 1
|
||||
this = scope:actor
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# ... *and* they're likely to win due to having higher intrigue, but without scope:recipient being too terrible.
|
||||
modifier = {
|
||||
add = 25
|
||||
indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
|
||||
scope:recipient = { intrigue >= high_skill_rating }
|
||||
}
|
||||
modifier = {
|
||||
add = 25
|
||||
indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
|
||||
scope:recipient = { intrigue >= very_high_skill_rating }
|
||||
}
|
||||
modifier = {
|
||||
add = 50
|
||||
indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
|
||||
scope:recipient = { intrigue >= extremely_high_skill_rating }
|
||||
}
|
||||
}
|
||||
}
|
||||
5491
common/character_interactions/03_fp2_interactions.txt
Normal file
5491
common/character_interactions/03_fp2_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
7965
common/character_interactions/06_ep3_laamp_interactions.txt
Normal file
7965
common/character_interactions/06_ep3_laamp_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
11274
common/character_interactions/09_mpo_interactions.txt
Normal file
11274
common/character_interactions/09_mpo_interactions.txt
Normal file
File diff suppressed because it is too large
Load diff
7131
common/court_positions/types/00_camp_officers.txt
Normal file
7131
common/court_positions/types/00_camp_officers.txt
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -888,6 +888,26 @@ GetGovernmentIcon = {
|
|||
}
|
||||
localization_key = adventurer_icon_concept
|
||||
}
|
||||
text = { # Republic
|
||||
trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
is_alive = no
|
||||
}
|
||||
has_government = landless_minority_government
|
||||
}
|
||||
trigger_else = {
|
||||
trigger_if = {
|
||||
limit = { is_ruler = yes }
|
||||
government_has_flag = government_is_landless_minority
|
||||
}
|
||||
trigger_else = {
|
||||
liege ?= { government_has_flag = government_is_landless_minority }
|
||||
}
|
||||
}
|
||||
}
|
||||
localization_key = minority_community_icon_concept
|
||||
}
|
||||
text = { # Nomad
|
||||
trigger = {
|
||||
trigger_if = {
|
||||
|
|
|
|||
2039
common/customizable_localization/tgp_custom_loc.txt
Normal file
2039
common/customizable_localization/tgp_custom_loc.txt
Normal file
File diff suppressed because it is too large
Load diff
592
common/decisions/10_culture_conversion_decisions.txt
Normal file
592
common/decisions/10_culture_conversion_decisions.txt
Normal file
|
|
@ -0,0 +1,592 @@
|
|||
### Convert to Local Culture ###
|
||||
convert_to_local_culture_decision = {
|
||||
picture = {
|
||||
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
|
||||
}
|
||||
desc = convert_to_local_culture_decision_desc
|
||||
selection_tooltip = convert_to_local_culture_decision_tooltip
|
||||
|
||||
is_shown = {
|
||||
is_playable_character = yes
|
||||
primary_title.tier > tier_barony
|
||||
culture != capital_province.culture
|
||||
NAND = {
|
||||
is_ai = yes
|
||||
OR = {
|
||||
has_character_flag = converted_culture_this_lifetime
|
||||
has_character_flag = converted_culture_this_lifetime_ai
|
||||
}
|
||||
}
|
||||
NOT = { government_has_flag = government_is_landless_minority }
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
is_physically_able_adult = yes
|
||||
is_at_war = no
|
||||
custom_description = {
|
||||
text = can_only_change_culture_once
|
||||
NOT = { has_character_flag = converted_culture_this_lifetime }
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = {
|
||||
value = convert_to_local_culture_base_cost
|
||||
if = { # Cheaper to convert to a hybrid culture made from your culture
|
||||
limit = {
|
||||
capital_province.culture = {
|
||||
any_parent_culture = {
|
||||
this = root.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
|
||||
# Similarities in culture
|
||||
if = {
|
||||
limit = {
|
||||
capital_province.culture = {
|
||||
has_same_culture_ethos = root.culture
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
capital_province.culture = {
|
||||
has_same_culture_heritage = root.culture
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
capital_province.culture = {
|
||||
has_same_culture_language = root.culture
|
||||
}
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
capital_province.culture = {
|
||||
has_same_culture_martial_tradition = root.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_parameter = expensive_convert_to_local_culture
|
||||
}
|
||||
}
|
||||
multiply = 3
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_parameter = cheaper_convert_to_local_culture
|
||||
}
|
||||
}
|
||||
multiply = 0.25
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
has_trait = nomadic_philosophy
|
||||
}
|
||||
multiply = 0.25
|
||||
}
|
||||
# Account for struggle phase.
|
||||
if = {
|
||||
limit = { is_struggle_parameter_active_cheaper_to_convert_to_struggle_culture_trigger = yes }
|
||||
multiply = 0.25
|
||||
}
|
||||
|
||||
# Make sure it's never dumb numbers.
|
||||
min = 25
|
||||
}
|
||||
}
|
||||
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_parameter = less_likely_to_culture_convert
|
||||
}
|
||||
OR = {
|
||||
has_trait = compassionate
|
||||
has_trait = gregarious
|
||||
has_trait = diligent
|
||||
has_trait = fickle
|
||||
has_trait = humble
|
||||
has_trait = trusting
|
||||
}
|
||||
}
|
||||
add_stress = medium_stress_gain
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_parameter = less_likely_to_culture_convert
|
||||
}
|
||||
}
|
||||
add_stress = major_stress_gain
|
||||
}
|
||||
# Struggle Catalysts
|
||||
if = {
|
||||
limit = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
phase_has_catalyst = catalyst_convert_local_culture_faith
|
||||
is_culture_involved_in_struggle = root.capital_province.culture
|
||||
}
|
||||
}
|
||||
every_character_struggle = {
|
||||
involvement = involved
|
||||
activate_struggle_catalyst = {
|
||||
catalyst = catalyst_convert_local_culture_faith
|
||||
character = root
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
convert_family_culture_and_notify_vassals_effect = {
|
||||
CONVERTER = root
|
||||
OLD_CULTURE = root.culture
|
||||
NEW_CULTURE = capital_province.culture
|
||||
}
|
||||
}
|
||||
|
||||
ai_check_interval_by_tier = {
|
||||
barony = 0
|
||||
county = 60
|
||||
duchy = 60
|
||||
kingdom = 60
|
||||
empire = 60
|
||||
hegemony = 60
|
||||
}
|
||||
|
||||
ai_potential = {
|
||||
is_playable_character = yes
|
||||
culture != capital_province.culture
|
||||
is_landless_adventurer = no
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = 3
|
||||
|
||||
modifier = { # If your liege is the same culture as your capital, better get on with it! This should combat scattered wrong-culture Counts and such.
|
||||
add = 77
|
||||
capital_province.culture = liege.culture
|
||||
}
|
||||
|
||||
modifier = { # Motivate vassals to assimilate if they are different culture from their liege. If they can't curry their liege's favor, better get the peasants on your side at least...
|
||||
add = 27
|
||||
NOR = {
|
||||
culture = capital_province.culture
|
||||
culture = liege.culture
|
||||
}
|
||||
}
|
||||
|
||||
# Reduced chance for every vassal who has your old culture
|
||||
modifier = {
|
||||
factor = {
|
||||
value = 1
|
||||
every_vassal = {
|
||||
limit = {
|
||||
OR = {
|
||||
highest_held_title_tier = tier_kingdom
|
||||
highest_held_title_tier = tier_duchy
|
||||
AND = {
|
||||
root = {
|
||||
highest_held_title_tier = tier_duchy
|
||||
}
|
||||
primary_title.tier = tier_county
|
||||
}
|
||||
}
|
||||
culture = root.culture
|
||||
}
|
||||
add = -0.3
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # This factor 0 is not misplaced; Loyal Subjects should not culture convert unless it's to a hybrid!
|
||||
factor = 0
|
||||
top_liege != this
|
||||
exists = liege
|
||||
culture != liege.culture
|
||||
culture = {
|
||||
has_cultural_tradition = tradition_loyal_soldiers
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # You're an independent count that has become landed somewhere, as you can't increase acceptance, it's best to assimilate.
|
||||
add = 200
|
||||
top_liege = this
|
||||
primary_title.tier = tier_county
|
||||
domain_size <= 3
|
||||
culture = {
|
||||
NOR = {
|
||||
has_cultural_parameter = easier_to_hybridize # Not for hybrid-loving cultures
|
||||
has_cultural_parameter = expensive_convert_to_local_culture # Nor staunch traditionalists
|
||||
}
|
||||
cultural_acceptance = { target = root.capital_province.culture value < 50 }
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # Do convert to hybrids of your own culture
|
||||
add = 200
|
||||
capital_province.culture = {
|
||||
is_hybrid_culture = yes
|
||||
any_parent_culture = {
|
||||
this = root.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # Farewell, norse culture (unless the player is running a norse empire)
|
||||
add = 200
|
||||
OR = {
|
||||
top_liege = this
|
||||
AND = {
|
||||
top_liege != this
|
||||
NOT = {
|
||||
any_liege_or_above = {
|
||||
culture = culture:norse
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
culture = culture:norse
|
||||
capital_province.culture = {
|
||||
OR = {
|
||||
this = culture:swedish
|
||||
this = culture:norwegian
|
||||
this = culture:danish
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # Iberian Struggle modifiers
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
}
|
||||
add = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
any_character_struggle = {
|
||||
phase_has_catalyst = catalyst_convert_local_culture_faith
|
||||
}
|
||||
has_character_flag = agenda_towards_escalation
|
||||
}
|
||||
add = -300
|
||||
}
|
||||
else_if = { # Slight boost, so players can't exploit landing lots of characters to bump catalyst progress
|
||||
limit = {
|
||||
any_character_struggle = {
|
||||
phase_has_catalyst = catalyst_convert_local_culture_faith
|
||||
}
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # If you're the same culture as your liege, and your Capital is in a Duchy with your culture in it, never convert
|
||||
factor = 0
|
||||
top_liege != this
|
||||
exists = liege
|
||||
culture = liege.culture
|
||||
capital_province.duchy = {
|
||||
any_in_de_jure_hierarchy = {
|
||||
tier = tier_county
|
||||
any_county_province = {
|
||||
culture = root.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # If your capital borders a province with the correct culture, do not convert
|
||||
factor = 0
|
||||
top_liege != this
|
||||
exists = liege
|
||||
culture = liege.culture
|
||||
capital_province.county = {
|
||||
any_neighboring_county = {
|
||||
any_county_province = {
|
||||
culture = root.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # If your liege is your parent, do not convert
|
||||
factor = 0
|
||||
top_liege != this
|
||||
exists = liege
|
||||
culture = liege.culture
|
||||
OR = {
|
||||
liege = root.mother
|
||||
liege = root.father
|
||||
}
|
||||
}
|
||||
|
||||
# Some cultures should not assimilate to certain others
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_culture = culture:andalusian
|
||||
capital_province = {
|
||||
culture = { has_cultural_pillar = heritage_iberian }
|
||||
}
|
||||
NOT = {
|
||||
capital_province = {
|
||||
culture = {
|
||||
is_hybrid_culture = yes
|
||||
any_parent_culture_or_above = {
|
||||
this = root.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
culture = { has_cultural_pillar = heritage_iberian }
|
||||
capital_province.culture = culture:andalusian
|
||||
}
|
||||
|
||||
# Don't overwrite historically scripted developments
|
||||
modifier = {
|
||||
factor = 0
|
||||
OR = {
|
||||
has_culture = culture:norman
|
||||
has_culture = culture:english
|
||||
}
|
||||
capital_province.culture = culture:anglo_saxon
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_culture = culture:turkish
|
||||
capital_province = {
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_byzantine
|
||||
has_cultural_pillar = heritage_caucasian
|
||||
}
|
||||
}
|
||||
}
|
||||
NOT = {
|
||||
capital_province = {
|
||||
culture = {
|
||||
is_hybrid_culture = yes
|
||||
any_parent_culture_or_above = {
|
||||
this = root.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_culture = culture:turkish
|
||||
primary_title.tier >= tier_empire
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
OR = {
|
||||
has_title = title:k_jerusalem
|
||||
has_title = title:e_outremer
|
||||
any_liege_or_above = {
|
||||
OR = {
|
||||
has_title = title:k_jerusalem
|
||||
has_title = title:e_outremer
|
||||
}
|
||||
}
|
||||
}
|
||||
NOR = {
|
||||
capital_province = { # Convert to Hybrids of your culture in the Holy Land
|
||||
culture = {
|
||||
is_hybrid_culture = yes
|
||||
any_parent_culture_or_above = {
|
||||
this = root.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
top_liege != this
|
||||
exists = liege
|
||||
capital_province.culture = liege.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_title = title:e_latin_empire
|
||||
NOT = {
|
||||
capital_province = {
|
||||
culture = {
|
||||
is_hybrid_culture = yes
|
||||
any_parent_culture_or_above = {
|
||||
this = root.culture
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Scots needs a bit of help to dominate as it did historically
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_culture = culture:scottish
|
||||
capital_province.culture = culture:gaelic
|
||||
}
|
||||
|
||||
# Pictish should usually disappear
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_culture = culture:gaelic
|
||||
capital_province.culture = culture:pictish
|
||||
}
|
||||
|
||||
# Don't go back on a previous conversion
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_character_flag = converted_culture_this_lifetime
|
||||
}
|
||||
#Some traditions reeeallly don't like doing this
|
||||
modifier = {
|
||||
factor = 0.1
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_parameter = less_likely_to_culture_convert
|
||||
has_cultural_parameter = expensive_convert_to_local_culture
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
### Have the Realm Embrace Local Traditions ###
|
||||
assimilate_local_traditions_decision = {
|
||||
picture = {
|
||||
reference = "gfx/interface/illustrations/decisions/fp1_decision_raise_runestone.dds"
|
||||
}
|
||||
sort_order = 75
|
||||
|
||||
desc = assimilate_local_traditions_decision_desc
|
||||
selection_tooltip = assimilate_local_traditions_decision_tooltip
|
||||
|
||||
is_shown = {
|
||||
culture = culture:norse
|
||||
is_landed = yes
|
||||
primary_title.tier > tier_barony
|
||||
culture != capital_province.culture
|
||||
NAND = {
|
||||
is_ai = yes
|
||||
OR = {
|
||||
has_character_flag = converted_culture_this_lifetime
|
||||
has_character_flag = converted_culture_this_lifetime_ai
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
top_liege = this
|
||||
is_physically_able_adult = yes
|
||||
is_at_war = no
|
||||
custom_description = {
|
||||
text = can_only_change_culture_once
|
||||
NOT = { has_character_flag = converted_culture_this_lifetime }
|
||||
}
|
||||
capital_province = {
|
||||
NOT = {
|
||||
geographical_region = world_europe_north
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
prestige = {
|
||||
value = 300
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = yes
|
||||
capital_province = {
|
||||
geographical_region = world_europe_east
|
||||
}
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
# Account for struggle phase.
|
||||
if = {
|
||||
limit = { is_struggle_parameter_active_cheaper_to_convert_to_struggle_culture_trigger = yes }
|
||||
multiply = 0.25
|
||||
}
|
||||
|
||||
# Make sure it's never dumb numbers.
|
||||
min = 25
|
||||
}
|
||||
}
|
||||
|
||||
effect = {
|
||||
norse_assimilate_local_traditions_effect = {
|
||||
CONVERTER = root
|
||||
OLD_CULTURE = root.culture
|
||||
OLD_FAITH = root.faith
|
||||
NEW_CULTURE = capital_province.culture
|
||||
NEW_FAITH = capital_province.faith
|
||||
}
|
||||
}
|
||||
|
||||
ai_check_interval_by_tier = {
|
||||
barony = 0
|
||||
county = 60
|
||||
duchy = 60
|
||||
kingdom = 60
|
||||
empire = 60
|
||||
hegemony = 60
|
||||
}
|
||||
|
||||
ai_potential = {
|
||||
culture = culture:norse
|
||||
is_playable_character = yes
|
||||
culture != capital_province.culture
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = 100
|
||||
|
||||
# Don't do it too early
|
||||
modifier = {
|
||||
factor = 0
|
||||
NOT = {
|
||||
primary_title.title_held_years > 30
|
||||
}
|
||||
}
|
||||
|
||||
# Don't do it if you're zealous
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_trait = zealous
|
||||
capital_province.faith != root.faith
|
||||
}
|
||||
|
||||
# Historical Exceptions
|
||||
modifier = {
|
||||
add = 100
|
||||
capital_province = {
|
||||
geographical_region = world_europe_east
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3768,7 +3768,7 @@ go_fishing_decision = {
|
|||
is_shown = {
|
||||
#DLC check.
|
||||
has_ep3_dlc_trigger = yes
|
||||
has_government = landless_adventurer_government
|
||||
OR = { has_government = landless_adventurer_government has_government = landless_minority_government }
|
||||
}
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
|
|
|
|||
3275
common/decisions/dlc_decisions/ep_3/06_ep3_laamp_decisions.txt
Normal file
3275
common/decisions/dlc_decisions/ep_3/06_ep3_laamp_decisions.txt
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -43,7 +43,7 @@ NSetup = {
|
|||
# chance that a courtless character is sent to a court as a guest instead of a regular courtier on game start (0..1)
|
||||
COURTLESS_CHARACTER_GUEST_CHANCE = 0
|
||||
# Random range for number of characters per pool (duchy) generated at the start of the game
|
||||
GENERATED_POOL_CHARACTERS = { 2 6 }
|
||||
GENERATED_POOL_CHARACTERS = { 2 9 }
|
||||
# Templates used for the pool character. The weights correspond to the template names at the same index.
|
||||
# The scope of the template is a random ruler whose capital is in that pool.
|
||||
GENERATED_POOL_CHARACTER_TEMPLATES = {
|
||||
|
|
@ -549,6 +549,7 @@ NGovernment = {
|
|||
"holy_order_government"
|
||||
"administrative_government"
|
||||
"landless_adventurer_government"
|
||||
"landless_minority_government"
|
||||
"nomad_government"
|
||||
"herder_government"
|
||||
"celestial_government"
|
||||
|
|
|
|||
|
|
@ -4469,7 +4469,7 @@ proving_grounds_01 = {
|
|||
}
|
||||
proving_grounds_02 = {
|
||||
construction_time = @camp_building_main_slot_construction_duration_t2
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
internal_slots = 2
|
||||
|
||||
|
|
@ -4518,7 +4518,7 @@ proving_grounds_02 = {
|
|||
}
|
||||
proving_grounds_03 = {
|
||||
construction_time = @camp_building_main_slot_construction_duration_t3
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_02
|
||||
internal_slots = 3
|
||||
|
||||
|
|
@ -4567,7 +4567,7 @@ proving_grounds_03 = {
|
|||
}
|
||||
proving_grounds_04 = {
|
||||
construction_time = @camp_building_main_slot_construction_duration_t4
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_03
|
||||
internal_slots = 4
|
||||
|
||||
|
|
@ -4619,7 +4619,7 @@ proving_grounds_04 = {
|
|||
}
|
||||
proving_grounds_05 = {
|
||||
construction_time = @camp_building_main_slot_construction_duration_t5
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_04
|
||||
internal_slots = 5
|
||||
|
||||
|
|
@ -4670,7 +4670,7 @@ proving_grounds_05 = {
|
|||
}
|
||||
proving_grounds_06 = {
|
||||
construction_time = @camp_building_main_slot_construction_duration_t6
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_05
|
||||
internal_slots = 6
|
||||
|
||||
|
|
@ -4725,7 +4725,7 @@ proving_grounds_06 = {
|
|||
proving_grounds_horse_run = { # Horse Run
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t2
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_horse_run_domicile_building_gold_cost_value }
|
||||
|
|
@ -4790,7 +4790,7 @@ proving_grounds_horse_run = { # Horse Run
|
|||
proving_grounds_camel_run = { # Camel Run
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t2
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_camel_run_domicile_building_gold_cost_value }
|
||||
|
|
@ -4859,7 +4859,7 @@ proving_grounds_camel_run = { # Camel Run
|
|||
proving_grounds_elephantry_reserve = { # Elephantry Reserve
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t3
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value }
|
||||
|
|
@ -4922,7 +4922,7 @@ proving_grounds_elephantry_reserve = { # Elephantry Reserve
|
|||
proving_grounds_nightly_barding_drills = { # Nightly Barding Drills
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t3
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value }
|
||||
|
|
@ -4987,7 +4987,7 @@ proving_grounds_nightly_barding_drills = { # Nightly Barding Drills
|
|||
proving_grounds_life_in_the_saddle = { # Life in the Saddle
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t3
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value }
|
||||
|
|
@ -5065,7 +5065,7 @@ proving_grounds_life_in_the_saddle = { # Life in the Saddle
|
|||
proving_grounds_the_stump = { # The Stump
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t3
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_the_stump_domicile_building_gold_cost_value }
|
||||
|
|
@ -5130,7 +5130,7 @@ proving_grounds_the_stump = { # The Stump
|
|||
proving_grounds_personal_bouts = { # Personal Bouts
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t3
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_personal_bouts_domicile_building_gold_cost_value }
|
||||
|
|
@ -5196,7 +5196,7 @@ proving_grounds_personal_bouts = { # Personal Bouts
|
|||
proving_grounds_training_circle = { # Training Circle
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t3
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_training_circle_domicile_building_gold_cost_value }
|
||||
|
|
@ -5262,7 +5262,7 @@ proving_grounds_training_circle = { # Training Circle
|
|||
proving_grounds_mock_battle_drills = { # Mock Battle Drills
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t3
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_mock_battle_drills_domicile_building_gold_cost_value }
|
||||
|
|
@ -5327,7 +5327,7 @@ proving_grounds_mock_battle_drills = { # Mock Battle Drills
|
|||
proving_grounds_lockwagon = { # Lockwagon
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t2
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_lockwagon_domicile_building_gold_cost_value }
|
||||
|
|
@ -5392,7 +5392,7 @@ proving_grounds_lockwagon = { # Lockwagon
|
|||
proving_grounds_martial_study = { # Martial Study
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t3
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_martial_study_domicile_building_gold_cost_value }
|
||||
|
|
@ -5454,7 +5454,7 @@ proving_grounds_martial_study = { # Martial Study
|
|||
proving_grounds_the_stick_game = { # The Stick Game
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t1
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_the_stick_game_domicile_building_gold_cost_value }
|
||||
|
|
@ -5514,7 +5514,7 @@ proving_grounds_the_stick_game = { # The Stick Game
|
|||
proving_grounds_bodyguard_drills = { # Bodyguard Drills
|
||||
slot_type = internal
|
||||
construction_time = @camp_building_internal_slot_construction_duration_t3
|
||||
allowed_domicile_types = { camp }
|
||||
allowed_domicile_types = { camp}
|
||||
previous_building = proving_grounds_01
|
||||
|
||||
cost = { gold = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value }
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
10349
common/domiciles/buildings/NEOW_minority_community_buildings.txt
Normal file
10349
common/domiciles/buildings/NEOW_minority_community_buildings.txt
Normal file
File diff suppressed because it is too large
Load diff
1171
common/domiciles/types/NEOW_domicile_types.txt
Normal file
1171
common/domiciles/types/NEOW_domicile_types.txt
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -27,6 +27,10 @@ belpois_dynasty = {
|
|||
culture = bourguignon
|
||||
}
|
||||
|
||||
kohn_dynasty = {
|
||||
name = dynn_britannia_kohn
|
||||
culture = ashkenazi
|
||||
}
|
||||
giry_dynasty = {
|
||||
name = dynn_giry
|
||||
culture = bourguignon
|
||||
|
|
|
|||
|
|
@ -500,6 +500,12 @@ duchy_landless_adventurer_camp = {
|
|||
governments = { landless_adventurer_government }
|
||||
}
|
||||
|
||||
duchy_landless_minority_community = {
|
||||
type = title
|
||||
tier = duchy
|
||||
priority = 30
|
||||
governments = { landless_minority_government }
|
||||
}
|
||||
### Devaraja ###
|
||||
#devaraja = {
|
||||
# type = character
|
||||
|
|
|
|||
|
|
@ -10262,6 +10262,52 @@ emperor_administrative_female_brit = {
|
|||
# name_lists = { name_list_roman }
|
||||
#}
|
||||
### LANDLESS ADVENTURERS
|
||||
duke_landless_minority_community_male_minority_community = {
|
||||
type = character
|
||||
gender = male
|
||||
special = holder
|
||||
tier = duchy
|
||||
domicile_type = minority_community
|
||||
priority = 25
|
||||
governments = { landless_minority_government }
|
||||
|
||||
flavourization_rules = {
|
||||
spouse_takes_title = no
|
||||
}
|
||||
}
|
||||
|
||||
duke_landless_minority_community_female_minority_community = {
|
||||
type = character
|
||||
gender = female
|
||||
special = holder
|
||||
tier = duchy
|
||||
domicile_type = minority_community
|
||||
priority = 25
|
||||
governments = { landless_minority_government }
|
||||
|
||||
flavourization_rules = {
|
||||
spouse_takes_title = no
|
||||
}
|
||||
}
|
||||
|
||||
spouse_landless_minority_community_male = {
|
||||
type = character
|
||||
gender = male
|
||||
special = domicile
|
||||
domicile_type = minority_community
|
||||
priority = 25
|
||||
governments = { landless_minority_government }
|
||||
}
|
||||
|
||||
spouse_landless_minority_community_holder_female = {
|
||||
type = character
|
||||
gender = female
|
||||
special = domicile
|
||||
domicile_type = minority_community
|
||||
priority = 25
|
||||
governments = { landless_minority_government }
|
||||
}
|
||||
|
||||
duke_landless_adventurer_male_camp = {
|
||||
type = character
|
||||
gender = male
|
||||
|
|
|
|||
|
|
@ -19,3 +19,13 @@ domicile_estate = {
|
|||
top_liege = no
|
||||
}
|
||||
}
|
||||
domicile_minority_community = {
|
||||
type = domicile
|
||||
domicile_type = minority_community
|
||||
priority = 26
|
||||
governments = { landless_minority_government }
|
||||
|
||||
flavourization_rules = {
|
||||
top_liege = no
|
||||
}
|
||||
}
|
||||
3276
common/game_concepts/00_game_concepts.txt
Normal file
3276
common/game_concepts/00_game_concepts.txt
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -11,4 +11,18 @@ airship = {
|
|||
}
|
||||
chemical_weapons = {
|
||||
texture = "gfx/interface/icons/regimenttypes/chemical_weapons.dds"
|
||||
}
|
||||
minority_community_building = {
|
||||
texture = "gfx/interface/icons/government_types/landless_minority_government.dds"
|
||||
alias = { minority_community_buildings minority_community_building }
|
||||
parent = domicile_building
|
||||
}
|
||||
minority_community = {
|
||||
texture = "gfx/interface/icons/government_types/landless_minority_government.dds"
|
||||
alias = { minority_communities minority_community_i }
|
||||
parent = domicile
|
||||
}
|
||||
minority_government = {
|
||||
texture = "gfx/interface/icons/government_types/landless_minority_government.dds"
|
||||
parent = domicile
|
||||
}
|
||||
|
|
@ -6,7 +6,7 @@ feudal_government = {
|
|||
government_rules = {
|
||||
create_cadet_branches = yes
|
||||
rulers_should_have_dynasty = yes
|
||||
dynasty_named_realms = yes
|
||||
dynasty_named_realms = no
|
||||
legitimacy = yes
|
||||
}
|
||||
|
||||
|
|
@ -121,7 +121,7 @@ clan_government = {
|
|||
create_cadet_branches = yes
|
||||
rulers_should_have_dynasty = yes
|
||||
legitimacy = yes
|
||||
dynasty_named_realms = yes
|
||||
dynasty_named_realms = no
|
||||
always_use_patronym = yes
|
||||
}
|
||||
|
||||
|
|
@ -543,6 +543,70 @@ landless_adventurer_government = {
|
|||
realm_mask_scale = { 1 1 }
|
||||
}
|
||||
|
||||
landless_minority_government = {
|
||||
government_rules = {
|
||||
create_cadet_branches = yes
|
||||
court_generate_spouses = yes
|
||||
council = yes
|
||||
always_use_patronym = yes
|
||||
create_cadet_branches = yes
|
||||
rulers_should_have_dynasty = yes
|
||||
landless_playable = yes
|
||||
use_title_tier_modifiers = no
|
||||
mercenary = yes
|
||||
allow_out_of_realm_inheritance = yes
|
||||
use_as_base_on_landed = yes
|
||||
regiments_use_barter_goods_as_gold = yes
|
||||
barter = yes
|
||||
}
|
||||
|
||||
domicile_type = minority_community
|
||||
court_generate_commanders = yes
|
||||
|
||||
can_get_government = {
|
||||
any_held_title = {
|
||||
title_tier = duchy
|
||||
is_landless_type_title = yes
|
||||
}
|
||||
culture = {
|
||||
has_cultural_tradition = tradition_diasporic
|
||||
}
|
||||
}
|
||||
valid_holdings = { tribal_holding church_holding castle_holding city_holding temple_citadel_holding }
|
||||
|
||||
character_modifier = {
|
||||
active_accolades = -100
|
||||
knight_limit = 2
|
||||
character_travel_speed = 20
|
||||
siege_weapon_siege_value_mult = -0.5
|
||||
mercenary_hire_cost_mult = 1
|
||||
short_reign_duration_mult = -5
|
||||
long_reign_bonus_mult = -1
|
||||
domicile_travel_speed = -0.75
|
||||
monthly_wanderer_lifestyle_xp_gain_mult = 0.15
|
||||
}
|
||||
|
||||
ai = {
|
||||
use_goals = yes
|
||||
use_scripted_guis = no
|
||||
perform_religious_reformation = yes
|
||||
use_legends = yes
|
||||
}
|
||||
|
||||
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
|
||||
flags = {
|
||||
government_is_barterer
|
||||
landless_can_be_vassalised
|
||||
government_is_landless_minority
|
||||
government_devassalises
|
||||
}
|
||||
|
||||
mechanic_type = landless_adventurer
|
||||
|
||||
color = hsv{ 0.00 0.00 0.90 }
|
||||
realm_mask_offset = { 0.0 0.0 }
|
||||
realm_mask_scale = { 1 1 }
|
||||
}
|
||||
### Brief: nomad_government
|
||||
# Default nomad government, used for the Steppe Region
|
||||
#
|
||||
|
|
|
|||
|
|
@ -15,6 +15,20 @@ d_laamp_zolt = {
|
|||
ai_primary_priority = { add = @never_primary_score }
|
||||
}
|
||||
|
||||
d_laamp_test_jewish = {
|
||||
color = { 100 100 100 }
|
||||
capital = c_london
|
||||
|
||||
definite_form = yes
|
||||
landless = yes
|
||||
ruler_uses_title_name = no
|
||||
always_follows_primary_heir = yes
|
||||
no_automatic_claims = yes
|
||||
noble_family = yes
|
||||
destroy_if_invalid_heir = yes
|
||||
|
||||
ai_primary_priority = { add = @never_primary_score }
|
||||
}
|
||||
d_laamp_bookwyrm = {
|
||||
color = { 100 100 100 }
|
||||
capital = c_guines
|
||||
|
|
|
|||
2066
common/laws/00_succession_laws.txt
Normal file
2066
common/laws/00_succession_laws.txt
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -389,19 +389,24 @@ NEOW_militia = {
|
|||
camel_cavalry = 1
|
||||
}
|
||||
can_recruit = {
|
||||
militia_raise_limit_existing_militia_units < militia_raise_limit_existing_militia_buildings
|
||||
OR = {
|
||||
has_trait = education_martial_1
|
||||
has_trait = education_martial_2
|
||||
has_trait = education_martial_3
|
||||
has_trait = education_martial_4
|
||||
has_trait = education_martial_5
|
||||
has_trait = peasant_leader
|
||||
has_trait = heresiarch
|
||||
has_trait = populist_leader
|
||||
has_lifestyle = martial_lifestyle
|
||||
has_martial_lifestyle_trait_trigger = yes
|
||||
cp:councillor_marshal = { martial = 13 }
|
||||
AND = {
|
||||
militia_raise_limit_existing_militia_units < militia_raise_limit_existing_militia_buildings
|
||||
OR = {
|
||||
has_trait = education_martial_1
|
||||
has_trait = education_martial_2
|
||||
has_trait = education_martial_3
|
||||
has_trait = education_martial_4
|
||||
has_trait = education_martial_5
|
||||
has_trait = peasant_leader
|
||||
has_trait = heresiarch
|
||||
has_trait = populist_leader
|
||||
has_lifestyle = martial_lifestyle
|
||||
has_martial_lifestyle_trait_trigger = yes
|
||||
cp:councillor_marshal = { martial = 13 }
|
||||
}
|
||||
}
|
||||
can_recruit_militia = yes
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -614,10 +619,10 @@ toxic_gas_slingers = {
|
|||
airships = {
|
||||
type = airship
|
||||
|
||||
damage = 300
|
||||
damage = 250
|
||||
toughness = 100
|
||||
pursuit = 0
|
||||
screen = 300
|
||||
screen = 250
|
||||
|
||||
siege_value = 0.5
|
||||
|
||||
|
|
|
|||
3714
common/modifier_definition_formats/00_definitions.txt
Normal file
3714
common/modifier_definition_formats/00_definitions.txt
Normal file
File diff suppressed because it is too large
Load diff
4647
common/on_action/title_on_actions.txt
Normal file
4647
common/on_action/title_on_actions.txt
Normal file
File diff suppressed because it is too large
Load diff
2005
common/on_action/travel_on_actions.txt
Normal file
2005
common/on_action/travel_on_actions.txt
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -755,6 +755,138 @@ yearly_global_pulse = {
|
|||
# Root is the character
|
||||
yearly_playable_pulse = {
|
||||
effect = {
|
||||
if = {
|
||||
limit = {
|
||||
government = landless_minority_government
|
||||
domicile ?= {
|
||||
OR = {
|
||||
has_domicile_building_or_higher = village_rice_field_05
|
||||
has_domicile_building_or_higher = village_grain_fields_05
|
||||
}
|
||||
}
|
||||
}
|
||||
domicile ?= {
|
||||
change_provisions = {
|
||||
value = 600
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
government = landless_minority_government
|
||||
domicile ?= {
|
||||
OR = {
|
||||
has_domicile_building_or_higher = village_rice_field_03
|
||||
has_domicile_building_or_higher = village_grain_fields_03
|
||||
}
|
||||
}
|
||||
}
|
||||
domicile ?= {
|
||||
change_provisions = {
|
||||
value = 400
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
government = landless_minority_government
|
||||
domicile ?= {
|
||||
OR = {
|
||||
has_domicile_building_or_higher = village_rice_field_01
|
||||
has_domicile_building_or_higher = village_grain_fields_01
|
||||
}
|
||||
}
|
||||
}
|
||||
domicile ?= {
|
||||
change_provisions = {
|
||||
value = 200
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
government = landless_minority_government
|
||||
domicile ?= {
|
||||
has_domicile_building_or_higher = village_grazing_land_05
|
||||
}
|
||||
}
|
||||
domicile ?= {
|
||||
change_provisions = {
|
||||
value = 600
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
government = landless_minority_government
|
||||
domicile ?= {
|
||||
has_domicile_building_or_higher = village_grazing_land_03
|
||||
}
|
||||
}
|
||||
domicile ?= {
|
||||
change_provisions = {
|
||||
value = 400
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
government = landless_minority_government
|
||||
domicile ?= {
|
||||
has_domicile_building_or_higher = village_grazing_land_01
|
||||
}
|
||||
}
|
||||
domicile ?= {
|
||||
change_provisions = {
|
||||
value = 200
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
government = landless_minority_government
|
||||
domicile ?= {
|
||||
has_domicile_building_or_higher = communal_gardens_fruit_05
|
||||
}
|
||||
}
|
||||
domicile ?= {
|
||||
change_provisions = {
|
||||
value = 600
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
government = landless_minority_government
|
||||
domicile ?= {
|
||||
has_domicile_building_or_higher = communal_gardens_03
|
||||
}
|
||||
}
|
||||
domicile ?= {
|
||||
change_provisions = {
|
||||
value = 400
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
government = landless_minority_government
|
||||
domicile ?= {
|
||||
has_domicile_building_or_higher = communal_gardens_01
|
||||
}
|
||||
}
|
||||
domicile ?= {
|
||||
change_provisions = {
|
||||
value = 200
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
}
|
||||
ai_budget_manipulation_effect = yes
|
||||
|
||||
#Mandala
|
||||
|
|
|
|||
2978
common/scripted_effects/00_building_effects.txt
Normal file
2978
common/scripted_effects/00_building_effects.txt
Normal file
File diff suppressed because it is too large
Load diff
13616
common/scripted_effects/07_dlc_ep3_scripted_effects.txt
Normal file
13616
common/scripted_effects/07_dlc_ep3_scripted_effects.txt
Normal file
File diff suppressed because it is too large
Load diff
934
common/scripted_triggers/00_available_for_events_triggers.txt
Normal file
934
common/scripted_triggers/00_available_for_events_triggers.txt
Normal file
|
|
@ -0,0 +1,934 @@
|
|||
###TRIGGER LIST
|
||||
#has_contagious_deadly_disease_trigger
|
||||
#is_healthy
|
||||
#is_available
|
||||
#is_available_ai
|
||||
#is_available_adult
|
||||
#is_available_healthy_adult
|
||||
#is_available_ai_adult
|
||||
#is_available_healthy_ai_adult
|
||||
#is_capable_adult
|
||||
#is_capable_adult_ai
|
||||
#liege_is_boss_trigger
|
||||
#can_select_lifestyle_focus
|
||||
#can_marry
|
||||
#can_become_concubine
|
||||
|
||||
has_contagious_deadly_disease_trigger = {
|
||||
has_trait_with_flag = contagious_deadly_disease
|
||||
}
|
||||
|
||||
is_healthy = {
|
||||
custom_tooltip = {
|
||||
text = not_poor_health_tt
|
||||
health >= fine_health
|
||||
}
|
||||
NOT = {
|
||||
has_trait_with_flag = is_healthy_trigger_flag
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
}
|
||||
|
||||
basic_is_available_ai = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
}
|
||||
|
||||
is_available_allow_travelling = {
|
||||
is_available_quick = {
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
in_army = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
# Variable set on Mandala succession
|
||||
custom_tooltip = {
|
||||
text = busy_in_mandala_succession
|
||||
NOT = { has_variable = busy_in_mandala_succession }
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available = {
|
||||
is_available_quick = {
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
# Variable set on Mandala succession
|
||||
custom_tooltip = {
|
||||
text = busy_in_mandala_succession
|
||||
NOT = { has_variable = busy_in_mandala_succession }
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_travelling = {
|
||||
is_available_quick = {
|
||||
alive = yes
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
travel = yes
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
has_variable = gone_adventuring
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_travelling_adult = {
|
||||
is_available_quick = {
|
||||
travel = yes
|
||||
adult = yes
|
||||
alive = yes
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
has_variable = gone_adventuring
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_travelling_ai_adult = {
|
||||
is_available_quick = {
|
||||
travel = yes
|
||||
adult = yes
|
||||
ai = yes
|
||||
alive = yes
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
has_variable = gone_adventuring
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_physically_able = {
|
||||
is_available_quick = {
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_physically_able_ai = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_physically_able_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_physically_able_ai_adult = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = yes
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_ai = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_child = {
|
||||
is_available_quick = {
|
||||
adult = no
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_child_allow_travel = {
|
||||
is_available_quick = {
|
||||
adult = no
|
||||
alive = yes
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_ai_child = {
|
||||
is_available_quick = {
|
||||
adult = no
|
||||
ai = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_healthy_child = {
|
||||
is_available_quick = {
|
||||
adult = no
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_healthy = yes
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_healthy_ai_child = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = no
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_healthy = yes
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_ai_adult = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_healthy_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_healthy = yes
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_healthy_ai_adult = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_healthy = yes
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
is_available_adult_or_is_commanding = {
|
||||
OR = {
|
||||
is_commanding_army = yes
|
||||
is_available_adult = yes
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_at_peace = {
|
||||
is_available_quick = {
|
||||
at_war = no
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_at_peace_adult = {
|
||||
is_available_quick = {
|
||||
at_war = no
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_at_peace_ai_adult = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = yes
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
travel = no
|
||||
in_army = no
|
||||
at_war = no
|
||||
}
|
||||
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_at_peace_adult_lenient = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
at_war = no
|
||||
}
|
||||
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
# Meaning you may be at war, but you're still located in your capital.
|
||||
is_available_even_at_war_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
is_capable_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
is_capable_adult_ai = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = yes
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
can_select_lifestyle_focus = {
|
||||
is_capable_adult = yes
|
||||
is_playable_character = yes
|
||||
}
|
||||
|
||||
is_not_hostile_towards_root = {
|
||||
NOR = {
|
||||
is_a_faction_member = yes
|
||||
any_scheme = {
|
||||
hostile_scheme_trigger = yes
|
||||
scheme_target_character = root
|
||||
}
|
||||
is_at_war_with = root
|
||||
}
|
||||
}
|
||||
|
||||
player_target_available_for_personal_scheme_ongoing_events_trigger = {
|
||||
$TARGET$ = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
is_ai = no
|
||||
$OWNER$ = { is_ruler = no }
|
||||
}
|
||||
is_at_war = no
|
||||
}
|
||||
trigger_else = {
|
||||
always = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
basic_is_valid_for_yearly_events_trigger = {
|
||||
is_playable_character = yes
|
||||
is_available_quick = {
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
OR = {
|
||||
is_travelling = no
|
||||
has_government = landless_adventurer_government
|
||||
}
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
exists = involved_activity
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_valid_for_narrow_yearly_events = {
|
||||
is_available_quick = {
|
||||
at_war = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_commanding_army = no
|
||||
is_playable_character = yes
|
||||
OR = {
|
||||
is_travelling = no
|
||||
has_government = landless_adventurer_government
|
||||
}
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
exists = involved_activity
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_valid_for_narrow_yearly_events_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
at_war = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_commanding_army = no
|
||||
is_playable_character = yes
|
||||
OR = {
|
||||
is_travelling = no
|
||||
has_government = landless_adventurer_government
|
||||
}
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
exists = involved_activity
|
||||
}
|
||||
}
|
||||
|
||||
is_within_diplo_range = {
|
||||
capital_province ?= {
|
||||
save_temporary_scope_as = my_capital
|
||||
$CHARACTER$.capital_province ?= {
|
||||
squared_distance = {
|
||||
target = scope:my_capital
|
||||
value < 200000
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a Nomad
|
||||
is_nomad = {
|
||||
government_has_flag = government_is_nomadic
|
||||
is_ruler = yes
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a landed Nomad
|
||||
is_landed_nomad = {
|
||||
government_has_flag = government_is_nomadic
|
||||
is_available_quick = {
|
||||
ruler = yes
|
||||
landed = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Checks if a character is a landless nomad with a domicile
|
||||
is_landless_nomad = {
|
||||
government_has_flag = government_is_nomadic
|
||||
is_landed = no
|
||||
has_domicile = yes
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a landless adventurer
|
||||
is_landless_adventurer = {
|
||||
OR = {
|
||||
government_has_flag = government_is_landless_adventurer
|
||||
government_has_flag = government_is_landless_minority
|
||||
}
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a governor in an admin realm (implying they are landed)
|
||||
is_governor = {
|
||||
government_allows = administrative
|
||||
is_landed = yes
|
||||
top_liege != this
|
||||
OR = {
|
||||
highest_held_title_tier >= main_administrative_tier
|
||||
highest_held_title_tier >= min_title_maa_tier
|
||||
}
|
||||
tgp_is_ceremonial_liege_trigger = no
|
||||
}
|
||||
is_governor_or_admin_count = {
|
||||
government_allows = administrative
|
||||
is_landed = yes
|
||||
top_liege != this
|
||||
highest_held_title_tier >= tier_county
|
||||
tgp_is_ceremonial_liege_trigger = no
|
||||
}
|
||||
|
||||
# Checks if a character is a landless house_head within an admin realm
|
||||
is_landless_administrative = {
|
||||
government_allows = administrative
|
||||
is_landed = no
|
||||
is_house_head = yes
|
||||
has_domicile = yes
|
||||
}
|
||||
|
||||
# Checks if a character is a landless house_head within a feudal realm
|
||||
is_landless_soryo = {
|
||||
government_has_flag = government_is_japan_feudal
|
||||
is_landed = no
|
||||
is_house_head = yes
|
||||
has_domicile = yes
|
||||
}
|
||||
|
||||
# Checks if a character is either landed or an unlanded house head within an admin realm
|
||||
is_landed_or_landless_administrative = {
|
||||
OR = {
|
||||
is_landed = yes
|
||||
is_landless_administrative = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Checks if a character is either landed, a landless house head within an admin realm, a landless nomad, a landless adventurer, a landless soryo, or a minister
|
||||
is_playable_character = {
|
||||
OR = {
|
||||
is_landed = yes
|
||||
is_landless_administrative = yes
|
||||
is_landless_adventurer = yes
|
||||
is_landless_nomad = yes
|
||||
is_landless_soryo = yes
|
||||
tgp_is_any_minister = yes # To keep ministers playable, regardless of having a nobel family title or not
|
||||
}
|
||||
}
|
||||
|
||||
roman_restoration_is_valid_roman_empire_trigger = {
|
||||
is_ai = no
|
||||
is_roman_emperor_trigger = yes
|
||||
OR = {
|
||||
religion = religion:christianity_religion #Either Christian
|
||||
religion = religion:hellenism_religion #Or Hellenic
|
||||
}
|
||||
NOT = { has_ep3_dlc_trigger = yes }
|
||||
}
|
||||
|
||||
is_eunuch_trigger = {
|
||||
OR = {
|
||||
has_trait = eunuch_1
|
||||
has_trait = beardless_eunuch
|
||||
}
|
||||
}
|
||||
|
|
@ -267,17 +267,8 @@ building_paddy_fields_requirement_terrain = {
|
|||
text = building_paddy_fields_requirement_terrain_tt
|
||||
OR = {
|
||||
terrain = terraced_hills
|
||||
AND = {
|
||||
terrain = floodplains
|
||||
OR = {
|
||||
geographical_region = graphical_east_asia
|
||||
geographical_region = custom_viet_lands
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
terrain = wetlands
|
||||
county.culture = { has_cultural_parameter = champa_rice_wet_land_paddies }
|
||||
}
|
||||
terrain = floodplains
|
||||
terrain = wetlands
|
||||
AND = {
|
||||
OR = {
|
||||
terrain = hills
|
||||
|
|
@ -289,6 +280,20 @@ building_paddy_fields_requirement_terrain = {
|
|||
}
|
||||
}
|
||||
|
||||
building_potato_fields_requirement_terrain = {
|
||||
custom_tooltip = {
|
||||
text = building_potato_fields_requirement_terrain_tt
|
||||
OR = {
|
||||
terrain = farmlands
|
||||
terrain = hills
|
||||
terrain = tells
|
||||
terrain = plains
|
||||
terrain = steppe
|
||||
terrain = mountains
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
building_cereal_fields_requirement_terrain = {
|
||||
OR = {
|
||||
terrain = farmlands
|
||||
|
|
|
|||
|
|
@ -126,6 +126,20 @@ portrait_wear_armor_trigger = {
|
|||
limit = { portrait_sickness_trigger = yes }
|
||||
is_in_army = yes
|
||||
}
|
||||
trigger_if = {
|
||||
limit = { government_allows = barter }
|
||||
OR = {
|
||||
is_at_war = yes
|
||||
involved_activity = { has_activity_type = activity_tournament }
|
||||
# Serving Varangian
|
||||
has_character_flag = is_currently_varangian
|
||||
# In a Duel
|
||||
has_character_flag = single_combat_duel_armor
|
||||
has_character_flag = forced_knight_armor
|
||||
# In a Tournament
|
||||
activity_tournament_armor_trigger = yes
|
||||
}
|
||||
}
|
||||
OR = {
|
||||
# Mercenaries, Holy Orders, Adventurers
|
||||
AND = {
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@ maa_regiments_valid_for_cheap_reinforcement_trigger = {
|
|||
}
|
||||
|
||||
maa_regiments_cost_more_to_reinforce_per_soldier_trigger = {
|
||||
regiment_owner = { government_has_flag = government_is_landless_adventurer }
|
||||
regiment_owner = { OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority } }
|
||||
OR = {
|
||||
is_unit_type = elephant_cavalry
|
||||
is_unit_type = siege_weapon
|
||||
|
|
@ -26,7 +26,7 @@ maa_regiments_valid_to_refill_trigger = {
|
|||
maa_current_troops_count < maa_max_troops_count
|
||||
trigger_if = {
|
||||
limit = {
|
||||
scope:actor = { government_has_flag = government_is_landless_adventurer }
|
||||
scope:actor = { OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority } }
|
||||
is_unit_type = elephant_cavalry
|
||||
}
|
||||
scope:actor.domicile ?= { has_domicile_parameter = camp_reinforce_elephant_regiments_anywhere }
|
||||
|
|
@ -193,11 +193,6 @@ is_valid_for_laampdom = {
|
|||
ai_boldness >= low_negative_ai_value
|
||||
ai_energy >= low_negative_ai_value
|
||||
}
|
||||
NOR = {
|
||||
has_trait = content # Too chill to adventure
|
||||
has_trait = craven # Too scared to adventure
|
||||
has_trait = lazy # Too lazy to adventure
|
||||
}
|
||||
# Block admin members of noble families
|
||||
NOT = {
|
||||
house ?= {
|
||||
|
|
@ -405,7 +400,7 @@ valid_laamp_basic_trigger = {
|
|||
$EMPLOYER$ = {
|
||||
OR = {
|
||||
employer = $LAAMP$
|
||||
NOT = { government_has_flag = government_is_landless_adventurer }
|
||||
NOT = { OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority } }
|
||||
}
|
||||
}
|
||||
# Don't offer to work with those who've wronged us.
|
||||
|
|
@ -435,7 +430,7 @@ valid_laamp_basic_trigger = {
|
|||
}
|
||||
}
|
||||
}
|
||||
$LAAMP$ = { government_has_flag = government_is_landless_adventurer }
|
||||
$LAAMP$ = { OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority } }
|
||||
$LAAMP$ = {
|
||||
trigger_if = {
|
||||
limit = { is_at_war = no }
|
||||
|
|
|
|||
511
common/scripted_triggers/00_law_triggers.txt
Normal file
511
common/scripted_triggers/00_law_triggers.txt
Normal file
|
|
@ -0,0 +1,511 @@
|
|||
|
||||
character_gender_can_rule_title_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
$GENDER$ = { is_male = yes }
|
||||
exists = $TITLE$
|
||||
$TITLE$ = {
|
||||
NOT = {
|
||||
has_title_law = female_only_law
|
||||
}
|
||||
}
|
||||
}
|
||||
always = yes
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = {
|
||||
$GENDER$ = { is_female = yes }
|
||||
exists = $TITLE$
|
||||
$TITLE$ = {
|
||||
NOT = {
|
||||
has_title_law = male_only_law
|
||||
}
|
||||
}
|
||||
}
|
||||
always = yes
|
||||
}
|
||||
trigger_else = {
|
||||
always = no
|
||||
}
|
||||
}
|
||||
|
||||
character_gender_can_inherit_from_trigger = {
|
||||
save_temporary_scope_as = heir
|
||||
|
||||
trigger_if = {
|
||||
limit = {
|
||||
$CHARACTER$ = { exists = primary_title }
|
||||
}
|
||||
$CHARACTER$ = {
|
||||
character_gender_can_rule_title_trigger = {
|
||||
GENDER = scope:heir
|
||||
TITLE = primary_title
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
always = no
|
||||
}
|
||||
}
|
||||
|
||||
has_partition_succession_realm_law_trigger = {
|
||||
OR = {
|
||||
has_realm_law = confederate_partition_succession_law
|
||||
has_realm_law = partition_succession_law
|
||||
has_realm_law = high_partition_succession_law
|
||||
has_realm_law = clan_antagonistic_partition_succession_law
|
||||
has_realm_law = clan_competitive_partition_succession_law
|
||||
has_realm_law = clan_impassive_partition_succession_law
|
||||
has_realm_law = clan_friendly_partition_succession_law
|
||||
has_realm_law = clan_harmonious_partition_succession_law
|
||||
}
|
||||
}
|
||||
|
||||
realm_law_use_crown_authority = {
|
||||
government_has_flag = government_uses_crown_authority
|
||||
}
|
||||
|
||||
realm_law_use_tribal_authority = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
|
||||
realm_law_use_camp_purpose = {
|
||||
government_has_flag = government_is_landless_adventurer
|
||||
}
|
||||
|
||||
realm_law_use_imperial_bureaucracy = {
|
||||
government_allows = administrative
|
||||
NOR = {
|
||||
government_has_flag = government_is_celestial
|
||||
government_has_flag = government_is_meritocratic
|
||||
government_has_flag = government_is_steppe_admin
|
||||
government_has_flag = government_is_japan_administrative
|
||||
}
|
||||
}
|
||||
|
||||
realm_law_use_nomadic_authority = {
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
|
||||
realm_law_use_celestial_bureaucracy = {
|
||||
government_has_flag = government_is_celestial
|
||||
}
|
||||
|
||||
realm_law_is_mandala = {
|
||||
government_has_flag = government_is_mandala
|
||||
}
|
||||
|
||||
realm_law_use_meritocratic_bureaucracy = {
|
||||
OR = {
|
||||
government_has_flag = government_is_meritocratic
|
||||
government_has_flag = government_is_steppe_admin
|
||||
}
|
||||
}
|
||||
|
||||
realm_uses_treasury_laws_trigger = {
|
||||
government_allows = treasury
|
||||
}
|
||||
|
||||
realm_law_use_japanese_bureaucracy = {
|
||||
government_is_japanese_trigger = yes
|
||||
}
|
||||
|
||||
can_have_confederate_partition_succession_law_trigger = {
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_tribal
|
||||
government_has_flag = government_is_minority
|
||||
# TGP
|
||||
AND = {
|
||||
government_has_flag = government_is_japan_feudal
|
||||
tgp_realm_has_ceremonial_liege_trigger = yes
|
||||
is_independent_ruler = no
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_partition_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = partition_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_partition_succession_law_trigger = yes
|
||||
|
||||
# Mongol Empires
|
||||
has_title = title:e_mongol_empire
|
||||
has_title = title:e_ilkhanate
|
||||
has_title = title:e_golden_horde
|
||||
has_title = title:e_chagatai
|
||||
has_title = title:e_red_horde
|
||||
has_title = title:e_white_horde
|
||||
has_title = title:e_aarlud_khanate
|
||||
has_title = title:e_togskol_khanate
|
||||
has_title = title:e_baruun_khanate
|
||||
has_title = title:e_great_yuan
|
||||
has_title = title:e_blue_horde
|
||||
has_title = title:e_omnod_dalai_khanate
|
||||
}
|
||||
}
|
||||
NOT = { government_has_flag = government_is_clan }
|
||||
}
|
||||
|
||||
can_have_partition_succession_law_trigger = {
|
||||
culture = {
|
||||
has_innovation = innovation_hereditary_rule
|
||||
}
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_high_partition_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = high_partition_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_high_partition_succession_law_trigger = yes
|
||||
|
||||
# Mongol Empires
|
||||
has_title = title:e_mongol_empire
|
||||
has_title = title:e_ilkhanate
|
||||
has_title = title:e_golden_horde
|
||||
has_title = title:e_chagatai
|
||||
has_title = title:e_red_horde
|
||||
has_title = title:e_white_horde
|
||||
has_title = title:e_aarlud_khanate
|
||||
has_title = title:e_togskol_khanate
|
||||
has_title = title:e_baruun_khanate
|
||||
has_title = title:e_great_yuan
|
||||
has_title = title:e_blue_horde
|
||||
has_title = title:e_omnod_dalai_khanate
|
||||
}
|
||||
}
|
||||
NOT = { government_has_flag = government_is_clan}
|
||||
}
|
||||
|
||||
can_have_high_partition_succession_law_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
culture = { has_cultural_parameter = can_enact_high_partition_succession_law }
|
||||
}
|
||||
}
|
||||
culture = { has_innovation = innovation_heraldry }
|
||||
}
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_single_heir_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = single_heir_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_single_heir_succession_law_trigger = yes
|
||||
# Byzantine Empire / Ceremonial Liege
|
||||
historical_succession_access_single_heir_succession_law_trigger = yes
|
||||
has_variable = purge_oath_previous_law # ACH Purge Pretenders Oath
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_have_single_heir_succession_law_trigger = {
|
||||
trigger_if = { # Celestial/Meritocratic/Soryo
|
||||
limit = {
|
||||
OR = {
|
||||
government_allows = merit
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
custom_tooltip = { # You are independent, have the innovation or are Ceremonial Monarch
|
||||
text = can_have_single_heir_succession_law_trigger_merit_or_japan_tt
|
||||
OR = {
|
||||
is_independent_ruler = yes
|
||||
culture = {
|
||||
has_innovation = innovation_primogeniture
|
||||
}
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = { tgp_realm_has_ceremonial_liege_trigger = yes }
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
trigger_else = {
|
||||
culture = {
|
||||
has_innovation = innovation_primogeniture
|
||||
}
|
||||
}
|
||||
# Non-tribals only
|
||||
trigger_if = { # We split the tooltip into two, to make sure we don't show admin unless you actually have it
|
||||
limit = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = must_be_feudal_clan_or_admin
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_allows = administrative
|
||||
government_has_flag = government_is_japan_feudal
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_allows = merit
|
||||
government_has_flag = government_is_japan_feudal
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
# Admin rules
|
||||
trigger_if = {
|
||||
limit = { government_allows = administrative }
|
||||
trigger_if = {
|
||||
limit = { tgp_realm_has_ceremonial_liege_trigger = yes }
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
trigger_else = { is_independent_ruler = yes }
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_single_heir_youngest_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = single_heir_succession_law_youngest
|
||||
}
|
||||
OR = {
|
||||
can_have_single_heir_youngest_succession_law_trigger = yes
|
||||
historical_succession_access_single_heir_succession_law_youngest_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_have_single_heir_youngest_succession_law_trigger = {
|
||||
culture = {
|
||||
has_innovation = innovation_primogeniture
|
||||
}
|
||||
# Non-tribals only
|
||||
trigger_if = { # We split the tooltip into two, to make sure we don't show admin unless you actually have it
|
||||
limit = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = must_be_feudal_clan_or_admin
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_allows = administrative
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_if = {
|
||||
limit = {
|
||||
government_allows = administrative
|
||||
}
|
||||
is_independent_ruler = yes
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_single_heir_dynasty_house_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = single_heir_dynasty_house
|
||||
}
|
||||
OR = {
|
||||
can_have_single_heir_dynasty_house_trigger = yes
|
||||
historical_succession_access_single_heir_dynasty_house_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_have_single_heir_dynasty_house_trigger = {
|
||||
exists = house
|
||||
trigger_if = {
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
this = culture:czech
|
||||
this = culture:slovien
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:czech
|
||||
}
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:slovien
|
||||
}
|
||||
NOT = { has_innovation = innovation_heraldry }
|
||||
}
|
||||
}
|
||||
}
|
||||
culture = {
|
||||
has_innovation = innovation_table_of_princes
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
culture = {
|
||||
has_innovation = innovation_heraldry
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
NOT = { government_allows = administrative }
|
||||
}
|
||||
|
||||
can_have_bishop_theocratic_succession_law_trigger = {
|
||||
OR = {
|
||||
is_theocratic_lessee = yes
|
||||
government_has_flag = government_is_theocracy
|
||||
}
|
||||
}
|
||||
|
||||
is_temporal_head_of_faith_trigger = {
|
||||
is_head_of_faith = yes
|
||||
holder.faith = { has_doctrine = doctrine_temporal_head }
|
||||
}
|
||||
|
||||
can_title_have_law_general_trigger = {
|
||||
tier >= tier_duchy
|
||||
is_temporal_head_of_faith_trigger = no
|
||||
}
|
||||
|
||||
can_have_holy_order_succession_law_trigger = {
|
||||
government_has_flag = government_is_holy_order
|
||||
}
|
||||
|
||||
can_have_mercenary_succession_law_trigger = {
|
||||
government_has_flag = government_is_mercenary
|
||||
}
|
||||
|
||||
can_have_city_succession_law_trigger = {
|
||||
government_has_flag = government_is_republic
|
||||
}
|
||||
|
||||
can_have_herder_succession_law_trigger = {
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
|
||||
title_can_reduce_partition_law_trigger = {
|
||||
holder ?= {
|
||||
OR = {
|
||||
has_realm_law = single_heir_succession_law
|
||||
can_have_high_partition_succession_law_trigger = yes
|
||||
}
|
||||
OR = {
|
||||
has_realm_law = high_partition_succession_law
|
||||
can_have_high_partition_succession_law_trigger = yes
|
||||
}
|
||||
OR = {
|
||||
has_realm_law = partition_succession_law
|
||||
can_have_confederate_partition_succession_law_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_pass_law_ca1_trigger = {
|
||||
culture = { has_innovation = innovation_plenary_assemblies }
|
||||
}
|
||||
|
||||
can_pass_law_ca2_trigger = {
|
||||
culture = { has_innovation = innovation_royal_prerogative }
|
||||
}
|
||||
|
||||
can_pass_law_ca3_trigger = {
|
||||
culture = { has_innovation = innovation_royal_prerogative }
|
||||
}
|
||||
|
||||
can_have_acclamation_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
top_liege = this
|
||||
government_allows = administrative
|
||||
NOR = {
|
||||
government_has_flag = government_is_celestial
|
||||
government_has_flag = government_is_japan_administrative
|
||||
government_has_flag = government_is_meritocratic
|
||||
government_has_flag = government_is_steppe_admin
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_acclamation_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = acclamation_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_acclamation_succession_law_trigger = yes
|
||||
has_title = title:e_byzantium
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_acclamation_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
|
||||
can_have_appointment_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
government_allows = administrative
|
||||
NOR = {
|
||||
government_has_flag = government_is_celestial
|
||||
government_has_flag = government_is_japan_administrative
|
||||
government_has_flag = government_is_meritocratic
|
||||
}
|
||||
is_independent_ruler = no
|
||||
}
|
||||
|
||||
can_keep_appointment_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = appointment_succession_law
|
||||
}
|
||||
can_have_appointment_succession_law_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
can_change_appointment_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
176
common/scripted_triggers/00_legal_triggers.txt
Normal file
176
common/scripted_triggers/00_legal_triggers.txt
Normal file
|
|
@ -0,0 +1,176 @@
|
|||
|
||||
### Legal trigger list
|
||||
|
||||
opposes_succession_law_change_trigger = {
|
||||
is_imprisoned = no
|
||||
opinion = {
|
||||
target = liege
|
||||
value < 0
|
||||
}
|
||||
custom_description = {
|
||||
text = law_change_approval_is_cowed
|
||||
has_dread_level_towards = {
|
||||
target = liege
|
||||
level < 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_succession_laws_realm_flag_trigger = {
|
||||
trigger_if = {
|
||||
limit = { realm_law_use_tribal_authority = yes }
|
||||
custom_description = {
|
||||
text = "has_tribal_law_allowing_succession_law_change"
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = { realm_law_use_imperial_bureaucracy = yes }
|
||||
custom_description = {
|
||||
text = has_imperial_bureaucracy_law_allowing_succession_law_change
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
custom_description = {
|
||||
text = "has_crown_law_allowing_succession_law_change"
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_succession_law_trigger = {
|
||||
can_change_succession_laws_realm_flag_trigger = yes
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_single_heir_dynasty_house_succession_law_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
this = culture:czech
|
||||
this = culture:slovien
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:czech
|
||||
}
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:slovien
|
||||
}
|
||||
}
|
||||
}
|
||||
NOT = {
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
culture = {
|
||||
has_innovation = innovation_table_of_princes
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
can_change_succession_laws_realm_flag_trigger = yes
|
||||
}
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_to_equal_succession_law_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
NOT = { has_realm_law_flag = can_change_succession_laws }
|
||||
}
|
||||
OR = {
|
||||
culture = { has_cultural_parameter = gender_equal_inheritance }
|
||||
faith = { has_doctrine = doctrine_gender_equal }
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
can_change_succession_laws_realm_flag_trigger = yes
|
||||
}
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_partition_succession_law_trigger = {
|
||||
custom_description = {
|
||||
text = "has_law_allowing_partition_succession_law_change"
|
||||
OR = {
|
||||
has_realm_law_flag = can_change_partition_succession_laws
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
## Can this character assign a dedicated heir?
|
||||
#
|
||||
# Check if a character can assign some designated heir,
|
||||
# but not if the heir is a valid candidate.
|
||||
#
|
||||
# root: Character that will assign an heir
|
||||
#
|
||||
can_designate_heir_trigger = {
|
||||
trigger_if = {
|
||||
# Admin always has access to this
|
||||
limit = { government_allows = administrative }
|
||||
|
||||
custom_description = {
|
||||
text = "has_admin_allowing_designate_heir"
|
||||
any_held_title = {
|
||||
is_noble_family_title = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
# Feudal and clan can get this by increasing crown authority
|
||||
limit = { has_realm_law_in_group = crown_authority }
|
||||
|
||||
custom_description = {
|
||||
text = "has_crown_authority_designate_heir"
|
||||
has_realm_law_flag = can_designate_heirs
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
# Everyone else also needs a law to gain access to this interaction
|
||||
custom_description = {
|
||||
text = "has_law_allowing_designate_heir"
|
||||
has_realm_law_flag = can_designate_heirs
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
can_change_title_law_trigger = {
|
||||
is_at_war = no
|
||||
}
|
||||
1787
common/scripted_triggers/07_ep3_triggers.txt
Normal file
1787
common/scripted_triggers/07_ep3_triggers.txt
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -898,3 +898,32 @@ tgp_capital_not_in_chinese_naming_region = {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
farm_estates_3_4_trigger = {
|
||||
custom_tooltip = {
|
||||
text = farm_estates_3_4_trigger
|
||||
OR = {
|
||||
AND = {
|
||||
building_requirement_castle_city_church = { LEVEL = 02 }
|
||||
scope:holder.culture = {
|
||||
has_innovation = innovation_manorialism
|
||||
}
|
||||
building_farm_estates_requirement_terrain = yes
|
||||
}
|
||||
AND = {
|
||||
has_building_or_higher = pastures_04
|
||||
culture = {
|
||||
has_cultural_parameter = farm_estates_pastures_unlock
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
building_paddy_fields_requirement_terrain = yes
|
||||
scope:holder.culture = {
|
||||
has_innovation = innovation_champa_rice
|
||||
has_innovation = innovation_manorialism
|
||||
}
|
||||
building_requirement_castle_city_church = { LEVEL = 02 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
104
common/task_contracts/_task_contracts.info
Normal file
104
common/task_contracts/_task_contracts.info
Normal file
|
|
@ -0,0 +1,104 @@
|
|||
<key> = {
|
||||
# for grouping together contract types, e.g. mercenary, potentially determines map icon
|
||||
group = test_group
|
||||
|
||||
# Icon used in the UI
|
||||
icon = "path/to/image.dds"
|
||||
|
||||
# Description or 'back-story' of the task contract, defaults to "<key>_desc"
|
||||
# root = task_contract_type
|
||||
desc = ""
|
||||
|
||||
# Description for request telling 'what to do' in order to complete the contract, defaults to "<key>_request"
|
||||
# root = task_contract_type
|
||||
task_contract_request = ""
|
||||
|
||||
# Contract owner should travel to contract location to accept and stay there for the duration of the contract
|
||||
travel = no
|
||||
|
||||
# Contract is of a criminal nature
|
||||
is_criminal = no
|
||||
|
||||
# Range setting
|
||||
# yes - uses diplomatic range to contract employer
|
||||
# no - uses ADVENTURER_DISTANCE_RESTRICTION define as radius
|
||||
use_diplomatic_range = no
|
||||
|
||||
# Validity Triggers
|
||||
## Can contract appear? (if triggers are true)
|
||||
# root - contract owner
|
||||
# scope:employer - contract employer, can be empty
|
||||
valid_to_create = {
|
||||
<trigger>
|
||||
}
|
||||
|
||||
# Can contract be accepted? (if triggers are true)
|
||||
# root - contract owner
|
||||
# scope:employer - contract employer, can be empty
|
||||
valid_to_accept = {
|
||||
<trigger>
|
||||
}
|
||||
|
||||
# Should contract invalidate? (if triggers are false)
|
||||
# root - existing contract
|
||||
valid_to_continue = {
|
||||
<trigger>
|
||||
}
|
||||
|
||||
# Should not taken contract invalidate? (if triggers are false)
|
||||
# root - existing contract
|
||||
valid_to_keep = {
|
||||
<trigger>
|
||||
}
|
||||
|
||||
# On-Action Effects
|
||||
## Effects called when contract is created (create_task_contract effect)
|
||||
on_create = {
|
||||
<effects>
|
||||
}
|
||||
|
||||
## Effects called when contract is accepted (accept_task_contract effect)
|
||||
on_accepted = {
|
||||
<effects>
|
||||
}
|
||||
|
||||
# Effects called when contract is completed successfully, along with rewards (complete_task_contract effect)
|
||||
on_completed = {
|
||||
<effects>
|
||||
}
|
||||
|
||||
# Effects called when contract is invalidated (valid_to_continue is false, or invalidate_task_contract effect)
|
||||
on_invalidated = {
|
||||
<effects>
|
||||
}
|
||||
|
||||
# Default = no, showing completed contract toast animation
|
||||
should_show_toast_on_complete = no
|
||||
|
||||
# Contract Reward Effects
|
||||
task_contract_reward = {
|
||||
#reward name
|
||||
<string> = {
|
||||
# Default = no, showing completed contract reward effect desription
|
||||
should_print_on_complete = no
|
||||
effect = {
|
||||
<effects>
|
||||
}
|
||||
|
||||
# Should this possible reward be shown in the UI. It will still be displayed in the effect on completion
|
||||
# if that's what owner gets
|
||||
visible = yes
|
||||
|
||||
# Is this reward positive 'Upon Success' or negative 'Upon Failure'
|
||||
# default is yes
|
||||
positive = yes
|
||||
}
|
||||
}
|
||||
|
||||
# scripted value how likely this contract type is to be picked when populating for area
|
||||
# root - contract owner
|
||||
# scope:employer - contract employer, can be empty
|
||||
weight = {
|
||||
value = 0
|
||||
}
|
||||
}
|
||||
2966
common/task_contracts/admin_contracts.txt
Normal file
2966
common/task_contracts/admin_contracts.txt
Normal file
File diff suppressed because it is too large
Load diff
8315
common/task_contracts/laamp_base_contracts.txt
Normal file
8315
common/task_contracts/laamp_base_contracts.txt
Normal file
File diff suppressed because it is too large
Load diff
5574
common/task_contracts/laamp_extra_contracts.txt
Normal file
5574
common/task_contracts/laamp_extra_contracts.txt
Normal file
File diff suppressed because it is too large
Load diff
969
common/task_contracts/laamp_nm_contracts.txt
Normal file
969
common/task_contracts/laamp_nm_contracts.txt
Normal file
|
|
@ -0,0 +1,969 @@
|
|||
##################################################
|
||||
# INFO
|
||||
# Extra contracts for laamps.
|
||||
##################################################
|
||||
|
||||
laamp_boost_legitimacy_contract = {
|
||||
group = laamp_contracts_diplomacy_group
|
||||
icon = "gfx/interface/icons/scheme_types/diplomacy.dds"
|
||||
travel = yes
|
||||
use_diplomatic_range = yes
|
||||
|
||||
valid_to_create = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = scope:employer
|
||||
LAAMP = root
|
||||
}
|
||||
employer_has_treasury_to_offer_job_trigger = yes
|
||||
valid_laamp_sensible_start_trigger = yes
|
||||
scope:employer = {
|
||||
legitimacy_level <= 2
|
||||
top_liege = this
|
||||
is_landed = yes
|
||||
is_ai = yes
|
||||
NOR = {
|
||||
location = root.location
|
||||
government_has_flag = government_is_theocracy
|
||||
}
|
||||
highest_held_title_tier > tier_county
|
||||
location = {
|
||||
squared_distance = {
|
||||
target = root.location
|
||||
value <= squared_distance_large
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_accept_only_trigger = yes
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = scope:employer
|
||||
LAAMP = root
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = root.task_contract_employer
|
||||
LAAMP = root.task_contract_taker
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = root.task_contract_employer
|
||||
LAAMP = root.task_contract_taker
|
||||
}
|
||||
}
|
||||
|
||||
weight = {
|
||||
# Standard weights.
|
||||
value = task_contract_weight_interesting_somewhat_rare_value
|
||||
add = laamp_contracts_weight_up_diplomacy_value
|
||||
add = laamp_contracts_weight_up_diplomacy_slight_value
|
||||
add = task_contract_weight_employer_contact_list_value
|
||||
scope:employer = { multiply = task_contract_weight_by_tier_value }
|
||||
}
|
||||
|
||||
on_create = {
|
||||
scope:contract = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_employer = {
|
||||
save_scope_as = task_contract_employer
|
||||
capital_province = {
|
||||
save_scope_as = task_contract_destination
|
||||
}
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_employer
|
||||
value = scope:task_contract_employer
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_destination
|
||||
value = scope:task_contract_destination
|
||||
}
|
||||
# Make our gold rewards static.
|
||||
grab_gold_fuzz_number_effect = yes
|
||||
save_scope_as = task_contract
|
||||
set_variable = {
|
||||
name = gold_success_standard
|
||||
value = task_contract_taker.task_contract_success_gold_gain_full_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker = {
|
||||
trigger_event = {
|
||||
id = ep3_contract_event.0510
|
||||
delayed = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success_standard = {
|
||||
should_print_on_complete = yes
|
||||
effect = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_value_as = { name = extra_reward value = flag:no }
|
||||
task_contract_taker = {
|
||||
send_interface_toast = {
|
||||
title = laamp_transport_contract.success #Re-using
|
||||
left_icon = scope:task_contract.task_contract_taker
|
||||
right_icon = scope:task_contract.task_contract_employer
|
||||
scope:task_contract = {
|
||||
# Standard Rewards.
|
||||
laamp_rewards_disburse_ordinary_currency_effect = {
|
||||
GOLD = scope:task_contract.var:gold_success_standard
|
||||
PRESTIGE = task_contract_success_prestige_gain_full_value
|
||||
PIETY = 0
|
||||
PROVISIONS = 0
|
||||
OPINION = task_contract_opinion_standard_reward_value
|
||||
OPINION_TYPE = succeeded_task_contract_opinion
|
||||
CONTACT = yes
|
||||
CONTACT_HOOK = no
|
||||
EXTRA_REWARD = scope:extra_reward
|
||||
}
|
||||
task_contract_employer = {
|
||||
add_legitimacy = minor_legitimacy_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
positive = no
|
||||
effect = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
save_scope_value_as = { name = extra_reward value = flag:no }
|
||||
# Standard Penalties.
|
||||
laamp_rewards_disburse_ordinary_currency_effect = {
|
||||
GOLD = 0
|
||||
PRESTIGE = task_contract_failure_prestige_loss_full_value
|
||||
PIETY = 0
|
||||
PROVISIONS = task_contract_failure_provisions_gain_minor_value
|
||||
OPINION = task_contract_opinion_standard_failure_value
|
||||
OPINION_TYPE = failed_task_contract_opinion
|
||||
CONTACT = no
|
||||
CONTACT_HOOK = no
|
||||
EXTRA_REWARD = scope:extra_reward
|
||||
}
|
||||
task_contract_employer = {
|
||||
add_legitimacy = miniscule_legitimacy_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_critical = {
|
||||
positive = no
|
||||
effect = {
|
||||
save_scope_as = task_contract
|
||||
# Standard Penalties.
|
||||
laamp_rewards_disburse_ordinary_currency_effect = {
|
||||
GOLD = 0
|
||||
PRESTIGE = task_contract_failure_prestige_loss_double_value
|
||||
PIETY = 0
|
||||
PROVISIONS = task_contract_failure_provisions_gain_minor_value
|
||||
OPINION = task_contract_opinion_critical_failure_value
|
||||
OPINION_TYPE = failed_task_contract_opinion
|
||||
CONTACT = no
|
||||
CONTACT_HOOK = no
|
||||
EXTRA_REWARD = scope:extra_reward
|
||||
}
|
||||
task_contract_employer = {
|
||||
add_legitimacy = medium_legitimacy_loss
|
||||
add_prestige = task_contract_failure_prestige_loss_double_value
|
||||
add_stress = medium_stress_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
laamp_rid_councillor_contract = {
|
||||
group = laamp_contracts_martial_group
|
||||
icon = "gfx/interface/icons/scheme_types/martial.dds"
|
||||
travel = yes
|
||||
use_diplomatic_range = yes
|
||||
is_criminal = yes
|
||||
|
||||
valid_to_create = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = scope:employer
|
||||
LAAMP = root
|
||||
}
|
||||
employer_has_treasury_to_offer_job_trigger = yes
|
||||
valid_laamp_sensible_start_trigger = yes
|
||||
scope:employer = {
|
||||
top_liege = this
|
||||
is_landed = yes
|
||||
is_ai = yes
|
||||
NOT = {
|
||||
government_has_flag = government_is_theocracy
|
||||
}
|
||||
highest_held_title_tier > tier_county #Requires a council
|
||||
location = { #Not too far away
|
||||
squared_distance = {
|
||||
target = root.location
|
||||
value <= squared_distance_large
|
||||
}
|
||||
}
|
||||
any_councillor = { #Has a councillor who they hate
|
||||
count > 1
|
||||
is_ai = yes
|
||||
reverse_opinion = {
|
||||
target = scope:employer
|
||||
value <= high_negative_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_accept_only_trigger = yes
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = scope:employer
|
||||
LAAMP = root
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = root.task_contract_employer
|
||||
LAAMP = root.task_contract_taker
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = root.task_contract_employer
|
||||
LAAMP = root.task_contract_taker
|
||||
}
|
||||
}
|
||||
|
||||
weight = {
|
||||
# Standard weights.
|
||||
value = task_contract_weight_interesting_somewhat_rare_value
|
||||
add = laamp_contracts_weight_up_martial_value
|
||||
add = laamp_contracts_weight_up_martial_slight_value
|
||||
add = task_contract_weight_employer_contact_list_value
|
||||
scope:employer = { multiply = task_contract_weight_by_tier_value }
|
||||
}
|
||||
|
||||
on_create = {
|
||||
scope:contract = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_employer = {
|
||||
save_scope_as = task_contract_employer
|
||||
capital_province = {
|
||||
save_scope_as = task_contract_destination
|
||||
}
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_employer
|
||||
value = scope:task_contract_employer
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_destination
|
||||
value = scope:task_contract_destination
|
||||
}
|
||||
# Make our gold rewards static.
|
||||
grab_gold_fuzz_number_effect = yes
|
||||
save_scope_as = task_contract
|
||||
set_variable = {
|
||||
name = gold_success_critical
|
||||
value = task_contract_success_gold_gain_full_value
|
||||
}
|
||||
set_variable = {
|
||||
name = gold_success_standard
|
||||
value = task_contract_success_gold_gain_half_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker = {
|
||||
trigger_event = {
|
||||
id = ep3_contract_event.0550
|
||||
delayed = no
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success_critical = {
|
||||
should_print_on_complete = yes
|
||||
effect = {
|
||||
save_scope_value_as = { name = extra_reward value = flag:no }
|
||||
save_scope_as = task_contract
|
||||
laamp_rewards_disburse_ordinary_currency_effect = {
|
||||
GOLD = scope:task_contract.var:gold_success_critical
|
||||
PRESTIGE = task_contract_success_prestige_gain_full_value
|
||||
PIETY = 0
|
||||
PROVISIONS = task_contract_success_provisions_gain_major_value
|
||||
OPINION = task_contract_opinion_excelled_reward_value
|
||||
OPINION_TYPE = critically_succeeded_task_contract_opinion
|
||||
CONTACT = yes
|
||||
CONTACT_HOOK = yes
|
||||
EXTRA_REWARD = scope:extra_reward
|
||||
}
|
||||
}
|
||||
}
|
||||
success_standard = {
|
||||
should_print_on_complete = yes
|
||||
effect = {
|
||||
save_scope_value_as = { name = extra_reward value = flag:no }
|
||||
save_scope_as = task_contract
|
||||
laamp_rewards_disburse_ordinary_currency_effect = {
|
||||
GOLD = scope:task_contract.var:gold_success_standard
|
||||
PRESTIGE = task_contract_success_prestige_gain_half_value
|
||||
PIETY = 0
|
||||
PROVISIONS = task_contract_success_provisions_gain_minor_value
|
||||
OPINION = task_contract_opinion_standard_reward_value
|
||||
OPINION_TYPE = succeeded_task_contract_opinion
|
||||
CONTACT = yes
|
||||
CONTACT_HOOK = no
|
||||
EXTRA_REWARD = scope:extra_reward
|
||||
}
|
||||
task_contract_taker = {
|
||||
# Update gallowsbait score.
|
||||
laamp_rewards_apply_criminal_xp_effect = {
|
||||
TRACK = marauder
|
||||
XP_MIN = gallowsbait_xp_medium_gain
|
||||
XP_MAX = gallowsbait_xp_medium_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
positive = no
|
||||
effect = {
|
||||
save_scope_value_as = { name = extra_reward value = flag:no }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker = {
|
||||
add_prestige = task_contract_failure_prestige_loss_full_value
|
||||
add_piety = minor_piety_loss
|
||||
reverse_add_opinion = {
|
||||
opinion = -35
|
||||
modifier = failed_task_contract_opinion
|
||||
target = scope:task_contract.task_contract_employer
|
||||
}
|
||||
# Update gallowsbait score.
|
||||
laamp_rewards_apply_criminal_xp_effect = {
|
||||
TRACK = marauder
|
||||
XP_MIN = gallowsbait_xp_medium_gain
|
||||
XP_MAX = gallowsbait_xp_medium_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_critical = {
|
||||
positive = no
|
||||
effect = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker = {
|
||||
add_prestige = task_contract_failure_prestige_loss_double_value
|
||||
add_piety = medium_piety_loss
|
||||
add_stress = minor_stress_gain
|
||||
reverse_add_opinion = {
|
||||
opinion = -65
|
||||
modifier = failed_task_contract_opinion
|
||||
target = scope:task_contract.task_contract_employer
|
||||
}
|
||||
# Update gallowsbait score.
|
||||
laamp_rewards_apply_criminal_xp_effect = {
|
||||
TRACK = marauder
|
||||
XP_MIN = gallowsbait_xp_major_gain
|
||||
XP_MAX = gallowsbait_xp_major_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
laamp_gain_wanderer_contract = {
|
||||
group = laamp_contracts_martial_group
|
||||
icon = "gfx/interface/icons/scheme_types/martial.dds"
|
||||
travel = yes
|
||||
use_diplomatic_range = yes
|
||||
|
||||
valid_to_create = {
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = scope:employer
|
||||
LAAMP = root
|
||||
}
|
||||
valid_laamp_sensible_start_trigger = yes
|
||||
prestige_level >= 2
|
||||
scope:employer = {
|
||||
is_landed = no
|
||||
is_ai = yes
|
||||
in_diplomatic_range = root
|
||||
prestige_level < root.prestige_level
|
||||
location = { #Not too far away
|
||||
squared_distance = {
|
||||
target = root.location
|
||||
value <= squared_distance_large
|
||||
}
|
||||
}
|
||||
primary_title = {
|
||||
is_mercenary_company = no
|
||||
}
|
||||
NOR = {
|
||||
government_has_flag = government_is_theocracy
|
||||
government_allows = administrative
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_laamp_basic_accept_only_trigger = yes
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = scope:employer
|
||||
LAAMP = root
|
||||
}
|
||||
is_available = yes
|
||||
prestige_level >= 2
|
||||
scope:employer = {
|
||||
is_landed = no
|
||||
is_ai = yes
|
||||
in_diplomatic_range = root
|
||||
prestige_level < root.prestige_level
|
||||
location = { #Not too far away
|
||||
squared_distance = {
|
||||
target = root.location
|
||||
value <= squared_distance_large
|
||||
}
|
||||
}
|
||||
primary_title = {
|
||||
is_mercenary_company = no
|
||||
}
|
||||
NOR = {
|
||||
government_has_flag = government_is_theocracy
|
||||
government_allows = administrative
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
weight = {
|
||||
# Keep it rare and use it to fill in gaps between other contracts
|
||||
value = task_contract_weight_interesting_very_rare_value
|
||||
}
|
||||
|
||||
on_create = {
|
||||
scope:contract = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_employer = {
|
||||
save_scope_as = task_contract_employer
|
||||
capital_province = {
|
||||
save_scope_as = task_contract_destination
|
||||
}
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_employer
|
||||
value = scope:task_contract_employer
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_destination
|
||||
value = scope:task_contract_destination
|
||||
}
|
||||
# Make our gold rewards static.
|
||||
grab_gold_fuzz_number_effect = yes
|
||||
save_scope_as = task_contract
|
||||
set_variable = {
|
||||
name = gold_success_standard
|
||||
value = task_contract_success_gold_gain_half_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_employer = {
|
||||
save_scope_as = task_contract_employer
|
||||
capital_province = {
|
||||
save_scope_as = task_contract_destination
|
||||
}
|
||||
}
|
||||
task_contract_taker = {
|
||||
trigger_event = {
|
||||
id = ep3_contract_event.0570
|
||||
delayed = no
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success_standard = {
|
||||
should_print_on_complete = yes
|
||||
effect = {
|
||||
save_scope_value_as = { name = extra_reward value = flag:no }
|
||||
save_scope_as = task_contract
|
||||
laamp_rewards_disburse_ordinary_currency_effect = {
|
||||
GOLD = scope:task_contract.var:gold_success_standard
|
||||
PRESTIGE = task_contract_success_prestige_gain_half_value
|
||||
PIETY = 0
|
||||
PROVISIONS = 0
|
||||
OPINION = task_contract_opinion_standard_reward_value
|
||||
OPINION_TYPE = succeeded_task_contract_opinion
|
||||
CONTACT = no
|
||||
CONTACT_HOOK = no
|
||||
EXTRA_REWARD = scope:extra_reward
|
||||
}
|
||||
task_contract_taker = {
|
||||
add_intrigue_lifestyle_xp = medium_lifestyle_xp
|
||||
add_courtier = scope:task_contract.task_contract_employer
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
positive = no
|
||||
effect = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker = {
|
||||
add_stress = medium_stress_gain
|
||||
add_character_modifier = {
|
||||
modifier = ep3_clumsy_rescuer_modifier
|
||||
years = 5
|
||||
}
|
||||
reverse_add_opinion = {
|
||||
opinion = -50
|
||||
modifier = failed_task_contract_opinion
|
||||
target = scope:task_contract.task_contract_employer
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
laamp_find_secret_contract = {
|
||||
group = laamp_contracts_intrigue_group
|
||||
icon = "gfx/interface/icons/scheme_types/intrigue.dds"
|
||||
travel = yes
|
||||
use_diplomatic_range = yes
|
||||
|
||||
valid_to_create = {
|
||||
valid_laamp_basic_accept_only_trigger = yes
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = scope:employer
|
||||
LAAMP = root
|
||||
}
|
||||
valid_laamp_sensible_start_trigger = yes
|
||||
scope:employer = {
|
||||
is_ai = yes
|
||||
location = { #Not too far away
|
||||
squared_distance = {
|
||||
target = root.location
|
||||
value <= squared_distance_large
|
||||
}
|
||||
}
|
||||
NOT = {
|
||||
government_has_flag = government_is_theocracy
|
||||
}
|
||||
OR = {
|
||||
any_courtier_or_guest = {
|
||||
any_secret = {
|
||||
count > 0
|
||||
NOT = { is_known_by = scope:employer }
|
||||
}
|
||||
}
|
||||
any_vassal = {
|
||||
any_secret = {
|
||||
count > 0
|
||||
NOT = { is_known_by = scope:employer }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = scope:employer
|
||||
LAAMP = root
|
||||
}
|
||||
scope:employer = {
|
||||
is_ai = yes
|
||||
location = { #Not too far away
|
||||
squared_distance = {
|
||||
target = root.location
|
||||
value <= squared_distance_large
|
||||
}
|
||||
}
|
||||
NOT = {
|
||||
government_has_flag = government_is_theocracy
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = root.task_contract_employer
|
||||
LAAMP = root.task_contract_taker
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = root.task_contract_employer
|
||||
LAAMP = root.task_contract_taker
|
||||
}
|
||||
scope:employer = {
|
||||
OR = {
|
||||
any_courtier_or_guest = {
|
||||
any_secret = {
|
||||
count > 0
|
||||
NOT = { is_known_by = scope:employer }
|
||||
}
|
||||
}
|
||||
any_vassal = {
|
||||
any_secret = {
|
||||
count > 0
|
||||
NOT = { is_known_by = scope:employer }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
weight = {
|
||||
value = task_contract_weight_default_value
|
||||
add = laamp_contracts_weight_up_intrigue_value
|
||||
add = task_contract_weight_employer_contact_list_value
|
||||
scope:employer = { multiply = task_contract_weight_by_tier_value }
|
||||
}
|
||||
|
||||
on_create = {
|
||||
scope:contract = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_employer = {
|
||||
save_scope_as = task_contract_employer
|
||||
if = {
|
||||
limit = {
|
||||
any_vassal = {
|
||||
any_secret = {
|
||||
count > 0
|
||||
NOT = { is_known_by = scope:task_contract_employer }
|
||||
}
|
||||
}
|
||||
}
|
||||
random_vassal = {
|
||||
limit = {
|
||||
any_secret = {
|
||||
count > 0
|
||||
NOT = { is_known_by = scope:task_contract_employer }
|
||||
}
|
||||
}
|
||||
save_scope_as = secret_haver
|
||||
}
|
||||
}
|
||||
else = {
|
||||
random_courtier_or_guest = {
|
||||
save_scope_as = secret_haver
|
||||
}
|
||||
}
|
||||
scope:secret_haver.location = {
|
||||
save_scope_as = task_contract_destination
|
||||
}
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_employer
|
||||
value = scope:task_contract_employer
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_destination
|
||||
value = scope:task_contract_destination
|
||||
}
|
||||
}
|
||||
scope:contract = {
|
||||
# Make our gold rewards static.
|
||||
grab_gold_fuzz_number_effect = yes
|
||||
save_scope_as = task_contract
|
||||
set_variable = {
|
||||
name = gold_success_standard
|
||||
value = task_contract_success_gold_gain_half_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_employer = {
|
||||
save_scope_as = task_contract_employer
|
||||
if = {
|
||||
limit = {
|
||||
any_vassal = {
|
||||
any_secret = {
|
||||
count > 0
|
||||
NOT = { is_known_by = scope:task_contract_employer }
|
||||
}
|
||||
}
|
||||
}
|
||||
random_vassal = {
|
||||
limit = {
|
||||
any_secret = {
|
||||
count > 0
|
||||
NOT = { is_known_by = scope:task_contract_employer }
|
||||
}
|
||||
}
|
||||
save_scope_as = secret_haver
|
||||
}
|
||||
}
|
||||
else = {
|
||||
random_courtier_or_guest = {
|
||||
save_scope_as = secret_haver
|
||||
}
|
||||
}
|
||||
scope:secret_haver.location = {
|
||||
save_scope_as = task_contract_destination
|
||||
}
|
||||
}
|
||||
task_contract_taker = {
|
||||
trigger_event = {
|
||||
id = ep3_contract_event.0580
|
||||
delayed = no
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success_standard = {
|
||||
should_print_on_complete = yes
|
||||
effect = {
|
||||
save_scope_value_as = { name = extra_reward value = flag:no }
|
||||
save_scope_as = task_contract
|
||||
laamp_rewards_disburse_ordinary_currency_effect = {
|
||||
GOLD = scope:task_contract.var:gold_success_standard
|
||||
PRESTIGE = task_contract_success_prestige_gain_half_value
|
||||
PIETY = 0
|
||||
PROVISIONS = task_contract_success_provisions_gain_minor_value
|
||||
OPINION = task_contract_opinion_standard_reward_value
|
||||
OPINION_TYPE = succeeded_task_contract_opinion
|
||||
CONTACT = no
|
||||
CONTACT_HOOK = no
|
||||
EXTRA_REWARD = scope:extra_reward
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
positive = no
|
||||
effect = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker = {
|
||||
add_stress = minor_stress_gain
|
||||
add_prestige = task_contract_failure_prestige_loss_full_value
|
||||
reverse_add_opinion = {
|
||||
opinion = -50
|
||||
modifier = failed_task_contract_opinion
|
||||
target = scope:task_contract.task_contract_employer
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
laamp_eliminate_heir_contract = {
|
||||
group = laamp_contracts_intrigue_group
|
||||
icon = "gfx/interface/icons/scheme_types/intrigue.dds"
|
||||
travel = yes
|
||||
use_diplomatic_range = yes
|
||||
is_criminal = yes
|
||||
|
||||
valid_to_create = {
|
||||
valid_laamp_basic_accept_only_trigger = yes
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = scope:employer
|
||||
LAAMP = root
|
||||
}
|
||||
valid_laamp_sensible_start_trigger = yes
|
||||
scope:employer = {
|
||||
is_ai = yes
|
||||
in_diplomatic_range = root
|
||||
is_landed = yes
|
||||
location = { #Not too far away
|
||||
squared_distance = {
|
||||
target = root.location
|
||||
value <= squared_distance_large
|
||||
}
|
||||
}
|
||||
NOR = {
|
||||
government_has_flag = government_is_theocracy
|
||||
government_allows = administrative
|
||||
}
|
||||
AND = { #They have a primary heir they dislike, and another one they like
|
||||
primary_heir ?= {
|
||||
reverse_opinion = {
|
||||
target = scope:employer
|
||||
value <= high_negative_opinion
|
||||
}
|
||||
age > 16 #No murderin' babies
|
||||
}
|
||||
any_heir = {
|
||||
count > 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = scope:employer
|
||||
LAAMP = root
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = root.task_contract_employer
|
||||
LAAMP = root.task_contract_taker
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
# Standard triggers.
|
||||
valid_laamp_basic_trigger = {
|
||||
EMPLOYER = root.task_contract_employer
|
||||
LAAMP = root.task_contract_taker
|
||||
}
|
||||
}
|
||||
|
||||
weight = { #Let's not have this happen too often
|
||||
value = task_contract_weight_interesting_very_rare_value
|
||||
add = task_contract_weight_employer_contact_list_value
|
||||
}
|
||||
|
||||
on_create = {
|
||||
scope:contract = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_employer = {
|
||||
save_scope_as = task_contract_employer
|
||||
random_heir = {
|
||||
limit = {
|
||||
is_primary_heir_of = scope:task_contract_employer
|
||||
reverse_opinion = {
|
||||
target = scope:task_contract_employer
|
||||
value <= high_negative_opinion
|
||||
}
|
||||
age > 16 #No murderin' babies
|
||||
}
|
||||
save_scope_as = heir
|
||||
}
|
||||
scope:heir.location = {
|
||||
save_scope_as = task_contract_destination
|
||||
}
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_employer
|
||||
value = scope:task_contract_employer
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_destination
|
||||
value = scope:task_contract_destination
|
||||
}
|
||||
# Make our gold rewards static.
|
||||
grab_gold_fuzz_number_effect = yes
|
||||
save_scope_as = task_contract
|
||||
set_variable = {
|
||||
name = gold_success_standard
|
||||
value = task_contract_success_gold_gain_full_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_employer = {
|
||||
save_scope_as = task_contract_employer
|
||||
random_heir = {
|
||||
limit = {
|
||||
is_primary_heir_of = scope:task_contract_employer
|
||||
reverse_opinion = {
|
||||
target = scope:task_contract_employer
|
||||
value <= high_negative_opinion
|
||||
}
|
||||
age > 16 #No murderin' babies
|
||||
}
|
||||
save_scope_as = heir
|
||||
}
|
||||
random_heir = {
|
||||
limit = {
|
||||
NOT = {
|
||||
is_primary_heir_of = scope:task_contract_employer
|
||||
}
|
||||
reverse_opinion = {
|
||||
target = scope:task_contract_employer
|
||||
value >= low_positive_opinion
|
||||
}
|
||||
}
|
||||
save_scope_as = favoured_heir
|
||||
}
|
||||
scope:heir.location = {
|
||||
save_scope_as = task_contract_destination
|
||||
}
|
||||
}
|
||||
task_contract_taker = {
|
||||
trigger_event = {
|
||||
id = ep3_contract_event.0590
|
||||
delayed = no
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success_standard = {
|
||||
should_print_on_complete = yes
|
||||
effect = {
|
||||
save_scope_value_as = { name = extra_reward value = flag:no }
|
||||
save_scope_as = task_contract
|
||||
laamp_rewards_disburse_ordinary_currency_effect = {
|
||||
GOLD = scope:task_contract.var:gold_success_standard
|
||||
PRESTIGE = task_contract_success_prestige_gain_full_value
|
||||
PIETY = 0
|
||||
PROVISIONS = task_contract_success_provisions_gain_major_value
|
||||
OPINION = task_contract_opinion_excelled_reward_value
|
||||
OPINION_TYPE = succeeded_task_contract_opinion
|
||||
CONTACT = yes
|
||||
CONTACT_HOOK = yes
|
||||
EXTRA_REWARD = scope:extra_reward
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
positive = no
|
||||
effect = {
|
||||
save_scope_value_as = { name = extra_reward value = flag:no }
|
||||
save_scope_as = task_contract
|
||||
laamp_rewards_disburse_ordinary_currency_effect = {
|
||||
GOLD = 0
|
||||
PRESTIGE = task_contract_failure_prestige_loss_full_value
|
||||
PIETY = 0
|
||||
PROVISIONS = task_contract_failure_provisions_gain_minor_value
|
||||
OPINION = task_contract_opinion_standard_failure_value
|
||||
OPINION_TYPE = failed_task_contract_opinion
|
||||
CONTACT = no
|
||||
CONTACT_HOOK = no
|
||||
EXTRA_REWARD = scope:extra_reward
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2025
common/task_contracts/laamp_transport_contracts.txt
Normal file
2025
common/task_contracts/laamp_transport_contracts.txt
Normal file
File diff suppressed because it is too large
Load diff
468
common/task_contracts/nomads_migration_contracts.txt
Normal file
468
common/task_contracts/nomads_migration_contracts.txt
Normal file
|
|
@ -0,0 +1,468 @@
|
|||
#############################
|
||||
# NOMADIC MIGRATION CONTRACTS
|
||||
#############################
|
||||
nomadic_migration_contract_1 = { # Disagreeable Herders
|
||||
group = nomadic_settling_group
|
||||
icon = "gfx/interface/icons/government_types/government_type_herder.dds"
|
||||
use_diplomatic_range = no
|
||||
travel = no
|
||||
|
||||
valid_to_create = { settlement_issue_valid_to_create_default_trigger = yes }
|
||||
|
||||
valid_to_keep = { settlement_issue_valid_to_keep_default_trigger = yes }
|
||||
|
||||
valid_to_continue = { settlement_issue_valid_to_continue_default_trigger = yes }
|
||||
|
||||
valid_to_accept = { is_available = yes }
|
||||
|
||||
on_create = { settlement_issue_on_create_effect = yes }
|
||||
|
||||
on_accepted = {
|
||||
settlement_issue_on_accepted_default_effect = {
|
||||
NUMBER = 1
|
||||
ARRIVAL_ID = 0005
|
||||
RESET_ID = 0003
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
task_contract_taker = { remove_variable = nomadic_migration_contract_1 }
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
settlement_issue_on_invalidated_default_effect = yes
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
control = { effect = { settlement_issue_control_reward_effect = yes } }
|
||||
|
||||
herd = { effect = { settlement_issue_herd_reward_effect = yes } }
|
||||
|
||||
fertility = { effect = { settlement_issue_fertility_reward_effect = yes } }
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_migration_contract_2 = { # The Wild Herd
|
||||
group = nomadic_settling_group
|
||||
icon = "gfx/interface/icons/icon_herd.dds"
|
||||
use_diplomatic_range = no
|
||||
travel = no
|
||||
|
||||
valid_to_create = { settlement_issue_valid_to_create_default_trigger = yes }
|
||||
|
||||
valid_to_keep = { settlement_issue_valid_to_keep_default_trigger = yes }
|
||||
|
||||
valid_to_continue = { settlement_issue_valid_to_continue_default_trigger = yes }
|
||||
|
||||
valid_to_accept = { is_available = yes }
|
||||
|
||||
on_create = { settlement_issue_on_create_effect = yes }
|
||||
|
||||
on_accepted = {
|
||||
settlement_issue_on_accepted_default_effect = {
|
||||
NUMBER = 2
|
||||
ARRIVAL_ID = 0015
|
||||
RESET_ID = 0013
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
task_contract_taker = { remove_variable = nomadic_migration_contract_2 }
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
settlement_issue_on_invalidated_default_effect = yes
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
control = { effect = { settlement_issue_control_reward_effect = yes } }
|
||||
|
||||
herd = { effect = { settlement_issue_herd_reward_effect = yes } }
|
||||
|
||||
gold = { effect = { settlement_issue_gold_reward_effect = yes } }
|
||||
|
||||
opinion = { effect = { settlement_issue_opinion_reward_effect = { MODIFIER = mpo_si_slaughtered_for_a_feast } } }
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_migration_contract_3 = { # Contentious Grazelands
|
||||
group = nomadic_settling_group
|
||||
icon = "gfx/interface/icons/icon_county_fertility.dds"
|
||||
use_diplomatic_range = no
|
||||
travel = no
|
||||
|
||||
valid_to_create = {
|
||||
any_knight = {
|
||||
count >= 2
|
||||
is_landed = no
|
||||
}
|
||||
any_held_county = {
|
||||
county_control < 90
|
||||
NOT = { has_county_modifier = ongoing_settlement_contract }
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_keep = { settlement_issue_valid_to_keep_default_trigger = yes }
|
||||
|
||||
valid_to_continue = { settlement_issue_valid_to_continue_default_trigger = yes }
|
||||
|
||||
valid_to_accept = { is_available = yes }
|
||||
|
||||
on_create = { settlement_issue_on_create_effect = yes }
|
||||
|
||||
on_accepted = {
|
||||
settlement_issue_on_accepted_default_effect = {
|
||||
NUMBER = 3
|
||||
ARRIVAL_ID = 0025
|
||||
RESET_ID = 0023
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
task_contract_taker = { remove_variable = nomadic_migration_contract_3 }
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
settlement_issue_on_invalidated_default_effect = yes
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
control = { effect = { settlement_issue_control_reward_effect = yes } }
|
||||
|
||||
herd = { effect = { settlement_issue_herd_reward_effect = yes } }
|
||||
|
||||
opinion = {
|
||||
effect = {
|
||||
settlement_issue_character_opinion_reward_effect = {
|
||||
CHARACTER = root.task_contract_employer
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_migration_contract_4 = { # A Lack of Tools
|
||||
group = nomadic_settling_group
|
||||
icon = "gfx/interface/icons/court_position_types/royal_architect_court_position.dds"
|
||||
use_diplomatic_range = no
|
||||
travel = no
|
||||
|
||||
valid_to_create = { settlement_issue_valid_to_create_default_trigger = yes }
|
||||
|
||||
valid_to_keep = { settlement_issue_valid_to_keep_default_trigger = yes }
|
||||
|
||||
valid_to_continue = { settlement_issue_valid_to_continue_default_trigger = yes }
|
||||
|
||||
valid_to_accept = { is_available = yes }
|
||||
|
||||
on_create = { settlement_issue_on_create_effect = yes }
|
||||
|
||||
on_accepted = {
|
||||
settlement_issue_on_accepted_default_effect = {
|
||||
NUMBER = 4
|
||||
ARRIVAL_ID = 0035
|
||||
RESET_ID = 0033
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
task_contract_taker = { remove_variable = nomadic_migration_contract_4 }
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
settlement_issue_on_invalidated_default_effect = yes
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
control = { effect = { settlement_issue_control_reward_effect = yes } }
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_migration_contract_5 = { # Fragmentation of the Tribe
|
||||
group = nomadic_settling_group
|
||||
icon = "gfx/interface/icons/casus_bellis/ducal_conquest_cb.dds"
|
||||
use_diplomatic_range = no
|
||||
travel = no
|
||||
|
||||
valid_to_create = { settlement_issue_valid_to_create_default_trigger = yes }
|
||||
|
||||
valid_to_keep = { settlement_issue_valid_to_keep_default_trigger = yes }
|
||||
|
||||
valid_to_continue = { settlement_issue_valid_to_continue_default_trigger = yes }
|
||||
|
||||
valid_to_accept = { is_available = yes }
|
||||
|
||||
on_create = { settlement_issue_on_create_effect = yes }
|
||||
|
||||
on_accepted = {
|
||||
settlement_issue_on_accepted_default_effect = {
|
||||
NUMBER = 5
|
||||
ARRIVAL_ID = 0045
|
||||
RESET_ID = 0043
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
task_contract_taker = { remove_variable = nomadic_migration_contract_5 }
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
settlement_issue_on_invalidated_default_effect = yes
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
control = { effect = { settlement_issue_control_reward_effect = yes } }
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_migration_contract_6 = { # Poisonous Lands
|
||||
group = nomadic_settling_group
|
||||
icon = "gfx/interface/icons/court_position_types/court_physician_court_position.dds"
|
||||
use_diplomatic_range = no
|
||||
travel = no
|
||||
|
||||
valid_to_create = { settlement_issue_valid_to_create_default_trigger = yes }
|
||||
|
||||
valid_to_keep = { settlement_issue_valid_to_keep_default_trigger = yes }
|
||||
|
||||
valid_to_continue = { settlement_issue_valid_to_continue_default_trigger = yes }
|
||||
|
||||
valid_to_accept = { is_available = yes }
|
||||
|
||||
on_create = { settlement_issue_on_create_effect = yes }
|
||||
|
||||
on_accepted = {
|
||||
settlement_issue_on_accepted_default_effect = {
|
||||
NUMBER = 6
|
||||
ARRIVAL_ID = 0055
|
||||
RESET_ID = 0053
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
task_contract_taker = { remove_variable = nomadic_migration_contract_6 }
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
settlement_issue_on_invalidated_default_effect = yes
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
control = { effect = { settlement_issue_control_reward_effect = yes } }
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_migration_contract_7 = { # Troublesome Neighbors
|
||||
group = nomadic_settling_group
|
||||
icon = "gfx/interface/icons/casus_bellis/ducal_conquest_cb.dds"
|
||||
use_diplomatic_range = no
|
||||
travel = no
|
||||
|
||||
valid_to_create = { settlement_issue_valid_to_create_default_trigger = yes }
|
||||
|
||||
valid_to_keep = {
|
||||
custom_tooltip = {
|
||||
text = migration_contract_county_ownership_text
|
||||
OR = {
|
||||
task_contract_location.province_owner = task_contract_taker
|
||||
task_contract_location.province_owner.liege = task_contract_taker
|
||||
task_contract_location.province_owner.top_liege = task_contract_taker
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = migration_contract_county_alt_text
|
||||
task_contract_location.county = {
|
||||
county_control < 90
|
||||
any_neighboring_county = {
|
||||
NOT = { owner.top_liege ?= root.top_liege }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_continue = { settlement_issue_valid_to_continue_default_trigger = yes }
|
||||
|
||||
valid_to_accept = { is_available = yes }
|
||||
|
||||
on_create = { settlement_issue_on_create_effect = yes }
|
||||
|
||||
on_accepted = {
|
||||
settlement_issue_on_accepted_default_effect = {
|
||||
NUMBER = 7
|
||||
ARRIVAL_ID = 0065
|
||||
RESET_ID = 0063
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
task_contract_taker = { remove_variable = nomadic_migration_contract_7 }
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
settlement_issue_on_invalidated_default_effect = yes
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
control = { effect = { settlement_issue_control_reward_effect = yes } }
|
||||
|
||||
herd = { effect = { settlement_issue_herd_reward_effect = yes } }
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_migration_contract_8 = { # The Leftovers
|
||||
group = nomadic_settling_group
|
||||
icon = "gfx/interface/icons/icon_herd.dds"
|
||||
use_diplomatic_range = no
|
||||
travel = no
|
||||
|
||||
valid_to_create = { settlement_issue_valid_to_create_default_trigger = yes }
|
||||
|
||||
valid_to_keep = { settlement_issue_valid_to_keep_default_trigger = yes }
|
||||
|
||||
valid_to_continue = { settlement_issue_valid_to_continue_default_trigger = yes }
|
||||
|
||||
valid_to_accept = { is_available = yes }
|
||||
|
||||
on_create = { settlement_issue_on_create_effect = yes }
|
||||
|
||||
on_accepted = {
|
||||
settlement_issue_on_accepted_default_effect = {
|
||||
NUMBER = 8
|
||||
ARRIVAL_ID = 0075
|
||||
RESET_ID = 0073
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
task_contract_taker = { remove_variable = nomadic_migration_contract_8 }
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
settlement_issue_on_invalidated_default_effect = yes
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
control = { effect = { settlement_issue_control_reward_effect = yes } }
|
||||
|
||||
herd = { effect = { settlement_issue_herd_reward_effect = yes } }
|
||||
|
||||
gold = { effect = { settlement_issue_gold_reward_effect = yes } }
|
||||
|
||||
fertility = { effect = { settlement_issue_fertility_reward_effect = yes } }
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_migration_contract_9 = { # Drawing Lines
|
||||
group = nomadic_settling_group
|
||||
icon = "gfx/interface/icons/icon_county_fertility.dds"
|
||||
use_diplomatic_range = no
|
||||
travel = no
|
||||
|
||||
valid_to_create = { settlement_issue_valid_to_create_default_trigger = yes }
|
||||
|
||||
valid_to_keep = {
|
||||
custom_tooltip = {
|
||||
text = migration_contract_county_ownership_text
|
||||
OR = {
|
||||
task_contract_location.province_owner = task_contract_taker
|
||||
task_contract_location.province_owner.liege = task_contract_taker
|
||||
task_contract_location.province_owner.top_liege = task_contract_taker
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = migration_contract_county_alt_text
|
||||
task_contract_location.county = {
|
||||
county_control < 90
|
||||
any_neighboring_county = {
|
||||
holder = root.task_contract_taker
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_continue = { settlement_issue_valid_to_continue_default_trigger = yes }
|
||||
|
||||
valid_to_accept = { is_available = yes }
|
||||
|
||||
on_create = { settlement_issue_on_create_effect = yes }
|
||||
|
||||
on_accepted = {
|
||||
settlement_issue_on_accepted_default_effect = {
|
||||
NUMBER = 9
|
||||
ARRIVAL_ID = 0085
|
||||
RESET_ID = 0083
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
task_contract_taker = { remove_variable = nomadic_migration_contract_9 }
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
settlement_issue_on_invalidated_default_effect = yes
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
control = { effect = { settlement_issue_control_reward_effect = yes } }
|
||||
|
||||
fertility = { effect = { settlement_issue_fertility_reward_effect = yes } }
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_migration_contract_10 = { # The Old Tribe
|
||||
group = nomadic_settling_group
|
||||
icon = "gfx/interface/icons/icon_culture.dds"
|
||||
use_diplomatic_range = no
|
||||
travel = no
|
||||
|
||||
valid_to_create = { settlement_issue_valid_to_create_default_trigger = yes }
|
||||
|
||||
valid_to_keep = {
|
||||
custom_tooltip = {
|
||||
text = migration_contract_county_ownership_text
|
||||
OR = {
|
||||
task_contract_location.province_owner = task_contract_taker
|
||||
task_contract_location.province_owner.liege = task_contract_taker
|
||||
task_contract_location.province_owner.top_liege = task_contract_taker
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = migration_contract_county_alt_text
|
||||
task_contract_location.county = {
|
||||
county_control < 90
|
||||
has_variable = migration_previous_culture
|
||||
NOT = { var:migration_previous_culture = root.task_contract_taker.culture }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_continue = { settlement_issue_valid_to_continue_default_trigger = yes }
|
||||
|
||||
valid_to_accept = { is_available = yes }
|
||||
|
||||
on_create = { settlement_issue_on_create_effect = yes }
|
||||
|
||||
on_accepted = {
|
||||
settlement_issue_on_accepted_default_effect = {
|
||||
NUMBER = 10
|
||||
ARRIVAL_ID = 0095
|
||||
RESET_ID = 0093
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
task_contract_taker = { remove_variable = nomadic_migration_contract_10 }
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
settlement_issue_on_invalidated_default_effect = yes
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
control = { effect = { settlement_issue_control_reward_effect = yes } }
|
||||
|
||||
herd = { effect = { settlement_issue_herd_reward_effect = yes } }
|
||||
|
||||
success = { effect = { settlement_issue_culture_reward_effect = yes } }
|
||||
}
|
||||
}
|
||||
3458
common/task_contracts/tgp_admin_contracts.txt
Normal file
3458
common/task_contracts/tgp_admin_contracts.txt
Normal file
File diff suppressed because it is too large
Load diff
651
common/task_contracts/tgp_admin_contracts_tova.txt
Normal file
651
common/task_contracts/tgp_admin_contracts_tova.txt
Normal file
|
|
@ -0,0 +1,651 @@
|
|||
# Unsanctioned deity: Village worships excessively
|
||||
unsanctioned_deity = {
|
||||
group = admin_governance_group
|
||||
icon = "gfx/interface/icons/message_feed/heresy.dds"
|
||||
|
||||
valid_to_create = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
task_contract_taker = { valid_governor_contract_trigger = yes }
|
||||
valid_governor_contract_basic_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_governor_contract_trigger = yes
|
||||
custom_tooltip = {
|
||||
text = has_active_governance_issue
|
||||
num_taken_task_contracts < 1
|
||||
}
|
||||
is_available = yes
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
task_contract_taker = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_accept_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
trigger_event = governor_contract_events_tova.0050
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
if = {
|
||||
limit = { governor_contract_invalidated_message_trigger = yes }
|
||||
governor_contract_invalidated_message_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success = {
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_success_tt_rewards
|
||||
}
|
||||
}
|
||||
success_failure = {
|
||||
positive = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_failure_tt
|
||||
}
|
||||
}
|
||||
sanction_deity = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 10 }
|
||||
change_merit = {
|
||||
value = minor_merit_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_sanctioned_deity_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
burn_shrine = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 6 }
|
||||
change_merit = {
|
||||
value = miniscule_merit_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
claim_offerings = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
add_gold = {
|
||||
value = scope:task_contract.task_contract_location.monthly_income
|
||||
multiply = 40
|
||||
}
|
||||
change_merit = {
|
||||
value = miniscule_merit_loss
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
secret_siphoned_treasury_is_valid_trigger = {
|
||||
OWNER = scope:task_contract.task_contract_taker
|
||||
TARGET = top_liege
|
||||
}
|
||||
}
|
||||
add_secret = {
|
||||
type = secret_siphoned_treasury
|
||||
target = top_liege
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
debunk_deity = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 4 }
|
||||
change_merit = {
|
||||
value = miniscule_merit_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = tgp_debunked_deity_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
deity_monks = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
change_influence = {
|
||||
value = miniscule_influence_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
add_piety = {
|
||||
value = medium_piety_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
task_contract_taker ?= {
|
||||
change_influence = minor_influence_loss
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = governor
|
||||
has_trait_xp = {
|
||||
trait = governor
|
||||
value > 0
|
||||
}
|
||||
}
|
||||
add_trait_xp = {
|
||||
trait = governor
|
||||
value = -5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Escaped Justice
|
||||
escaped_justice = {
|
||||
group = admin_governance_group
|
||||
icon = "gfx/interface/icons/message_feed/marshal_job.dds"
|
||||
|
||||
valid_to_create = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
task_contract_taker = { valid_governor_contract_trigger = yes }
|
||||
valid_governor_contract_basic_trigger = yes
|
||||
task_contract_target = {
|
||||
is_travelling = no
|
||||
is_imprisoned = no
|
||||
is_commanding_army = no
|
||||
}
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_governor_contract_trigger = yes
|
||||
|
||||
custom_tooltip = {
|
||||
text = has_active_governance_issue
|
||||
num_taken_task_contracts < 1
|
||||
}
|
||||
is_available = yes
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
task_contract_taker = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_accept_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
trigger_event = governor_contract_events_tova.0055
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
if = {
|
||||
limit = { governor_contract_invalidated_message_trigger = yes }
|
||||
governor_contract_invalidated_message_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success = {
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_success_tt_rewards
|
||||
}
|
||||
}
|
||||
success_failure = {
|
||||
positive = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_failure_tt
|
||||
}
|
||||
}
|
||||
escapee_persuade = { #Diplomacy
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 6 }
|
||||
change_merit = {
|
||||
value = minor_merit_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
escapee_slain = { #Martial duel
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
add_dread = {
|
||||
value = medium_dread_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
task_contract_location.county = {
|
||||
if = {
|
||||
limit = { county_control < 100 }
|
||||
change_county_control = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
escapee_join_monastery = { #Increase Piety
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
add_piety = {
|
||||
value = medium_piety_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
escapee_shunned = { #Influence Gain
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 4 }
|
||||
change_influence = {
|
||||
value = minor_influence_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
task_contract_taker ?= {
|
||||
change_influence = minor_influence_loss
|
||||
}
|
||||
task_contract_location.county = {
|
||||
change_county_control = -5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Forced Conscription
|
||||
forced_conscription = {
|
||||
group = admin_governance_group
|
||||
icon = "gfx/interface/icons/message_feed/marshal_job.dds"
|
||||
travel = no
|
||||
|
||||
valid_to_create = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
task_contract_taker = { valid_governor_contract_trigger = yes }
|
||||
valid_governor_contract_basic_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_governor_contract_trigger = yes
|
||||
|
||||
custom_tooltip = {
|
||||
text = has_active_governance_issue
|
||||
num_taken_task_contracts < 1
|
||||
}
|
||||
is_available = yes
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
task_contract_taker = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
task_contract_employer = {
|
||||
is_alive = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_accept_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_employer = {
|
||||
save_scope_as = recruitment_employer
|
||||
}
|
||||
task_contract_taker ?= {
|
||||
trigger_event = governor_contract_events_tova.0060
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
if = {
|
||||
limit = { governor_contract_invalidated_message_trigger = yes }
|
||||
governor_contract_invalidated_message_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success = {
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_success_tt_rewards
|
||||
}
|
||||
}
|
||||
success_failure = {
|
||||
positive = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_failure_tt
|
||||
}
|
||||
}
|
||||
conscripts_bribed = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_location = {
|
||||
add_province_modifier = {
|
||||
modifier = tgp_fattened_vanguard_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
task_contract_taker ?= {
|
||||
remove_short_term_gold = {
|
||||
value = minor_gold_value
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
conscripts_forced = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_location = {
|
||||
add_province_modifier = {
|
||||
modifier = tgp_fattened_vanguard_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
task_contract_location.county = {
|
||||
change_county_control = medium_county_control_loss
|
||||
}
|
||||
task_contract_taker ?= {
|
||||
change_influence = {
|
||||
value = minor_influence_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
conscripts_convinced = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_location = {
|
||||
add_province_modifier = {
|
||||
modifier = tgp_fattened_vanguard_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
task_contract_taker ?= {
|
||||
change_merit = {
|
||||
value = minor_merit_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
conscripts_trade = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_diligent_workers_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
task_contract_taker ?= {
|
||||
change_merit = {
|
||||
value = minor_merit_loss
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
task_contract_taker ?= {
|
||||
change_influence = minor_influence_loss
|
||||
}
|
||||
task_contract_location.county = {
|
||||
change_county_control = -5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Teach Monks Martial Arts
|
||||
combat_train_monks = {
|
||||
group = admin_governance_group
|
||||
icon = "gfx/interface/icons/message_feed/marshal_job.dds"
|
||||
|
||||
valid_to_create = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
task_contract_taker = { valid_governor_contract_trigger = yes }
|
||||
valid_governor_contract_basic_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_governor_contract_trigger = yes
|
||||
|
||||
custom_tooltip = {
|
||||
text = has_active_governance_issue
|
||||
num_taken_task_contracts < 1
|
||||
}
|
||||
is_available = yes
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
task_contract_taker = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_accept_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
trigger_event = governor_contract_events_tova.0065
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
if = {
|
||||
limit = {governor_contract_invalidated_message_trigger = yes }
|
||||
governor_contract_invalidated_message_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success = {
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_success_tt_rewards
|
||||
}
|
||||
}
|
||||
success_failure = {
|
||||
positive = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_failure_tt
|
||||
}
|
||||
}
|
||||
hire_monks_as_maa = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 4 }
|
||||
}
|
||||
}
|
||||
}
|
||||
hire_monk_as_knight = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
change_influence = minor_influence_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
train_monks = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
change_influence = {
|
||||
value = miniscule_influence_gain
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
increase_governance_effect = { VALUE = 4 }
|
||||
}
|
||||
scope:task_contract.task_contract_location = {
|
||||
add_province_modifier = {
|
||||
modifier = tgp_trained_monks_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
if = {
|
||||
limit = { county_control < 100 }
|
||||
change_county_control = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
station_troops = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
}
|
||||
scope:task_contract.task_contract_location = {
|
||||
add_province_modifier = {
|
||||
modifier = tgp_stationed_troops_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
if = {
|
||||
limit = { county_control < 100 }
|
||||
change_county_control = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
let_marshal_handle = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
scope:task_contract.task_contract_location = {
|
||||
add_province_modifier = {
|
||||
modifier = tgp_adequately_trained_monks_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
if = {
|
||||
limit = { county_control < 100 }
|
||||
change_county_control = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
task_contract_taker ?= {
|
||||
change_influence = minor_influence_loss
|
||||
}
|
||||
task_contract_location.county = {
|
||||
change_county_control = -5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
180
common/task_contracts/tgp_admin_military_contracts.txt
Normal file
180
common/task_contracts/tgp_admin_military_contracts.txt
Normal file
|
|
@ -0,0 +1,180 @@
|
|||
missing_equipment = {
|
||||
group = admin_governance_group
|
||||
icon = "gfx/interface/icons/message_feed/marshal_job.dds"
|
||||
|
||||
valid_to_create = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
task_contract_taker = { valid_governor_contract_trigger = yes }
|
||||
valid_governor_contract_basic_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_governor_contract_trigger = yes
|
||||
custom_tooltip = {
|
||||
text = has_active_governance_issue
|
||||
num_taken_task_contracts < 1
|
||||
}
|
||||
is_available = yes
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
task_contract_taker = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_accept_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
root.task_contract_location.barony = {
|
||||
save_scope_as = task_contract_location
|
||||
}
|
||||
trigger_event = tgp_governor_contract_event.2000
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
if = {
|
||||
limit = { governor_contract_invalidated_message_trigger = yes }
|
||||
governor_contract_invalidated_message_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success = {
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_success_tt_rewards
|
||||
}
|
||||
}
|
||||
success_failure = {
|
||||
positive = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_failure_tt
|
||||
}
|
||||
}
|
||||
secure_future_deliveries = { # Good governance option
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 10 }
|
||||
change_merit = {
|
||||
value = medium_merit_value
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
|
||||
every_held_title = {
|
||||
limit = { tier = tier_county }
|
||||
custom = custom.every_held_county_capital
|
||||
title_province = {
|
||||
add_province_modifier = {
|
||||
modifier = tgp_well_equipped_soldiers_modifier
|
||||
years = 15
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
if = {
|
||||
limit = { county_control < 100 }
|
||||
change_county_control = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
demand_extra_shipment = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 6 }
|
||||
every_held_title = {
|
||||
limit = { tier = tier_county }
|
||||
custom = custom.every_held_county_capital
|
||||
title_province = {
|
||||
add_province_modifier = {
|
||||
modifier = tgp_well_equipped_soldiers_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
demand_gold = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 2 }
|
||||
add_gold = medium_gold_value
|
||||
}
|
||||
}
|
||||
}
|
||||
demand_best_equipment = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 4 }
|
||||
|
||||
capital_province ?= {
|
||||
add_province_modifier = {
|
||||
modifier = tgp_greatly_equipped_soldiers_modifier
|
||||
years = 15
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
offered_replacements = { # Default outcome if you visit the workshop. Same as "buy_replacements" but without the cost.
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 4 }
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
buy_replacements = { # Safe opt-out if you don't want to travel
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
remove_short_term_gold = medium_gold_value
|
||||
increase_governance_effect = { VALUE = 4 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
failure_standard = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
change_influence = {
|
||||
value = minor_influence_loss
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3748
common/task_contracts/tgp_mandala_contracts.txt
Normal file
3748
common/task_contracts/tgp_mandala_contracts.txt
Normal file
File diff suppressed because it is too large
Load diff
685
common/task_contracts/tgp_natural_disaster_contracts.txt
Normal file
685
common/task_contracts/tgp_natural_disaster_contracts.txt
Normal file
|
|
@ -0,0 +1,685 @@
|
|||
#TODO_CD_TGP_AJ; merit needs to be added for all relevant options (positive and negative) for use in China
|
||||
tgp_food_shortage = { #Food Shortage
|
||||
group = admin_governance_group
|
||||
icon = "gfx/interface/icons/situation_types/natural_disaster_generic.dds"
|
||||
|
||||
valid_to_create = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
task_contract_taker = { valid_governor_contract_trigger = yes }
|
||||
valid_governor_contract_basic_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_governor_contract_trigger = yes
|
||||
custom_tooltip = {
|
||||
text = has_active_governance_issue
|
||||
num_taken_task_contracts < 1
|
||||
}
|
||||
is_available = yes
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
task_contract_taker = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_accept_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
root.task_contract_location.barony = {
|
||||
save_scope_as = task_contract_location
|
||||
}
|
||||
trigger_event = tgp_natural_disaster_contract_event.0001
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
if = {
|
||||
limit = { governor_contract_invalidated_message_trigger = yes }
|
||||
governor_contract_invalidated_message_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success = {
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_natural_disaster_tt_rewards
|
||||
}
|
||||
}
|
||||
failure = {
|
||||
positive = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_natural_disaster_failure_tt
|
||||
}
|
||||
}
|
||||
distribution_of_food = { # Good governance option
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 10 }
|
||||
add_diplomacy_lifestyle_xp = medium_lifestyle_xp
|
||||
add_character_modifier = {
|
||||
modifier = tgp_distribution_of_food_character_modifier
|
||||
years = 10
|
||||
}
|
||||
change_influence = minor_influence_loss
|
||||
every_vassal = {
|
||||
limit = {
|
||||
is_adult = yes
|
||||
}
|
||||
add_stress = minor_stress_impact_gain
|
||||
remove_short_term_gold = minor_gold_value
|
||||
}
|
||||
}
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_distribution_of_food_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
pay_from_own_pocket = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
add_learning_lifestyle_xp = minor_lifestyle_xp
|
||||
add_piety = minor_piety_gain
|
||||
add_character_modifier = {
|
||||
modifier = tgp_pay_from_own_pocket_character_modifier
|
||||
years = 10
|
||||
}
|
||||
remove_short_term_gold = medium_gold_value
|
||||
}
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_pay_from_own_pocket_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
haggle_with_merchants = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
send_interface_toast = {
|
||||
title = tgp_natural_disaster_contract_event.0002.c.tt.success
|
||||
left_icon = scope:task_contract.task_contract_taker
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_haggle_with_merchants_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
add_stewardship_lifestyle_xp = medium_lifestyle_xp
|
||||
remove_short_term_gold = minor_gold_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
haggle_with_merchants_failure = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker ?= {
|
||||
send_interface_toast = {
|
||||
title = tgp_natural_disaster_contract_event.0002.c.tt.failure
|
||||
left_icon = scope:task_contract.task_contract_taker
|
||||
add_prestige = minor_prestige_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
demand_food_from_nobles = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
change_influence = minor_influence_loss
|
||||
add_diplomacy_lifestyle_xp = minor_lifestyle_xp
|
||||
}
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_demand_food_from_nobles_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
change_influence = {
|
||||
value = medium_influence_loss
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
add_piety = {
|
||||
value = minor_piety_loss
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_ravaged_buildings = { #Destroyed by Nature
|
||||
group = admin_governance_group
|
||||
icon = "gfx/interface/icons/situation_types/natural_disaster_generic.dds"
|
||||
|
||||
valid_to_create = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
task_contract_taker = { valid_governor_contract_trigger = yes }
|
||||
valid_governor_contract_basic_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_governor_contract_trigger = yes
|
||||
custom_tooltip = {
|
||||
text = has_active_governance_issue
|
||||
num_taken_task_contracts < 1
|
||||
}
|
||||
is_available = yes
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
task_contract_taker = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_accept_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
root.task_contract_location.barony = {
|
||||
save_scope_as = task_contract_location
|
||||
}
|
||||
trigger_event = tgp_natural_disaster_contract_event.0005
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
if = {
|
||||
limit = { governor_contract_invalidated_message_trigger = yes }
|
||||
governor_contract_invalidated_message_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success = {
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_natural_disaster_tt_rewards
|
||||
}
|
||||
}
|
||||
failure = {
|
||||
positive = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_natural_disaster_failure_tt
|
||||
}
|
||||
}
|
||||
rebuild_settlement = { # Good governance option
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 10 }
|
||||
add_stewardship_lifestyle_xp = medium_lifestyle_xp
|
||||
add_character_modifier = {
|
||||
modifier = tgp_rebuild_settlement_character_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_rebuild_settlement_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
temporary_shelters = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
add_diplomacy_lifestyle_xp = minor_lifestyle_xp
|
||||
add_piety = minor_piety_gain
|
||||
}
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_temporary_shelters_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
remove_debris = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
send_interface_toast = {
|
||||
title = tgp_natural_disaster_contract_event.0006.c.tt.success
|
||||
left_icon = scope:task_contract.task_contract_taker
|
||||
add_piety = minor_piety_gain
|
||||
add_stewardship_lifestyle_xp = minor_lifestyle_xp
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_remove_debris_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
remove_debris_failure = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker ?= {
|
||||
send_interface_toast = {
|
||||
title = tgp_natural_disaster_contract_event.0006.c.tt.failure
|
||||
left_icon = root
|
||||
change_influence = minor_influence_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
labor_exchange = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
add_character_modifier = {
|
||||
modifier = tgp_labor_exchange_character_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
change_influence = {
|
||||
value = medium_influence_loss
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
add_piety = {
|
||||
value = minor_piety_loss
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_medieval_medicine = { #Treating the Unfortunate
|
||||
group = admin_governance_group
|
||||
icon = "gfx/interface/icons/situation_types/natural_disaster_generic.dds"
|
||||
|
||||
valid_to_create = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
task_contract_taker = { valid_governor_contract_trigger = yes }
|
||||
valid_governor_contract_basic_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_governor_contract_trigger = yes
|
||||
custom_tooltip = {
|
||||
text = has_active_governance_issue
|
||||
num_taken_task_contracts < 1
|
||||
}
|
||||
is_available = yes
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
task_contract_taker = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_accept_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
root.task_contract_location.barony = {
|
||||
save_scope_as = task_contract_location
|
||||
}
|
||||
trigger_event = tgp_natural_disaster_contract_event.0010
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
if = {
|
||||
limit = { governor_contract_invalidated_message_trigger = yes }
|
||||
governor_contract_invalidated_message_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success = {
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_natural_disaster_tt_rewards
|
||||
}
|
||||
}
|
||||
failure = {
|
||||
positive = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_natural_disaster_failure_tt
|
||||
}
|
||||
}
|
||||
assisting_physician = { # Good governance option
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
increase_governance_effect = { VALUE = 10 }
|
||||
if = {
|
||||
limit = {
|
||||
employs_court_position = court_physician_court_position
|
||||
}
|
||||
random = {
|
||||
chance = 50
|
||||
court_position:court_physician_court_position = {
|
||||
add_learning_skill = 1
|
||||
}
|
||||
add_learning_lifestyle_xp = medium_lifestyle_xp
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_assisting_physician_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
medical_assistance = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
send_interface_toast = {
|
||||
title = tgp_natural_disaster_contract_event.0011.b.tt.success
|
||||
left_icon = scope:task_contract.task_contract_taker
|
||||
add_character_modifier = {
|
||||
modifier = tgp_medical_assistance_character_modifier
|
||||
years = 10
|
||||
}
|
||||
add_learning_lifestyle_xp = minor_lifestyle_xp
|
||||
add_piety = minor_piety_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
medical_assistance_failure = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker ?= {
|
||||
send_interface_toast = {
|
||||
title = tgp_natural_disaster_contract_event.0011.b.tt.failure
|
||||
left_icon = scope:task_contract.task_contract_taker
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_medical_assistance_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
prayers_to_the_people = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
add_learning_lifestyle_xp = minor_lifestyle_xp
|
||||
add_piety = minor_piety_gain
|
||||
add_character_modifier = {
|
||||
modifier = tgp_prayers_to_the_people_character_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
better_pay_up = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
add_gold = medium_gold_value
|
||||
add_piety = medium_piety_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
change_influence = {
|
||||
value = medium_influence_loss
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
add_piety = {
|
||||
value = minor_piety_loss
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgp_disaster_displacement = { #Provisional Relocation
|
||||
group = admin_governance_group
|
||||
icon = "gfx/interface/icons/situation_types/natural_disaster_generic.dds"
|
||||
|
||||
valid_to_create = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_keep = {
|
||||
task_contract_taker = { valid_governor_contract_trigger = yes }
|
||||
valid_governor_contract_basic_trigger = yes
|
||||
}
|
||||
|
||||
valid_to_accept = {
|
||||
valid_governor_contract_trigger = yes
|
||||
custom_tooltip = {
|
||||
text = has_active_governance_issue
|
||||
num_taken_task_contracts < 1
|
||||
}
|
||||
is_available = yes
|
||||
}
|
||||
|
||||
valid_to_continue = {
|
||||
task_contract_taker = {
|
||||
valid_governor_contract_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_accepted = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_accept_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
root.task_contract_location.barony = {
|
||||
save_scope_as = task_contract_location
|
||||
}
|
||||
trigger_event = tgp_natural_disaster_contract_event.0015
|
||||
}
|
||||
}
|
||||
|
||||
on_completed = {
|
||||
}
|
||||
|
||||
on_invalidated = {
|
||||
if = {
|
||||
limit = { governor_contract_invalidated_message_trigger = yes }
|
||||
governor_contract_invalidated_message_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
task_contract_reward = {
|
||||
success = {
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_natural_disaster_tt_rewards
|
||||
}
|
||||
}
|
||||
failure = {
|
||||
positive = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
custom_tooltip = tgp_admin_contract_natural_disaster_failure_tt
|
||||
}
|
||||
}
|
||||
deployed_troops = { # Good governance option
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
send_interface_toast = {
|
||||
title = tgp_natural_disaster_contract_event.0016.a.tt.success
|
||||
left_icon = scope:task_contract.task_contract_taker
|
||||
increase_governance_effect = { VALUE = 10 }
|
||||
add_martial_lifestyle_xp = medium_lifestyle_xp
|
||||
add_character_modifier = {
|
||||
modifier = tgp_deployed_troops_character_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
deployed_troops_failure = {
|
||||
visible = no
|
||||
effect = {
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
send_interface_toast = {
|
||||
title = tgp_natural_disaster_contract_event.0016.a.tt.failure
|
||||
left_icon = scope:task_contract.task_contract_taker
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_deployed_troops_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
setting_an_example = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
add_dread = medium_dread_gain
|
||||
add_character_modifier = {
|
||||
modifier = tgp_setting_an_example_character_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
confiscate_for_personal_inspection = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
add_gold = medium_gold_value
|
||||
add_piety = medium_piety_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
paying_off_the_looters = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_success_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
remove_short_term_gold = medium_gold_value
|
||||
scope:task_contract.task_contract_location.county = {
|
||||
add_county_modifier = {
|
||||
modifier = tgp_paying_off_the_looters_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
failure_standard = {
|
||||
visible = no
|
||||
effect = {
|
||||
task_contract_taker = { play_sound_effect = "event:/DLC/EP3/SFX/UI/Contracts/ep3_ui_contracts_failure_on_contract" }
|
||||
save_scope_as = task_contract
|
||||
task_contract_taker ?= {
|
||||
change_influence = {
|
||||
value = medium_influence_loss
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
add_piety = {
|
||||
value = minor_piety_loss
|
||||
multiply = governance_task_contract_tier_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1175,6 +1175,124 @@ ep3_laamps.0032 = {
|
|||
}
|
||||
}
|
||||
|
||||
ep3_laamps.1030 = {
|
||||
type = character_event
|
||||
window = fullscreen_event
|
||||
title = ep3_laamps.1030.t
|
||||
desc = {
|
||||
desc = ep3_laamps.1030.desc
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = { exists = scope:laamp_heir }
|
||||
desc = ep3_laamps.1030.heir
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { exists = scope:laamp_liege }
|
||||
desc = ep3_laamps.1030.liege
|
||||
}
|
||||
desc = ep3_laamps.1030.new
|
||||
}
|
||||
}
|
||||
theme = realm
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = marshal
|
||||
}
|
||||
lower_right_portrait = scope:laamp_inheritor
|
||||
override_background = { reference = ep3_fullscreen_adventurer_positive }
|
||||
cooldown = { days = 5 }
|
||||
|
||||
trigger = { exists = scope:laamp_inheritor }
|
||||
|
||||
immediate = {
|
||||
# Save scopes for loc
|
||||
primary_title = { save_scope_as = old_primary_title }
|
||||
capital_province = { save_scope_as = old_capital_province }
|
||||
if = {
|
||||
limit = { top_liege != this }
|
||||
liege = { save_scope_as = old_liege }
|
||||
}
|
||||
# Transfer landed titles
|
||||
every_held_title = {
|
||||
title_tier > barony
|
||||
limit = {
|
||||
OR = {
|
||||
is_landless_type_title = no
|
||||
is_nomad_title = yes
|
||||
}
|
||||
}
|
||||
add_to_list = target_titles
|
||||
}
|
||||
create_title_and_vassal_change = {
|
||||
type = conquest
|
||||
save_scope_as = change
|
||||
add_claim_on_loss = no
|
||||
}
|
||||
hidden_effect = {
|
||||
every_in_list = {
|
||||
list = target_titles
|
||||
change_title_holder_include_vassals = {
|
||||
holder = scope:laamp_inheritor
|
||||
change = scope:change
|
||||
}
|
||||
}
|
||||
resolve_title_and_vassal_change = scope:change
|
||||
}
|
||||
# Create Adventurer
|
||||
create_landless_minority_title_effect = {
|
||||
REASON = flag:voluntary
|
||||
FLAVOR_CHAR = scope:laamp_inheritor
|
||||
}
|
||||
scope:laamp_inheritor = {
|
||||
# Tooltip for player
|
||||
custom_tooltip = become_landless_adventurer_decision_title_scope_tt
|
||||
# Create a loving family so inheritance isn't so borked
|
||||
if = {
|
||||
limit = { has_character_flag = new_laamp_inheritor }
|
||||
trigger_event = game_rule.1001
|
||||
remove_character_flag = new_laamp_inheritor
|
||||
}
|
||||
}
|
||||
scope:old_liege ?= { trigger_event = ep3_laamps.1032 }
|
||||
adventurer_prestige_reset_effect = yes
|
||||
hidden_effect = {
|
||||
every_held_title = {
|
||||
limit = {
|
||||
is_noble_family_title = yes
|
||||
}
|
||||
root = { destroy_title = prev }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = ep3_laamps.1030.a
|
||||
create_landless_minority_title_tooltip_effect = yes
|
||||
add_prestige = medium_prestige_gain
|
||||
add_character_modifier = {
|
||||
modifier = ep3_voluntary_laamp_character_modifier
|
||||
years = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Liege event
|
||||
ep3_laamps.1032 = {
|
||||
type = letter_event
|
||||
opening = ep3_laamps.1032.opening
|
||||
desc = ep3_laamps.1032.desc
|
||||
sender = scope:minority_leader
|
||||
|
||||
trigger = { is_ai = no }
|
||||
|
||||
immediate = {
|
||||
scope:minority_leader = { create_landless_minority_title_tooltip_effect = yes }
|
||||
}
|
||||
|
||||
option = {
|
||||
name = ep3_laamps.1032.a
|
||||
}
|
||||
}
|
||||
##################################################
|
||||
# Become Adventurer - Revocation
|
||||
# by Joe Parkin
|
||||
|
|
|
|||
|
|
@ -2054,7 +2054,6 @@ scripted_trigger neighboring_ruler_proper_culture_trigger = {
|
|||
culture = culture:baranis
|
||||
culture = culture:butr
|
||||
culture = culture:levantine
|
||||
culture = culture:sephardi
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -5915,709 +5915,6 @@ fp2_yearly.8006 = {
|
|||
# Conversos and Jewish events
|
||||
# By James Beaumont
|
||||
###################################
|
||||
scripted_trigger valid_grantable_county_barony = {
|
||||
title_province = {
|
||||
geographical_region = world_europe_west_iberia
|
||||
}
|
||||
title_province = { has_building_or_higher = common_tradeport_01 }
|
||||
is_holy_site = no
|
||||
county.holder = {
|
||||
any_held_title = { # Make sure it isn't revoking their last title
|
||||
title_tier = county
|
||||
count >= 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fp2_yearly.9000 = {
|
||||
type = character_event
|
||||
title = fp2_james.0001.t
|
||||
desc = fp2_james.0001.desc
|
||||
theme = secret
|
||||
override_background = {
|
||||
reference = docks
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = personality_rational
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:fp2_james_0001_jewish_trader
|
||||
animation = personality_bold
|
||||
}
|
||||
|
||||
trigger = {
|
||||
NOT = { root.religion = religion:judaism_religion }
|
||||
highest_held_title_tier >= tier_county
|
||||
any_sub_realm_barony = {
|
||||
valid_grantable_county_barony = yes
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_sub_realm_barony = {
|
||||
limit = {
|
||||
valid_grantable_county_barony = yes
|
||||
}
|
||||
save_scope_as = fp2_james_0001_thriving_community
|
||||
}
|
||||
create_character = {
|
||||
template = spanish_jewish_merchant_character
|
||||
location = root.capital_province
|
||||
save_scope_as = fp2_james_0001_jewish_trader
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = fp2_james.0001.a
|
||||
scope:fp2_james_0001_thriving_community.county = {
|
||||
add_county_modifier = {
|
||||
modifier = fp2_jewish_community_denied_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
scope:fp2_james_0001_jewish_trader.culture = {
|
||||
change_cultural_acceptance = {
|
||||
target = root.culture
|
||||
value = low_negative_culture_acceptance
|
||||
desc = cultural_acceptance_gain_conversos_tolerance
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
callous = minor_stress_impact_loss
|
||||
greedy = minor_stress_impact_gain
|
||||
compassionate = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 10
|
||||
ai_value_modifier = {
|
||||
ai_honor = -0.5
|
||||
ai_greed = -0.5
|
||||
ai_zeal = 1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = fp2_james.0001.b
|
||||
trigger = {
|
||||
NOT = { # Prevent all of Iberia from converting
|
||||
any_county_in_region = {
|
||||
region = world_europe_west_iberia
|
||||
culture = culture:sephardi
|
||||
}
|
||||
}
|
||||
}
|
||||
create_title_and_vassal_change = {
|
||||
type = granted
|
||||
save_scope_as = change
|
||||
add_claim_on_loss = no
|
||||
}
|
||||
scope:fp2_james_0001_thriving_community.county = {
|
||||
change_title_holder = {
|
||||
holder = scope:fp2_james_0001_jewish_trader
|
||||
change = scope:change
|
||||
}
|
||||
}
|
||||
resolve_title_and_vassal_change = scope:change
|
||||
hidden_effect = {
|
||||
add_opinion = {
|
||||
target = scope:fp2_james_0001_jewish_trader
|
||||
modifier = received_title_county
|
||||
}
|
||||
}
|
||||
scope:fp2_james_0001_thriving_community.county = {
|
||||
add_county_modifier = {
|
||||
modifier = fp2_thriving_jewish_community_modifier
|
||||
years = 10
|
||||
}
|
||||
set_county_culture = scope:fp2_james_0001_jewish_trader.culture
|
||||
set_county_faith = scope:fp2_james_0001_jewish_trader.faith
|
||||
}
|
||||
scope:fp2_james_0001_jewish_trader.culture = {
|
||||
change_cultural_acceptance = {
|
||||
target = root.culture
|
||||
value = medium_positive_culture_acceptance
|
||||
desc = cultural_acceptance_gain_conversos_tolerance
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
compassionate = minor_stress_impact_loss
|
||||
greedy = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 10
|
||||
ai_value_modifier = {
|
||||
ai_honor = 1.5
|
||||
ai_greed = 1.5
|
||||
ai_zeal = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = fp2_james.0001.c
|
||||
scope:fp2_james_0001_thriving_community.county = {
|
||||
add_county_modifier = {
|
||||
modifier = fp2_thriving_jewish_community_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
scope:fp2_james_0001_jewish_trader.culture = {
|
||||
change_cultural_acceptance = {
|
||||
target = root.culture
|
||||
value = low_positive_culture_acceptance
|
||||
desc = cultural_acceptance_gain_conversos_tolerance
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
compassionate = minor_stress_impact_loss
|
||||
greedy = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 10
|
||||
ai_value_modifier = {
|
||||
ai_honor = 1.5
|
||||
ai_greed = 1.5
|
||||
ai_zeal = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scripted_effect fp2_polish_should_heritage_israelite_get_upset_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:fp2_james_0002_conversos_character = { culture = { has_cultural_pillar = heritage_israelite } }
|
||||
}
|
||||
scope:fp2_james_0002_conversos_character.culture = {
|
||||
change_cultural_acceptance = {
|
||||
target = root.culture
|
||||
value = low_negative_culture_acceptance
|
||||
desc = cultural_acceptance_loss_conversos_tolerance
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Suspect Conversos of secretly praciticing Judaism
|
||||
fp2_yearly.9001 = {
|
||||
type = character_event
|
||||
title = fp2_james.0002.t
|
||||
desc = fp2_james.0002.desc
|
||||
theme = secret
|
||||
override_background = {
|
||||
reference = temple
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = paranoia
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:fp2_james_0002_conversos_character
|
||||
animation = personality_cynical
|
||||
}
|
||||
|
||||
trigger = {
|
||||
OR = { root.religion = religion:eastern_orthodox_religion root.religion = religion:catholic_religion root.religion = religion:protestant_religion }
|
||||
is_landed = yes
|
||||
NOT = { faith = faith:conversos }
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = 1
|
||||
any_character_struggle = {
|
||||
is_struggle_type = iberian_struggle
|
||||
is_struggle_phase = struggle_iberia_phase_hostility
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
every_sub_realm_county = {
|
||||
limit = {
|
||||
faith = faith:conversos
|
||||
holder = {
|
||||
liege = { # Don't convert player-Conversos territory
|
||||
OR = {
|
||||
is_ai = yes
|
||||
NOT = { faith = faith:conversos }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add_to_list = fp2_james_0002_conversos_county
|
||||
}
|
||||
# Try to find a Conversos vassal if one exists
|
||||
if = {
|
||||
limit = {
|
||||
any_vassal = {
|
||||
faith = faith:conversos
|
||||
is_available_ai = yes
|
||||
}
|
||||
}
|
||||
random_vassal = {
|
||||
limit = {
|
||||
faith = faith:conversos
|
||||
is_available_ai = yes
|
||||
}
|
||||
save_scope_as = fp2_james_0002_conversos_character
|
||||
}
|
||||
}
|
||||
# Otherwise find a pool character
|
||||
else_if = {
|
||||
limit = {
|
||||
any_pool_character = {
|
||||
province = root.capital_province
|
||||
faith = faith:conversos
|
||||
}
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.capital_province
|
||||
limit = {
|
||||
faith = faith:conversos
|
||||
}
|
||||
save_scope_as = fp2_james_0002_conversos_character
|
||||
}
|
||||
}
|
||||
# Otherwise create one
|
||||
else = {
|
||||
create_character = {
|
||||
template = spanish_conversos_character
|
||||
location = root.capital_province
|
||||
save_scope_as = fp2_james_0002_conversos_character
|
||||
}
|
||||
}
|
||||
scope:fp2_james_0002_conversos_character = {
|
||||
random_list = {
|
||||
50 = {
|
||||
add_character_flag = is_secretly_jewish_flag
|
||||
}
|
||||
50 = {
|
||||
}
|
||||
}
|
||||
}
|
||||
# Get a religion for them to potentially be secretly praciticing
|
||||
religion:judaism_religion = {
|
||||
random_faith = {
|
||||
limit = { is_mainstream_jewish_faith = yes }
|
||||
save_scope_as = fp2_james_0002_jewish_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = fp2_james.0002.a
|
||||
custom_tooltip = fp2_james.0002.a.tt
|
||||
hidden_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:fp2_james_0002_conversos_character = { has_character_flag = is_secretly_jewish_flag }
|
||||
}
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = fp2_james.0002.a.jewish_communities_thrive
|
||||
every_in_list = {
|
||||
list = fp2_james_0002_conversos_county
|
||||
set_county_faith = scope:fp2_james_0002_jewish_faith
|
||||
}
|
||||
scope:fp2_james_0002_conversos_character = {
|
||||
set_character_faith = scope:fp2_james_0002_jewish_faith
|
||||
every_vassal = {
|
||||
limit = {
|
||||
faith = faith:conversos
|
||||
is_available_ai = yes
|
||||
}
|
||||
set_character_faith = scope:fp2_james_0002_jewish_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = fp2_james.0002.a.nothing_happened_toast
|
||||
}
|
||||
}
|
||||
fp2_polish_should_heritage_israelite_get_upset_effect = yes
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
zealous = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 10
|
||||
ai_value_modifier = {
|
||||
ai_honor = -0.5
|
||||
ai_zeal = 1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = fp2_james.0002.b
|
||||
duel = {
|
||||
skill = intrigue
|
||||
target = scope:fp2_james_0002_conversos_character
|
||||
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = 3.5
|
||||
}
|
||||
desc = fp2_james.0002.b.succesful_interrogation
|
||||
|
||||
if = {
|
||||
limit = { scope:fp2_james_0002_conversos_character = { has_character_flag = is_secretly_jewish_flag } }
|
||||
|
||||
send_interface_message = { # Begrudgingly added "unecessary" polish
|
||||
type = event_prison_good
|
||||
title = fp2_james.0002.t
|
||||
right_icon = scope:fp2_james_0002_conversos_character
|
||||
|
||||
rightfully_imprison_character_effect = {
|
||||
TARGET = scope:fp2_james_0002_conversos_character
|
||||
IMPRISONER = root
|
||||
}
|
||||
fp2_polish_should_heritage_israelite_get_upset_effect = yes
|
||||
}
|
||||
}
|
||||
else = {
|
||||
send_interface_message = {
|
||||
type = event_intrigue_bad
|
||||
title = fp2_james.0002.a.offended_conversos
|
||||
right_icon = scope:fp2_james_0002_conversos_character
|
||||
|
||||
reverse_add_opinion = {
|
||||
target = scope:fp2_james_0002_conversos_character
|
||||
modifier = hate_opinion
|
||||
opinion = -30
|
||||
}
|
||||
fp2_polish_should_heritage_israelite_get_upset_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
compare_modifier = {
|
||||
value = scope:duel_value
|
||||
multiplier = -3.5
|
||||
}
|
||||
desc = fp2_james.0002.b.failed_interrogation
|
||||
send_interface_message = {
|
||||
type = event_intrigue_bad
|
||||
title = fp2_james.0002.a.offended_conversos
|
||||
right_icon = scope:fp2_james_0002_conversos_character
|
||||
|
||||
every_sub_realm_county = {
|
||||
custom = fp2_james_0002.b.failed_interrogation.tt
|
||||
limit = {
|
||||
faith = {
|
||||
religion = {
|
||||
OR = {
|
||||
this = religion:christianity_religion
|
||||
this = religion:judaism_religion
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add_county_modifier = {
|
||||
modifier = fp2_conversos_persecution_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
reverse_add_opinion = {
|
||||
target = scope:fp2_james_0002_conversos_character
|
||||
modifier = hate_opinion
|
||||
opinion = -30
|
||||
}
|
||||
fp2_polish_should_heritage_israelite_get_upset_effect = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = { compassionate = medium_stress_impact_gain }
|
||||
ai_chance = {
|
||||
base = 10
|
||||
ai_value_modifier = {
|
||||
ai_zeal = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Imprison the suspect without trial
|
||||
name = fp2_james.0002.c
|
||||
|
||||
send_interface_message = {
|
||||
type = event_prison_neutral
|
||||
title = fp2_james.0002.t
|
||||
right_icon = scope:fp2_james_0002_conversos_character
|
||||
|
||||
imprison_character_effect = {
|
||||
TARGET = scope:fp2_james_0002_conversos_character
|
||||
IMPRISONER = root
|
||||
}
|
||||
fp2_polish_should_heritage_israelite_get_upset_effect = yes
|
||||
|
||||
stress_impact = {
|
||||
compassionate = medium_stress_impact_gain
|
||||
diligent = medium_stress_impact_gain
|
||||
just = medium_stress_impact_gain
|
||||
callous = minor_stress_impact_loss
|
||||
sadistic = minor_stress_impact_loss
|
||||
zealous = minor_stress_impact_loss
|
||||
}
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 10
|
||||
modifier = {
|
||||
factor = 0
|
||||
OR = {
|
||||
has_trait = compassionate
|
||||
has_trait = diligent
|
||||
has_trait = just
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
factor = 2
|
||||
OR = {
|
||||
has_trait = callous
|
||||
has_trait = sadistic
|
||||
}
|
||||
has_trait = zealous
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Jewish people come fleeing persecution from a nearby realm
|
||||
fp2_yearly.9002 = {
|
||||
type = character_event
|
||||
title = fp2_james.0003.t
|
||||
desc = fp2_james.0003.desc
|
||||
theme = secret
|
||||
override_background = {
|
||||
reference = throne_room
|
||||
}
|
||||
left_portrait = {
|
||||
character = root
|
||||
animation = paranoia
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:fp2_james_003_jewish_refugee_leader
|
||||
animation = beg
|
||||
}
|
||||
|
||||
trigger = {
|
||||
NOT = { root.religion = religion:judaism_religion }
|
||||
NOT = { faith = faith:conversos }
|
||||
any_neighboring_and_across_water_top_liege_realm = { # There is someone to do persecuting
|
||||
holder = {
|
||||
is_ai = yes
|
||||
NOT = { root.religion = religion:judaism_religion }
|
||||
NOT = { faith = faith:conversos }
|
||||
}
|
||||
}
|
||||
highest_held_title_tier >= tier_county
|
||||
any_held_county = {
|
||||
is_landless_type_title = no
|
||||
title_province = {
|
||||
geographical_region = world_europe_west_iberia
|
||||
}
|
||||
NOT = { # Don't give away the capital
|
||||
this = this.holder.top_liege.capital_county
|
||||
}
|
||||
holder = {
|
||||
any_held_title = {
|
||||
title_tier = county
|
||||
count >= 2
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
weight_multiplier = {
|
||||
base = 1
|
||||
modifier = {
|
||||
add = 1
|
||||
any_character_struggle = {
|
||||
is_struggle_type = iberian_struggle
|
||||
is_struggle_phase = struggle_iberia_phase_hostility
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
factor = 0.1
|
||||
any_county_in_region = {
|
||||
region = world_europe_west_iberia
|
||||
culture = culture:sephardi
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
# Grab the neighbour for loc purposes
|
||||
random_neighboring_and_across_water_top_liege_realm = {
|
||||
limit = {
|
||||
holder = {
|
||||
is_ai = yes
|
||||
NOT = { root.religion = religion:judaism_religion }
|
||||
NOT = { faith = faith:conversos }
|
||||
}
|
||||
}
|
||||
holder = { save_scope_as = fp2_james_003_intolerant_ruler }
|
||||
}
|
||||
# find a pool character
|
||||
if = {
|
||||
limit = {
|
||||
any_pool_character = {
|
||||
province = root.capital_province
|
||||
religion = religion:judaism_religion
|
||||
}
|
||||
}
|
||||
random_pool_character = {
|
||||
province = root.capital_province
|
||||
limit = {
|
||||
religion = religion:judaism_religion
|
||||
}
|
||||
save_scope_as = fp2_james_003_jewish_refugee_leader
|
||||
}
|
||||
}
|
||||
# Otherwise create one
|
||||
else = {
|
||||
create_character = {
|
||||
template = spanish_jewish_merchant_character # May as well reuse the template
|
||||
location = root.capital_province
|
||||
save_scope_as = fp2_james_003_jewish_refugee_leader
|
||||
}
|
||||
}
|
||||
# Get a religion for them to potentially be secretly praciticing
|
||||
religion:judaism_religion = {
|
||||
random_faith = {
|
||||
limit = { is_mainstream_jewish_faith = yes }
|
||||
save_scope_as = fp2_james_0003_jewish_faith
|
||||
}
|
||||
}
|
||||
random_held_county = {
|
||||
limit = {
|
||||
is_landless_type_title = no
|
||||
title_province = {
|
||||
geographical_region = world_europe_west_iberia
|
||||
}
|
||||
NOT = { # Don't give away the capital
|
||||
this = this.holder.top_liege.capital_county
|
||||
}
|
||||
holder = {
|
||||
any_held_title = {
|
||||
title_tier = county
|
||||
count >= 2
|
||||
}
|
||||
}
|
||||
}
|
||||
weight = {
|
||||
modifier = { # Low-dev counties should be more highly considered
|
||||
add = 50
|
||||
development_level <= medium_development_level
|
||||
}
|
||||
}
|
||||
save_scope_as = fp2_james_0003_province_to_convert
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Offer the community protection in your realm
|
||||
name = fp2_james.0003.a
|
||||
create_title_and_vassal_change = {
|
||||
type = granted
|
||||
save_scope_as = change
|
||||
add_claim_on_loss = no
|
||||
}
|
||||
scope:fp2_james_0003_province_to_convert.county = {
|
||||
change_title_holder = {
|
||||
holder = scope:fp2_james_003_jewish_refugee_leader
|
||||
change = scope:change
|
||||
}
|
||||
}
|
||||
resolve_title_and_vassal_change = scope:change
|
||||
hidden_effect = {
|
||||
add_opinion = {
|
||||
target = scope:fp2_james_003_jewish_refugee_leader
|
||||
modifier = received_title_county
|
||||
}
|
||||
}
|
||||
scope:fp2_james_0003_province_to_convert.county = {
|
||||
change_development_level = 1
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
is_ai = no
|
||||
}
|
||||
NOT = {
|
||||
any_county_in_region = {
|
||||
region = world_europe_west_iberia
|
||||
culture = culture:sephardi
|
||||
}
|
||||
}
|
||||
}
|
||||
set_county_culture = scope:fp2_james_003_jewish_refugee_leader.culture
|
||||
set_county_faith = scope:fp2_james_003_jewish_refugee_leader.faith
|
||||
add_county_modifier = {
|
||||
modifier = fp2_thriving_jewish_community_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_county_modifier = {
|
||||
modifier = fp2_thriving_jewish_community_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:fp2_james_003_jewish_refugee_leader.culture = {
|
||||
change_cultural_acceptance = {
|
||||
target = root.culture
|
||||
value = medium_positive_culture_acceptance
|
||||
desc = cultural_acceptance_gain_conversos_tolerance
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
callous = minor_stress_impact_gain
|
||||
greedy = minor_stress_impact_gain
|
||||
compassionate = medium_stress_impact_loss
|
||||
zealous = medium_stress_impact_gain
|
||||
paranoid = medium_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
base = 10
|
||||
ai_value_modifier = {
|
||||
ai_honor = 1.5
|
||||
ai_zeal = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = fp2_james.0003.b
|
||||
scope:fp2_james_003_jewish_refugee_leader = { silent_disappearance_effect = yes }
|
||||
|
||||
stress_impact = {
|
||||
paranoid = minor_stress_impact_loss
|
||||
zealous = minor_stress_impact_loss
|
||||
}
|
||||
ai_chance = {
|
||||
base = 10
|
||||
ai_value_modifier = {
|
||||
ai_honor = -0.5
|
||||
ai_zeal = 1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
###################################
|
||||
# Toledan Nights
|
||||
# By James Beaumont
|
||||
|
|
|
|||
BIN
gfx/interface/coat_of_arms/landless_minority_government_topframe_115.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/coat_of_arms/landless_minority_government_topframe_115.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/coat_of_arms/landless_minority_government_topframe_28.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/coat_of_arms/landless_minority_government_topframe_28.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/coat_of_arms/landless_minority_government_topframe_44.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/coat_of_arms/landless_minority_government_topframe_44.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/coat_of_arms/landless_minority_government_topframe_62.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/coat_of_arms/landless_minority_government_topframe_62.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/coat_of_arms/landless_minority_government_topframe_86.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/coat_of_arms/landless_minority_government_topframe_86.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/domicile_building/minority_community_main.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/domicile_building/minority_community_main.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/flat_icons/minority.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/flat_icons/minority.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/government_types/landless_minority_government.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/government_types/landless_minority_government.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/icon_barter.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/icon_barter.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/map_coa/icon_barterer.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/map_coa/icon_barterer.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/map_icons/icon_barter.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/map_icons/icon_barter.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/map_icons/map_icon_minority.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/map_icons/map_icon_minority.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/map_icons/onmap_barter_icon.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/map_icons/onmap_barter_icon.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/message_feed/barter.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/message_feed/barter.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
8575
gui/hud.gui
Normal file
8575
gui/hud.gui
Normal file
File diff suppressed because it is too large
Load diff
2937
gui/shared/coat_of_arms.gui
Normal file
2937
gui/shared/coat_of_arms.gui
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -4624,6 +4624,16 @@ texticon = {
|
|||
}
|
||||
}
|
||||
|
||||
texticon = {
|
||||
icon = government_type_landless_minority
|
||||
iconsize = {
|
||||
texture = "gfx/interface/icons/government_types/landless_minority_government.dds"
|
||||
size = { 28 28 }
|
||||
offset = { 0 6 }
|
||||
fontsize = 16
|
||||
}
|
||||
}
|
||||
|
||||
texticon = {
|
||||
icon = government_type_celestial
|
||||
iconsize = {
|
||||
|
|
|
|||
|
|
@ -1192,6 +1192,19 @@ britannia_tabb_ian = {
|
|||
}
|
||||
}
|
||||
|
||||
brit_test_jewish = {
|
||||
name = "Aaron"
|
||||
dynasty = kohn_dynasty
|
||||
religion = "congregationist"
|
||||
culture = ashkenazi
|
||||
trait = education_diplomacy_4
|
||||
2514.8.11 = {
|
||||
birth = yes
|
||||
}
|
||||
2600.1.1 = {
|
||||
death = yes
|
||||
}
|
||||
}
|
||||
britannia_aurelian_ambrose = {
|
||||
name = "Ambrose"
|
||||
dynasty = dynn_britannia_aurelian
|
||||
|
|
|
|||
|
|
@ -12,6 +12,19 @@
|
|||
# }
|
||||
#}
|
||||
|
||||
d_laamp_test_jewish = { # Saltpites
|
||||
2555.1.1 = {
|
||||
liege = 0
|
||||
holder = brit_test_jewish
|
||||
government = landless_minority_government
|
||||
succession_laws = { confederate_partition_succession_law }
|
||||
effect = {
|
||||
create_landless_minority_title_history_effect = yes
|
||||
set_variable = { name = adventurer_creation_reason value = flag:historical }
|
||||
destroy_landless_title_no_dlc_effect = { DATE = 2555.1.1 }
|
||||
}
|
||||
}
|
||||
}
|
||||
d_laamp_zolt = { # Saltpites
|
||||
2555.1.1 = {
|
||||
liege = 0
|
||||
|
|
|
|||
316
localization/english/replace/NEOW_Domicile_l_english.yml
Normal file
316
localization/english/replace/NEOW_Domicile_l_english.yml
Normal file
|
|
@ -0,0 +1,316 @@
|
|||
l_english:
|
||||
|
||||
landless_minority_government: "Minority Community Leader"
|
||||
landless_minority_government_with_icon: "@government_type_landless_minority! $landless_minority_government$"
|
||||
landless_minority_government_adjective: "Minority Community"
|
||||
landless_minority_government_realm: "Minority Community"
|
||||
landless_minority_government_desc: "\n$game_concept_minority_government_desc$"
|
||||
conditional_maa_refill_rule: "only [reinforce_soldiers|E] troops"
|
||||
mercenary_rule: "be hired to serve as [mercenaries|E] by [landed|E] [rulers|E]"
|
||||
adult_rulers_only: "#N May only be ruled by [adults|E]#!"
|
||||
game_concept_minority_government: "Minority Community Leader"
|
||||
game_concept_minority_government_desc: "A $Minority Community Leader$ is an [unlanded|E] [character|E] who leads a [minority_community|E]."
|
||||
game_concept_minority_community: "Minority Community"
|
||||
game_concept_minority_community_desc: "Minority Communities are ethnic, religious or linguistic groups who form a distinctive shared identity, often forming enclaves in urban or rural areas in the region they inhabit, which differ significantly from the surrounding majority population. These communities are not tied to land, able to move to elsewhere once a generation."
|
||||
minority_community_main_01_domicile_building: "Minority Community"
|
||||
minority_community_main_01_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
|
||||
minority_community_main_02_domicile_building: "Minority Community"
|
||||
minority_community_main_02_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
|
||||
minority_community_main_03_domicile_building: "Minority Community"
|
||||
minority_community_main_03_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
|
||||
minority_community_main_04_domicile_building: "Minority Community"
|
||||
minority_community_main_04_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
|
||||
minority_community_main_05_domicile_building: "Minority Community"
|
||||
minority_community_main_05_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
|
||||
government_is_landless_minority: "Has access to a [minority_community_i|E][minority_community|E]"
|
||||
government_devassalises: "Will cease to be a vassal upon the succession of a new Community Leader"
|
||||
minority_community_icon_concept: "[minority_community_i|E]"
|
||||
game_concept_minority_community_i: "@government_type_landless_minority!"
|
||||
duchy_landless_minority_community: "Community"
|
||||
duke_landless_minority_community_male_minority_community: "Master"
|
||||
duke_landless_minority_community_female_minority_community: "Mistress"
|
||||
spouse_landless_minority_community_male: "Master"
|
||||
spouse_landless_minority_community_holder_female: "Mistress"
|
||||
d_laamp_test_jewish:0 "$ashkenazi$ Community of the $dynn_britannia_kohn$'s"
|
||||
d_laamp_test_jewish_adj:0 "Jewish"
|
||||
d_laamp_test_jewish_article:0 "The "
|
||||
minority_community_domicile_title: "[CHARACTER.GetFirstNamePossessiveNoTooltip] [minority_community_i|E][minority_community|E]"
|
||||
minority_community_type: "[minority_community_i|E][minority_community|E]"
|
||||
minority_community_type_tooltip: "[minority_community_i|E][minority_community|E]"
|
||||
minority_community_domicile_type: "[minority_community_i|E][minority_community|E]"
|
||||
minority_community_domicile_type_possessive: "Community's"
|
||||
minority_community_domicile_type_tooltip: "[minority_community_i|E][minority_community|E]"
|
||||
MINORITY_COMMUNITY: "[minority_community_i|E][minority_community|E]"
|
||||
MINORITY_COMMUNITY_BUILDINGS: "[minority_community_i|E][minority_community_buildings|E]"
|
||||
minority_community_move_desc: "#T Move Minority Community#!\nMove your [minority_community_i|E][minority_community|E] to another [barony|E] within the [realm|E].\n@alert_icon! #alert_trial You will be unable to move it again for [EmptyScope.ScriptValue('estate_move_cooldown_value')|V0] days#!\n\n#S Cost:\n#![GetCostString( DOMICILE_TYPE.GetMoveCost( Character.Self ) )]\n\n#P Click to move your $minority_community_type$#!"
|
||||
MINORITY_COMMUNITY_CONCEPT: "[minority_community_i|E][minority_community|E]"
|
||||
domicile_minority_community: "the [CHARACTER.GetCulture.GetNameNoTooltip] $Community$ of the [CHARACTER.GetHouse.GetNameNoTooltip]'s"
|
||||
|
||||
government_is_barterer: "Enables [barter_goods_i][trading|E]"
|
||||
|
||||
ep3_laamps.1030.t: "On the Move Again"
|
||||
ep3_laamps.1030.desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety.\n\nI am joined by my family and people, with varying degrees of enthusiasm for their new lives on the road.\n\n"
|
||||
ep3_laamps.1030.heir: "In my stead, my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('laamp_inheritor'))] and heir, [laamp_inheritor.GetFirstName], has assumed my titles as the [laamp_inheritor.GetTitleAsNameNoTooltip] of [laamp_inheritor.GetPrimaryTitle.GetNameNoTierNoTooltip]."
|
||||
ep3_laamps.1030.liege: "Any lands I ruled have been given to my erstwhile liege."
|
||||
ep3_laamps.1030.new: "Any lands I ruled have been given to a local knight."
|
||||
ep3_laamps.1030.a: "Well, what we are we waiting for?"
|
||||
ep3_laamps.1032.opening: "On the Move Again"
|
||||
ep3_laamps.1032.desc: "My people no longer feel secure in this realm, as such we are leaving. Good Day my Liege."
|
||||
ep3_laamps.1032.a: "A bold move, some might call foolish."
|
||||
become_landless_minority_decision: "Become Minority Community"
|
||||
become_landless_minority_decision_desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety."
|
||||
become_landless_minority_decision_tooltip: "Abandon your [landed|E] [realm|E] and establish an [minority_community_i|E][minority_community|E]"
|
||||
become_landless_minority_decision_confirm: "On the Move Again"
|
||||
become_landless_minority_decision_hof_tt: "You must not be a [head_of_faith|E]"
|
||||
become_landless_minority_decision_tier_tt: "You must be a [count|E] or [duke|E]"
|
||||
become_landless_minority_decision_domain_size_tt: "Your [domain|E] must be no larger than #V 3#! [counties|E]"
|
||||
become_landless_minority_decision_title_scope_tt: "#negative_value All your [landed|E] [titles|E] and [vassals|E] pass to [THIS.Char.GetName]#!"
|
||||
become_landless_minority_decision_title_created_tt: "#negative_value All your [landed|E] [titles|E] pass to a new local [ruler|E]#!"
|
||||
minority_name: "[new_landless_minority.GetCulture.GetName] Community of the [new_landless_minority.GetDynasty.GetName]'s"
|
||||
laamp_become_minority_tt: "#mixed_value #BER [THIS.Char.GetShortUIName|U] will establish an $Minority Community$"
|
||||
landless_can_be_vassalised:: "Can be vassalised but not converted by landed powers and serve on their councils."
|
||||
|
||||
headmans_croft_01_domicile_building: "Headman's Croft"
|
||||
headmans_croft_01_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
|
||||
headmans_croft_02_domicile_building: "Headman's Croft"
|
||||
headmans_croft_02_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
|
||||
headmans_croft_03_domicile_building: "Headman's Croft"
|
||||
headmans_croft_03_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
|
||||
headmans_croft_04_domicile_building: "Headman's Croft"
|
||||
headmans_croft_04_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
|
||||
village_training_yard_01_domicile_building: "Village Training Yard"
|
||||
village_training_yard_01_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
|
||||
village_training_yard_02_domicile_building: "Village Training Yard"
|
||||
village_training_yard_02_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
|
||||
village_training_yard_03_domicile_building: "Village Training Yard"
|
||||
village_training_yard_03_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
|
||||
village_training_yard_04_domicile_building: "Village Training Yard"
|
||||
village_training_yard_04_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
|
||||
contracts_office_01_domicile_building: "Contracts Office"
|
||||
contracts_office_01_domicile_building_desc: "An Office for Managing any contracts members of our community are hired for."
|
||||
contracts_office_02_domicile_building: "Contracts Office"
|
||||
contracts_office_02_domicile_building_desc: "An Office for Managing any contracts members of our community are hired for."
|
||||
contracts_office_03_domicile_building: "Contracts Office"
|
||||
contracts_office_03_domicile_building_desc: "An Office for Managing any contracts members of our community are hired for."
|
||||
contracts_office_04_domicile_building: "Contracts Office"
|
||||
contracts_office_04_domicile_building_desc: "An Office for Managing any contracts members of our community are hired for."
|
||||
local_criminal_contacts_01_domicile_building: "Local Criminal Contracts"
|
||||
local_criminal_contacts_01_domicile_building_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
|
||||
local_criminal_contacts_02_domicile_building: "Local Criminal Contracts"
|
||||
local_criminal_contacts_02_domicile_building_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
|
||||
local_criminal_contacts_03_domicile_building: "Local Criminal Contracts"
|
||||
local_criminal_contacts_03_domicile_building_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
|
||||
local_criminal_contacts_04_domicile_building: "Local Criminal Contracts"
|
||||
local_criminal_contacts_04_domicile_building_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
|
||||
minority_comm_library_01_domicile_building: "Library"
|
||||
minority_comm_library_01_domicile_building_desc: "A small library containing what few records and books our community owns."
|
||||
minority_comm_library_02_domicile_building: "Library"
|
||||
minority_comm_library_02_domicile_building_desc: "A small library containing what few records and books our community owns."
|
||||
minority_comm_library_education_03_domicile_building: "School"
|
||||
minority_comm_library_education_03_domicile_building_desc: "A small school for teaching the members of our village basic common knowledge before they learn a trade."
|
||||
minority_comm_library_education_04_domicile_building: "School"
|
||||
minority_comm_library_education_04_domicile_building_desc: "A small school for teaching the members of our village basic common knowledge before they learn a trade."
|
||||
communal_baths_01_domicile_building: "Communal Bathouse"
|
||||
communal_baths_01_domicile_building_desc: "A communal bath so that our community may stay clean and healthy."
|
||||
communal_baths_02_domicile_building: "Communal Bathouse"
|
||||
communal_baths_02_domicile_building_desc: "A communal bath so that our community may stay clean and healthy."
|
||||
communal_baths_03_domicile_building: "Communal Bathouse"
|
||||
communal_baths_03_domicile_building_desc: "A communal bath so that our community may stay clean and healthy."
|
||||
communal_baths_04_domicile_building: "Communal Bathouse"
|
||||
communal_baths_04_domicile_building_desc: "A communal bath so that our community may stay clean and healthy."
|
||||
guest_house_01_domicile_building: "Guest House"
|
||||
guest_house_01_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
|
||||
guest_house_02_domicile_building: "Guest House"
|
||||
guest_house_02_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
|
||||
guest_house_03_domicile_building: "Guest House"
|
||||
guest_house_03_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
|
||||
guest_house_04_domicile_building: "Guest House"
|
||||
guest_house_04_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
|
||||
guest_house_05_domicile_building: "Guest House"
|
||||
guest_house_05_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
|
||||
guest_house_06_domicile_building: "Guest House"
|
||||
guest_house_06_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
|
||||
village_cage_01_domicile_building: "Village Cage"
|
||||
village_cage_01_domicile_building_desc: "A locked building to imprison troublemakers and prisoners."
|
||||
village_cage_02_domicile_building: "Village Cage"
|
||||
village_cage_02_domicile_building_desc: "A locked building to imprison troublemakers and prisoners."
|
||||
village_cage_03_domicile_building: "Village Cage"
|
||||
village_cage_03_domicile_building_desc: "A locked building to imprison troublemakers and prisoners."
|
||||
village_cage_04_domicile_building: "Village Cage"
|
||||
village_cage_04_domicile_building_desc: "A locked building to imprison troublemakers and prisoners."
|
||||
minority_comm_temple_small_01_domicile_building: "Small Temple"
|
||||
minority_comm_temple_small_01_domicile_building_desc: "A small temple in which we give praise to our god"
|
||||
minority_comm_temple_small_02_domicile_building: "Small Temple"
|
||||
minority_comm_temple_small_02_domicile_building_desc: "A small temple in which we give praise to our god"
|
||||
minority_comm_temple_small_03_domicile_building: "Small Temple"
|
||||
minority_comm_temple_small_03_domicile_building_desc: "A small temple in which we give praise to our god"
|
||||
minority_comm_temple_large_04_domicile_building: "Large Temple"
|
||||
minority_comm_temple_large_04_domicile_building_desc: "A large temple in which we give praise to our god"
|
||||
minority_comm_temple_large_05_domicile_building: "Large Temple"
|
||||
minority_comm_temple_large_05_domicile_building_desc: "A large temple in which we give praise to our god"
|
||||
minority_comm_temple_large_06_domicile_building: "Large Temple"
|
||||
minority_comm_temple_large_06_domicile_building_desc: "A large temple in which we give praise to our god"
|
||||
militia_barracks_01_domicile_building: "Militia Barracks"
|
||||
militia_barracks_01_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
|
||||
militia_barracks_02_domicile_building: "Militia Barracks"
|
||||
militia_barracks_02_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
|
||||
militia_barracks_03_domicile_building: "Militia Barracks"
|
||||
militia_barracks_03_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
|
||||
militia_barracks_04_domicile_building: "Militia Barracks"
|
||||
militia_barracks_04_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
|
||||
militia_barracks_05_domicile_building: "Militia Barracks"
|
||||
militia_barracks_05_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
|
||||
militia_barracks_06_domicile_building: "Militia Barracks"
|
||||
militia_barracks_06_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
|
||||
village_watch_01_domicile_building: "Village Watch"
|
||||
village_watch_01_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
|
||||
village_watch_02_domicile_building: "Village Watch"
|
||||
village_watch_02_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
|
||||
village_watch_03_domicile_building: "Village Watch"
|
||||
village_watch_03_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
|
||||
village_watch_04_domicile_building: "Village Watch"
|
||||
village_watch_04_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
|
||||
village_watch_05_domicile_building: "Village Watch"
|
||||
village_watch_05_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
|
||||
village_watch_06_domicile_building: "Village Watch"
|
||||
village_watch_06_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
|
||||
communal_gardens_01_domicile_building: "Communal Gardens"
|
||||
communal_gardens_01_domicile_building_desc: "Communal Gardens in which vegetables and herbs are grown for village use."
|
||||
communal_gardens_02_domicile_building: "Communal Gardens"
|
||||
communal_gardens_02_domicile_building_desc: "Communal Gardens in which vegetables and herbs are grown for village use."
|
||||
communal_gardens_03_domicile_building: "Communal Gardens"
|
||||
communal_gardens_03_domicile_building_desc: "Communal Gardens in which vegetables and herbs are grown for village use."
|
||||
communal_gardens_leisure_04_domicile_building: "Flower Fields"
|
||||
communal_gardens_leisure_04_domicile_building_desc: "There can be something so comforting about a field of flowers."
|
||||
communal_gardens_leisure_05_domicile_building: "Flower Fields"
|
||||
communal_gardens_leisure_05_domicile_building_desc: "There can be something so comforting about a field of flowers."
|
||||
communal_gardens_leisure_06_domicile_building: "Flower Fields"
|
||||
communal_gardens_leisure_06_domicile_building_desc: "There can be something so comforting about a field of flowers."
|
||||
communal_gardens_fruit_04_domicile_building: "Fruit Orchard
|
||||
communal_gardens_fruit_04_domicile_building_desc: "A few apples or pears can add a lot to a village's diet."
|
||||
communal_gardens_fruit_05_domicile_building: "Fruit Orchard
|
||||
communal_gardens_fruit_05_domicile_building_desc: "A few apples or pears can add a lot to a village's diet."
|
||||
communal_gardens_fruit_06_domicile_building: "Fruit Orchard
|
||||
communal_gardens_fruit_06_domicile_building_desc: "A few apples or pears can add a lot to a village's diet."
|
||||
village_stable_01_domicile_building: "Village Stable"
|
||||
village_stable_01_domicile_building_desc: "A small stable to house a few horses for distant travel or agricultural purposes."
|
||||
village_stable_02_domicile_building: "Village Stable"
|
||||
village_stable_02_domicile_building_desc: "A small stable to house a few horses for distant travel or agricultural purposes."
|
||||
village_stable_03_domicile_building: "Village Stable"
|
||||
village_stable_03_domicile_building_desc: "A small stable to house a few horses for distant travel or agricultural purposes."
|
||||
village_stable_grand_04_domicile_building: "Large Village Stable"
|
||||
village_stable_grand_04_domicile_building_desc: "A Large stable to house a few horses for distant travel or agricultural purposes."
|
||||
village_stable_grand_05_domicile_building: "Large Village Stable"
|
||||
village_stable_grand_05_domicile_building_desc: "A Large stable to house a few horses for distant travel or agricultural purposes."
|
||||
village_stable_grand_06_domicile_building: "Large Village Stable"
|
||||
village_stable_grand_06_domicile_building_desc: "A Large stable to house a few horses for distant travel or agricultural purposes."
|
||||
village_stable_kennel_04_domicile_building: "Kennel"
|
||||
village_stable_kennel_04_domicile_building_desc: "A kennel to raise hounds for assisting hunters and guarding homes."
|
||||
village_stable_kennel_05_domicile_building: "Kennel"
|
||||
village_stable_kennel_05_domicile_building_desc: "A kennel to raise hounds for assisting hunters and guarding homes."
|
||||
village_stable_kennel_06_domicile_building: "Kennel"
|
||||
village_stable_kennel_06_domicile_building_desc: "A kennel to raise hounds for assisting hunters and guarding homes."
|
||||
village_workshop_01_domicile_building: "Village Workshop"
|
||||
village_workshop_01_domicile_building_desc: "A workshop in which a few tradesmen ply their trades for the benefit of the village."
|
||||
village_workshop_02_domicile_building: "Village Workshop"
|
||||
village_workshop_02_domicile_building_desc: "A workshop in which a few tradesmen ply their trades for the benefit of the village."
|
||||
village_workshop_carpenter_03_domicile_building: "Village Carpentry Workshop"
|
||||
village_workshop_carpenter_03_domicile_building_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
|
||||
village_workshop_carpenter_04_domicile_building: "Village Carpentry Workshop"
|
||||
village_workshop_carpenter_04_domicile_building_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
|
||||
village_workshop_carpenter_05_domicile_building: "Village Carpentry Workshop"
|
||||
village_workshop_carpenter_05_domicile_building_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
|
||||
village_workshop_carpenter_06_domicile_building: "Village Carpentry Workshop"
|
||||
village_workshop_carpenter_06_domicile_building_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
|
||||
village_workshop_mason_03_domicile_building: "Village Masonry Workshop"
|
||||
village_workshop_mason_03_domicile_building_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
|
||||
village_workshop_mason_04_domicile_building: "Village Masonry Workshop"
|
||||
village_workshop_mason_04_domicile_building_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
|
||||
village_workshop_mason_05_domicile_building: "Village Masonry Workshop"
|
||||
village_workshop_mason_05_domicile_building_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
|
||||
village_workshop_mason_06_domicile_building: "Village Masonry Workshop"
|
||||
village_workshop_mason_06_domicile_building_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
|
||||
village_workshop_textile_03_domicile_building: "Village Weavers Workshop"
|
||||
village_workshop_textile_03_domicile_building_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
|
||||
village_workshop_textile_04_domicile_building: "Village Weavers Workshop"
|
||||
village_workshop_textile_04_domicile_building_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
|
||||
village_workshop_textile_05_domicile_building: "Village Weavers Workshop"
|
||||
village_workshop_textile_05_domicile_building_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
|
||||
village_workshop_textile_06_domicile_building: "Village Weavers Workshop"
|
||||
village_workshop_textile_06_domicile_building_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
|
||||
village_storage_01_domicile_building: "Village Storehouse"
|
||||
village_storage_01_domicile_building_desc: "A small storehouse where food and goods are stored for protection from the elements"
|
||||
village_storage_02_domicile_building: "Village Storehouse"
|
||||
village_storage_02_domicile_building_desc: "A small storehouse where food and goods are stored for protection from the elements"
|
||||
village_storage_warehouse_03_domicile_building: "Village Warehouse"
|
||||
village_storage_warehouse_03_domicile_building_desc:: "A warehouse in which goods are stored for protection from the elements"
|
||||
village_storage_warehouse_04_domicile_building: "Village Warehouse"
|
||||
village_storage_warehouse_04_domicile_building_desc:: "A warehouse in which goods are stored for protection from the elements"
|
||||
village_storage_granary_03_domicile_building: "Village Granary"
|
||||
village_storage_granary_03_domicile_building_desc:: "A granary in which food is stored for protection from the elements"
|
||||
village_storage_granary_04_domicile_building: "Village Granary"
|
||||
village_storage_granary_04_domicile_building_desc:: "A granary in which food is stored for protection from the elements"
|
||||
village_market_01_domicile_building: "Village Market
|
||||
village_market_01_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_market_02_domicile_building: "Village Market
|
||||
village_market_02_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_market_03_domicile_building: "Village Market
|
||||
village_market_03_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_market_04_domicile_building: "Village Market
|
||||
village_market_04_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_market_05_domicile_building: "Village Market
|
||||
village_market_05_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_market_06_domicile_building: "Village Market
|
||||
village_market_06_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_grazing_land_01_domicile_building: "Village Pastures"
|
||||
village_grazing_land_01_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grazing_land_02_domicile_building: "Village Pastures"
|
||||
village_grazing_land_02_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grazing_land_03_domicile_building: "Village Pastures"
|
||||
village_grazing_land_03_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grazing_land_04_domicile_building: "Village Pastures"
|
||||
village_grazing_land_04_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grazing_land_05_domicile_building: "Village Pastures"
|
||||
village_grazing_land_05_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grazing_land_06_domicile_building: "Village Pastures"
|
||||
village_grazing_land_06_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grain_fields_01_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_01_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_grain_fields_02_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_02_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_grain_fields_03_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_03_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_grain_fields_04_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_04_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_grain_fields_05_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_05_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_grain_fields_06_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_06_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_rice_field_01_domicile_building: "Rice Fields"
|
||||
village_rice_fields_01_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
village_rice_field_02_domicile_building: "Rice Fields"
|
||||
village_rice_fields_02_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
village_rice_field_03_domicile_building: "Rice Fields"
|
||||
village_rice_fields_03_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
village_rice_field_04_domicile_building: "Rice Fields"
|
||||
village_rice_fields_04_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
village_rice_field_05_domicile_building: "Rice Fields"
|
||||
village_rice_fields_05_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
village_rice_field_06_domicile_building: "Rice Fields"
|
||||
village_rice_fields_06_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
community_baggage_train_01_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_01_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_02_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_02_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_03_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_03_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_04_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_04_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_05_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_05_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_06_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_06_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_ample_steeds: "Ample Steeds"
|
||||
community_baggage_train_ample_steeds_desc: "Horses are kept ready incase flight becomes necessary."
|
||||
domicile_building_parameter_minority_comm_contributes_provisions: "This building chain will contribute [provisions_i][provisions|E] to your community yearly"
|
||||
domicile_building_parameter_can_recruit_militia: "This building chain allows the recruitment of [peasant_militia|E] MAAs"
|
||||
|
|
@ -0,0 +1,43 @@
|
|||
l_english:
|
||||
ARMY_AUTOMATION_FEATURE_NAME: "Automated Armies"
|
||||
AOV_HEADING: "$ARMY_AUTOMATION_FEATURE_NAME$ Settings"
|
||||
AOV_APPLY: "$BARBERSHOP_APPLY$"
|
||||
AOV_SET_TO_DEFAULT: "$CHARACTER_RESET_FILTERS$"
|
||||
AOV_SET_TO_DEFAULT_TT: "[AddLocalizationIf( ArmyAutomationOptionsView.AreDisplayedSettingsDefault, 'AOV_SET_TO_DEFAULT_TT_CONTENT' )]"
|
||||
AOV_SET_TO_DEFAULT_TT_CONTENT: "@warning_icon! #X Settings are already default#!"
|
||||
AOV_COMPANION_OFF_WARNING: "@alert_icon! These settings have no effect while $ARMY_AUTOMATION_FEATURE_NAME$ is disabled"
|
||||
AOV_AUTOMATED: "Automated"
|
||||
AOV_MANUAL: "Manual"
|
||||
AOV_OPT_COMMANDERS: "Assign Commanders"
|
||||
AOV_OPT_COMMANDERS_NOT_PLAYERS: "Limited"
|
||||
AOV_OPT_COMMANDERS_NOT_PLAYERS_TT: "#T Limited $game_concept_commander$ Assignment\n#![commanders|E] are assigned automatically to your [armies|E], but you are never assigned as $game_concept_commander$"
|
||||
AOV_OPT_COMMANDERS_AUTOMATED_TT: "#T Automated $game_concept_commander$ Assignment\n#![commanders|E] are assigned automatically to your [armies|E]"
|
||||
AOV_OPT_COMMANDERS_MANUAL_TT: "#T Manual $game_concept_commander$ Assignment\n#!You must manually assign [commanders|E] to your [armies|E]"
|
||||
AOV_OPT_WAR_STANCE: "War Stance"
|
||||
AOV_OPT_WAR_STANCE_DEFAULT: "Adaptive"
|
||||
AOV_OPT_WAR_STANCE_DEFAULT_TT: "#T Adaptive Stance\n#!Your [armies|E] will act offensively or defensively depending on the situation"
|
||||
AOV_OPT_WAR_STANCE_OFFENSIVE: "Offensive"
|
||||
AOV_OPT_WAR_STANCE_OFFENSIVE_TT: "#T Offensive Stance\n#!Your [armies|E] will always act offensively"
|
||||
AOV_OPT_WAR_STANCE_DEFENSIVE: "Defensive"
|
||||
AOV_OPT_WAR_STANCE_DEFENSIVE_TT: "#T Defensive Stance\n#!Your [armies|E] will always act defensively"
|
||||
AOV_OPT_RAIDING: "Raiding"
|
||||
AOV_OPT_RAIDING_AUTOMATED_TT: "#T Automated Raiding\n#!Your [raider|E] [armies|E] will raise and go on $game_concept_raids$ on their own"
|
||||
AOV_OPT_RAIDING_MANUAL_TT: "#T Manual Trading\n#!You control and raise your own [trader|E] Caravans"
|
||||
AOV_OPT_BARTERING: "Trading"
|
||||
AOV_OPT_BARTERING_AUTOMATED_TT: "#T Automated Trading\n#!Your [trader|E] Caravans will raise and go on $game_concept_barter$ Missions on their own"
|
||||
AOV_OPT_BARTERING_MANUAL_TT: "#T Manual Trading\n#!You control and raise your own [trader|E] Caravans"
|
||||
AOV_OPT_HIRING: "Hiring Troops"
|
||||
AOV_OPT_HIRING_FULL: "Hire and Extend"
|
||||
AOV_OPT_HIRING_FULL_TT: "#T Automated Hiring\n#![mercenaries|E], [holy_orders|E] and [provincial_armies|E] will be paid for automatically, and [mercenary_contracts|E] will be extended if needed for the war effort"
|
||||
AOV_OPT_HIRING_EXTEND: "Only Extend"
|
||||
AOV_OPT_HIRING_EXTEND_TT: "#T Automated Extending of Mercenary Contracts\n#![mercenary_contracts|E] will be extended if needed for the war effort"
|
||||
AOV_OPT_HIRING_MANUAL_TT: "#T Manual Hiring\n#!You must manually pay for [mercenaries|E], [holy_orders|E] and [provincial_armies|E]"
|
||||
|
||||
MV_AUTOMATION_TOGGLE_TT: "[SelectLocalization( GetPlayer.HasCompanionAI, 'MV_AUTOMATION_TOGGLE_TT_ON', 'MV_AUTOMATION_TOGGLE_TT_OFF' )]"
|
||||
MV_AUTOMATION_TOGGLE_TT_ON: "#T $ARMY_AUTOMATION_FEATURE_NAME$: #V Enabled#!\n#!$MV_AUTOMATION_TOGGLE_TT_DESC$\n\n#I Click to disable automation#!"
|
||||
MV_AUTOMATION_TOGGLE_TT_OFF: "#T $ARMY_AUTOMATION_FEATURE_NAME$: #V Disabled#!\n#!$MV_AUTOMATION_TOGGLE_TT_DESC$\n\n#I Click to enable automation#!"
|
||||
MV_AUTOMATION_TOGGLE_TT_DESC: "[SelectLocalization(GetPlayer.HasDefaultCompanionAISettings, 'MV_AUTOMATION_TOGGLE_TT_DEFAULT_DESC' , 'MV_AUTOMATION_TOGGLE_TT_CUSTOM_DESC')]"
|
||||
MV_AUTOMATION_TOGGLE_TT_DEFAULT_DESC: "If enabled, your [armies|E] are raised and fight the enemy on their own, and assign their own [commanders|E].\n\nYou are still responsible for buying [men_at_arms|E], hiring [mercenaries|E] and going on [raids|E].\n\n#help Automated Armies are intended for players unfamiliar with warfare, or otherwise want to focus their attention elsewhere. If you are an experienced player, we recommend that you control your armies yourself.#!"
|
||||
MV_AUTOMATION_TOGGLE_TT_CUSTOM_DESC: "If enabled, your [armies|E] act on their own, but are limited by the settings you have chosen."
|
||||
|
||||
MV_AUTOMATION_SETTINGS_TT: "#T Open $AOV_HEADING$\n#!Change the default behavior for $ARMY_AUTOMATION_FEATURE_NAME$"
|
||||
234
localization/english/replace/armyview_l_english.yml
Normal file
234
localization/english/replace/armyview_l_english.yml
Normal file
|
|
@ -0,0 +1,234 @@
|
|||
l_english:
|
||||
ARMY_HEADER:0 "Army"
|
||||
SPLIT_ARMY_IN_HALF:0 "#T Split in half#!\nSplit this army into two roughly equal [armies|E]"
|
||||
SPLIT_ARMY_IN_HALF_DISABLED:0 "\n$DESC$"
|
||||
SPLIT_ARMY_CUSTOM:1 "#T Split off new Army#!\nDetach [regiments|E] from this [army|E] in order to create a new one"
|
||||
SPLIT_ARMY_CUSTOM_TWO:1 "#T Reorganize#!\nReorganize the regiments of two [armies|E]"
|
||||
SPLIT_ARMY_CUSTOM_DISABLED_TOO_MANY_SELECTED:0 "@warning_icon! #X Cannot reorganize more than two [armies|E]#!"
|
||||
SPLIT_ARMY_CUSTOM_DISABLED_TOO_FEW_SELECTED:0 "@warning_icon! #X Need two [armies|E] selected to reorganize#!"
|
||||
CANNOT_REORGANIZE_DIFFERENT_LOCATION:0 "@warning_icon! #X Cannot reorganize [armies|E] in two different locations#!"
|
||||
MERGE_ARMY:0 "#T Merge [armies|E]#!\nCombine all selected armies into one"
|
||||
MERGE_UNIT:0 "#T Merge [armies|E] and [fleets|E]#!\nCombine all selected armies and fleets into one"
|
||||
DESELECT:0 "Deselect (not implemented)"
|
||||
ATTACH_TO:0 "#T Attach to...#!\n#D (not implemented)#!"
|
||||
SELECTED_ARMY:0 "Selected army (not implemented)"
|
||||
FORTIFICATION_TOOLTIP:1 "#T [fort_level|E]: $VALUE|V0$/$MAX_VALUE|0$#!"
|
||||
FORTIFICATION_INCREASE_TOOLTIP:0 "$INCREASE|=+$ per day"
|
||||
FORTIFICATION_DAYS_TOOLTIP:0 "Will start to fortify its position in $DAYS|V$ days"
|
||||
FORTIFICATION_NOT_ALLOWED:0 "Cannot fortify while moving"
|
||||
FORTIFICATION_ADVANTAGE_TOOLTIP:0 "Will give $ADVANTAGE|0V$ [advantage|E] in [battle|E]"
|
||||
FORTIFICATION_SIEGE_ADVANTAGE_TOOLTIP:0 "Will give $ADVANTAGE|0V$ [advantage|E] in [battle|E] due to ongoing siege."
|
||||
ARMY_VIEW_FORTIFICATION_VALUE:0 "$VALUE$"
|
||||
SELECT:0 "Select"
|
||||
DISBAND:0 "Disband"
|
||||
SELECT_TOOLTIP:0 "#T Select [army|E]#!\n"
|
||||
DISBAND_TOOLTIP:0 "#T Disband [army|E]#!\n[ArmyReorgWindow.CanDisbandTooltip]"
|
||||
DISBAND_ARMY:0 "#T Disband [army|E]#! "
|
||||
CANNOT_DISBAND_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot disband while in [battle|E]#!"
|
||||
CANNOT_DISBAND_WHILE_IN_RETREAT:0 "@warning_icon! #X Cannot disband while in [retreat|E]#!"
|
||||
CANNOT_DISBAND_WHILE_ARMY_EMBARKED:0 "@warning_icon! #X Cannot disband while [embarked|E]#!"
|
||||
CANNOT_DISBAND_NOT_FRIENDLY_AREA:0 "@warning_icon! #X Can disband only in a friendly area#!"
|
||||
CANNOT_DISBAND_HOSTILE_AREA:0 "@warning_icon! #X Can disband only in a non-hostile area#!"
|
||||
CANNOT_DISBAND_ENEMY_OR_HOSTILE_ARMIES_AROUND:0 "@warning_icon! #X Cannot disband while enemy or hostile [armies|E] are around#!"
|
||||
CANNOT_DISBAND_WAR_LEADER: "@warning_icon! #X Cannot disband as a [war_leader|E]#!"
|
||||
DISBAND_ARMY_DISABLED:0 "\n$DESC$"
|
||||
DISBAND_ARMY_CONFIRM_TITLE:0 "Disband Army"
|
||||
DISBAND_ARMY_CONFIRM_ACCEPT:0 "Disband"
|
||||
DISBAND_ARMY_CONFIRM:0 "$COUNT|V$ [soldiers|E] will stand down and return home."
|
||||
DISBAND_GATHERING_ARMY:1 "Disband Gathering Army"
|
||||
DISBAND_GATHERING_ARMY_DISABLED:0 "\n$DESC$"
|
||||
STOP_GATHERING:0 "Stop Gathering"
|
||||
DISBAND_RETURN_HOME_TIME:1 "@warning_icon! #X [soldiers|E] will take up to $TIME$ to return home, making it take longer to raise them again.#!"
|
||||
CANNOT_SPLIT_ARMY_NOT_OWNER:0 "@warning_icon! #X Cannot split Army belonging to someone else#!"
|
||||
CANNOT_SPLIT_ARMY_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot split Army while in [battle|E]#!"
|
||||
CANNOT_SPLIT_ARMY_WHILE_MOVEMENT_LOCKED:0 "@warning_icon! #X Cannot split Army while movement is locked#!"
|
||||
CANNOT_SPLIT_ARMY_CUSTOM_WHILE_MOVING:0 "@warning_icon! #X Cannot reorganize Army while moving#!"
|
||||
CANNOT_SPLIT_ARMY_WHILE_RETREATING:0 "@warning_icon! #X Cannot split Army while in [retreat|E]#!"
|
||||
CANNOT_MERGE_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot merge while in [battle|E]#!"
|
||||
CANNOT_MERGE_RAID_ARMY:0 "@warning_icon! #X Cannot merge [raid|E] armies outside own territory#!"
|
||||
CANNOT_SPLIT_RAID_ARMY:0 "@warning_icon! #X Cannot split [raid|E] armies outside own territory#!"
|
||||
CANNOT_MERGE_WHILE_RETREATING:0 "@warning_icon! #X Cannot merge while retreating#!"
|
||||
CANNOT_MERGE_WHILE_MOVEMENT_LOCKED:0 "@warning_icon! #X Cannot merge while movement is locked#!"
|
||||
CANNOT_MERGE_NAVAL_AND_LAND:0 "@warning_icon! #X Cannot merge [fleets|E] with unembarked [armies|E]#!"
|
||||
CANNOT_MERGE_NO_ARMIES:0 "@warning_icon! #X No selected [armies|E] that can be merged#!"
|
||||
CANNOT_MERGE_NO_UNITS:0 "@warning_icon! #X No selected [armies|E] or [fleets|E] that can be merged#!"
|
||||
CANNOT_SPLIT_ARMY_FEW_REGIMENTS:0 "@warning_icon! #X Not enough Regiments in [army|E]#!"
|
||||
CANNOT_SPLIT_ARMY_EMBARKED:0 "@warning_icon! #X Cannot split embarked [armies|E]#!"
|
||||
CANNOT_SPLIT_SIEGE_SPLIT_NOT_FOUND:0 "@warning_icon! #X The [army|E] cannot be split in two for this [siege|E]#!"
|
||||
CANNOT_SPLIT_NO_HIRED_OR_EVENT_TROOPS:0 "@warning_icon! #X No Hired or [special_troops|E] in the Army#!"
|
||||
CANNOT_SPLIT_ONLY_HIRED_OR_EVENT_TROOPS:0 "@warning_icon! #X Only Hired and [special_troops|E] are present in the Army#!"
|
||||
SELECT_COMMANDER_HEADER:1 "#T Select new [commander|E]#!"
|
||||
SUPPLY_STATE_TOOLTIP:1 "#T [supplies|E]: $SUPPLY|V$/$FULL_SUPPLY|V0$#!\n$STATE|V$"
|
||||
SUPPLY_STATE_POSITIVE:0 "#P +$CHANGE$#! Supplies/month"
|
||||
SUPPLY_STATE_NEGATIVE:0 "#N -$CHANGE$#! Supplies/month"
|
||||
SUPPLY_STATE_INCREASE:0 "#weak Will improve to $NEW_STATE$ in $DAYS$ days#!"
|
||||
SUPPLY_STATE_DECREASE:0 "#weak Will decline to $NEW_STATE$ in $DAYS$ days#!"
|
||||
SUPPLY_STATE_NO_CHANGE_THIS_YEAR:1 "#weak Will not change within the next year#!"
|
||||
SUPPLY_STATE_EFFECTS:0 "Effects of $STATE|V$:"
|
||||
SUPPLY_STATE_ATTRITION:0 "[attrition|E]: $VALUE|%-$"
|
||||
SUPPLY_STATE_COMBAT_EFFECT:1 "$GENERIC_COMBAT_EFFECT$"
|
||||
GENERIC_COMBAT_EFFECT:0 "[advantage|E]: $VALUE|0V$"
|
||||
SUPPLY_STATE_0:0 "Well Supplied"
|
||||
SUPPLY_STATE_1:0 "Undersupplied"
|
||||
SUPPLY_STATE_2:0 "Starving"
|
||||
SUPPLY_STATE_EVENT_TROOPS_IGNORING_SUPPLY:0 "$COUNT$ Soldiers in this army are not using supply"
|
||||
SUPPLY_STATE_NO_LOSS_PERIOD:1 "Because it has been raised recently, the [army|E] will not use supply until [DATE.GetStringShort|V]"
|
||||
SUPPLY_STATE_GATHERING:0 "The [army|E] will not use supply until it has gathered"
|
||||
ARMY_NUMBER_OF_MEN:1 "$MAX_MEN|0$"
|
||||
ARMY_NUMBER_OF_MEN_NOT_MAX:0 "$LIVING|0V$/$MAX_MEN|0V$"
|
||||
ARMY_NUMBER_OF_LEVIES:0 "[levies|E]: $MAX_MEN|0V$"
|
||||
ARMY_NUMBER_OF_LEVIES_NOT_MAX:0 "[levies|E]: $LIVING|0V$/$MAX_MEN|0V$"
|
||||
ARMY_NUMBER_OF_LEVIES_TOOLTIP:0 "#T [levies|E]: $LIVING|0V$/$MAX_MEN|0V$#!"
|
||||
ARMY_NUMBER_OF_MAA:0 "[men_at_arms|E]: $MAX_MEN|0V$"
|
||||
ARMY_NUMBER_OF_MAA_NOT_MAX:0 "[men_at_arms|E]: $LIVING|0V$/$MAX_MEN|0V$"
|
||||
ARMY_NUMBER_OF_MAA_TOOLTIP:0 "#T [men_at_arms|E]: $LIVING|0V$/$MAX_MEN|0V$#!"
|
||||
ARMY_NUMBER_OF_KNIGHTS:1 "[knight_i]$knight_culture_player_plural$: $NUM|0V$"
|
||||
ARMY_NUMBER_OF_KNIGHTS_TOOLTIP:1 "#T $knight_culture_player_plural$: [knight_i]$NUM|0V$#!\nEffectiveness: $EFFECTIVENESS|V%0$"
|
||||
ARMY_EVENT_TROOPS_ASSOCIATED_WAR:0 "$COUNT$ [special_troops|E] will stand down when the [WAR.GetName] ends"
|
||||
ARMY_ALL_ARMIES_MORE:0 "\nAnd $COUNT$ more"
|
||||
ARMY_SUPPLY_COMMANDER_BREAKDOWN:0 "#indent_newline:3 \n[CHARACTER.GetModifierDescription( 'supply_capacity_mult' )]\n[CHARACTER.GetModifierDescription( 'supply_capacity_add' )]#!"
|
||||
ARMY_SUPPLY_CAPACITY_INCREASED_BY_COMMANDER:0 "Supply capacity increased by [CHARACTER.GetName]:$ARMY_SUPPLY_COMMANDER_BREAKDOWN$\n"
|
||||
ARMY_SUPPLY_CAPACITY_LOWERED_BY_COMMANDER:0 "Supply capacity decreased by [CHARACTER.GetName]:$ARMY_SUPPLY_COMMANDER_BREAKDOWN$\n"
|
||||
FLEET_EMBARKING:0 "[embarking|E]: $TIME_LEFT$ left"
|
||||
FLEET_EMBARKED:0 "[embarked|E]"
|
||||
SHOW_SIEGE:0 "Go to the [siege|E]"
|
||||
SPLIT_ARMY_FOR_SIEGE:1 "#T Station Besiegers\n#!Leave enough [soldiers|E] in this [army|E] to continue the [siege|E]"
|
||||
SPLIT_ARMY_DISABLED:0 "\n$DESC$"
|
||||
SPLIT_ARMY_FOR_SIEGE_NOT_ENOUGH_SOLDIERS:0 "@warning_icon! #X Not Enough soldiers to split off#!"
|
||||
SPLIT_ARMY_FOR_SIEGE_TOO_MANY_SOLDIERS:2 "@warning_icon! #X Other Armies at this Holding have enough Soldiers to continue the Siege#!"
|
||||
BESIEGING:0 "Besieging"
|
||||
ARMY_COMPOSITION_ENTRY_MAX:0 "$TYPE$: $MAX|0V$"
|
||||
ARMY_COMPOSITION_ENTRY_REINFORCE:0 "($REINFORCE|0V=$/month)"
|
||||
ARMY_COMPOSITION_ENTRY:1 "$TYPE$: $COUNT|0V$/$MAX|0V$$REINFORCE_INFO$"
|
||||
KNIGHT_REGIMENTS:1 "@knight_icon![CHARACTER.Custom('KnightCulturePlural')]"
|
||||
LEVIES_REGIMENTS:1 "@soldier_icon![levies|e]"
|
||||
MAA_REGIMENTS_ICON:1 "@$ICONKEY$_icon!$NAME$"
|
||||
ARMY_TOTAL_SOLDIERS:0 "#T Total Soldiers: $CURRENT|0V$/$MAX|0V$#!"
|
||||
ARMY_RAISED_SOLDIERS:0 "#T Raised Soldiers: $CURRENT|0V$/$MAX|0V$#!"
|
||||
ARMY_UNRAISED_SOLDIERS:0 "#T Unraised Soldiers: $CURRENT|0V$/$MAX|0V$#!"
|
||||
SPLIT_OFF_HIRED_AND_EVENT_TROOPS:0 "#T Split off [hired_troops|E] and [special_troops|E]#!\nSplit off an [army|E] containing all [hired_troops|E] and [special_troops|E] of this [army|E]."
|
||||
ARMY_VIEW_ARMY_HAS_EVENT_TROOPS:1 "#T [special_troops|E]\n#![ArmyWindow.BuildEventTroopList]"
|
||||
LEVIES_ARMY_REGIMENT_NAME:0 "Levies"
|
||||
TT_REORG_SOLDIERS:0 "#T Soldiers: [RegimentReorgEntry.GetSoldierCount]#!\nMaximum: [RegimentReorgEntry.GetMaxSoldierCount]"
|
||||
TT_REORG_EVENT_TROOPS:0 "#T [special_troops|E]: [RegimentReorgEntry.GetEventTroopName]#!"
|
||||
TT_REORG_LEVIES:0 "#T [levies|E]\n#![soldiers|E]: [soldier_i][RegimentReorgEntry.GetSoldierCount]/[RegimentReorgEntry.GetMaxSoldierCount]\nFrom your [domain|E]\n\n$REORG_INSTRUCTION$"
|
||||
TT_REORG_VASSAL_LEVIES:0 "#T [levies|E]\n#![soldiers|E]: [soldier_i][RegimentReorgEntry.GetSoldierCount]/[RegimentReorgEntry.GetMaxSoldierCount]\nFrom [vassal|E] [RegimentReorgEntry.GetRegiment.GetFromVassal.GetUIName]\n\n$REORG_INSTRUCTION$"
|
||||
REORG_INSTRUCTION:0 "#I Click to move to other Army#!"
|
||||
REORG_EMPTY_LIST:0 "#weak Move Regiments here to create a new Army#!"
|
||||
ARMY_REORG_LEFT_MAINTENANCE:0 "[ArmyReorgWindow.GetLeftMaintenance]/month"
|
||||
ARMY_REORG_RIGHT_MAINTENANCE:0 "[ArmyReorgWindow.GetRightMaintenance]/month"
|
||||
ARMY_TBA_NAME:0 "New Army"
|
||||
KNIGHT_REGIMENT_NAME:1 "[CHARACTER.GetShortUINameNoTooltip]"
|
||||
ARMY_SELECT_THIS_ONLY:0 "#T Select This [army|E] Only#!"
|
||||
GATHERING_DAYS_LEFT:0 "Days Left: [Army.GetGatheringDaysLeft|V]"
|
||||
ARMY_VIEW_NEXT:0 "Next army"
|
||||
ARMY_VIEW_PREVIOUS:0 "Previous army"
|
||||
ARMY_VIEW_CREATE_NEW:0 "Create new army"
|
||||
ARMY_VIEW_LEVIES:0 "Levies"
|
||||
ARMY_VIEW_LEVIES_TOOLTIP:0 "#T Levies#!"
|
||||
ARMY_VIEW_MAA:0 "Men-at-Arms"
|
||||
ARMY_VIEW_KNIGHTS:1 "$knight_culture_player_plural_no_tooltip$"
|
||||
START_RAIDING:0 "#T Start Raiding#!\nThis unit will now be able to take the [raid|E] action outside your realm"
|
||||
END_RAIDING:0 "#T Stop being a Raiding Army#!\nThis [army|E] will stop being a Raiding Army, and can reinforce again"
|
||||
START_RAID:0 "#T Start Raid#!"
|
||||
RAID_ACTION_INFO:0 "Will take about [PROVINCE.GetLootTime( ARMY.Self )|V] days.\nWill loot [gold_i|E][PROVINCE.GetLoot|0V]."
|
||||
START_RAID_ALREADY_RAIDING:0 "@warning_icon! #X Already [raiding|E] this Holding#!"
|
||||
START_RAID_NOT_A_RAID_ARMY:0 "@warning_icon! #X Not a [raid|E] Army#!"
|
||||
START_RAID_LOOT_CAP:0 "@warning_icon! #X Cannot carry more [raid|E] Loot#!"
|
||||
START_RAID_NOT_OWN_REALM:0 "@warning_icon! #X Cannot [raid|E] inside your own [realm|E]#!"
|
||||
START_RAID_ALLY:0 "@warning_icon! #X Cannot [raid|E] your ally [CHARACTER.GetShortUIName]#!"
|
||||
START_RAID_TRUCE:0 "@warning_icon! #X Cannot [raid|E] [CHARACTER.GetShortUIName]#! while you have a truce agreement"
|
||||
START_RAID_IMMUNE:0 "@warning_icon! #X Cannot raid someone who has recently defeated one of your [raids|E]. Immunity will end on [DATE.GetString|V]#!"
|
||||
START_RAID_SAME_CONFEDERATION: "@warning_icon! #X Cannot raid someone who is also part of [CONFEDERATION.GetName]#!"
|
||||
START_RAID_OWN_TRIBUTARY: "@warning_icon! #X Cannot raid your own [tributary|E]#!"
|
||||
START_RAID_OWN_SUZERAIN: "@warning_icon! #X Cannot raid your own [suzerain|E]#!"
|
||||
START_RAID_NO_HOLDING:0 "@warning_icon! #X No [holding|E] here to [raid|E]#!"
|
||||
START_RAID_MOVING:0 "@warning_icon! #X Cannot [raid|E] while moving#!"
|
||||
START_RAID_IN_COMBAT:0 "@warning_icon! #X Cannot [raid|E] while in combat#!"
|
||||
START_RAID_SMALLER_THAN_GARRISON:0 "@warning_icon! #X [raid|E] Army is smaller than the [garrison|E] ($VALUE|0$ men)#!"
|
||||
START_RAID_TOO_FEW_MEN:0 "@warning_icon! #X [raid|E] Army is too small to raid (need at least $VALUE|0$ men)#!"
|
||||
START_RAID_RECENTLY_LOOTED:0 "@warning_icon! #X The Holding has been looted recently. Can be looted again on [DATE.GetString|V]#!"
|
||||
RAID_PROVINCE_TOOLTIP_RECENTLY_LOOTED:0 "The Holding has been looted recently. Can be looted again on [DATE.GetString|V]"
|
||||
RAID_PROVINCE_TOOLTIP_LOOT:0 "Raid [loot|E]: [gold_i]$VALUE|0V$"
|
||||
START_RAID_ALREADY_BEING_LOOTED:0 "@warning_icon! #X The Holding is already being looted by [ARMY.GetName]#!"
|
||||
START_RAID_UNDER_SIEGE:0 "@warning_icon! #X Cannot [raid|E] a Holding that is under [siege|E]#!"
|
||||
TOGGLE_RAID_IN_COMBAT:0 "@warning_icon! #X Cannot toggle [raiding|E] while in combat#!"
|
||||
TOGGLE_RAID_RETREATING:0 "@warning_icon! #X Cannot toggle [raiding|E] while retreating#!"
|
||||
TOGGLE_RAID_ONLY_OWN_TERRITORY:0 "@warning_icon! #X Cannot toggle [raiding|E] outside own territory#!"
|
||||
TOGGLE_RAID_CANNOT_RAID:0 "@warning_icon! #X Unable to [raid|E]#!"
|
||||
TOGGLE_RAID_MERCENARY:0 "@warning_icon! #X Mercenaries cannot [raid|E]#!"
|
||||
ARMY_RAID_LOOT_TOOLTIP: "#T Raid Loot#!\nThis [army|E] is carrying [loot_i][Army.GetRaidLoot|0V] [loot|E].\nIt can carry at most [loot_i][Army.GetLootCap|0V] [loot|E] due to the size of the army."
|
||||
|
||||
START_BARTERING: "#T Start Trading#!\nThis unit will now be able to take the [trade|E] action outside your realm"
|
||||
END_BARTERING: "#T Stop being a Trader Caravan#!\nThis [army|E] will stop being a Trader Caravan, and can reinforce again"
|
||||
START_BARTER: "#T Start Trade#!"
|
||||
BARTER_ACTION_INFO: "Bartering will take about [PROVINCE.GetLootTime( ARMY.Self )|V] days.\nThe Caravan will receive [loot_i|E][PROVINCE.GetLoot|0V]."
|
||||
START_BARTER_INSUFFICIENT_BARTER_GOODS: "@warning_icon! #X Insufficient [trade_goods|E] to start [trading|E]#!"
|
||||
START_BARTER_ALREADY_BARTERING: "@warning_icon! #X Already [trading|E] with this Holding#!"
|
||||
START_BARTER_NOT_A_BARTER_ARMY: "@warning_icon! #X Not a [trade|E] Army#!"
|
||||
START_BARTER_LOOT_CAP: "@warning_icon! #X Cannot carry more [trade|E] Loot#!"
|
||||
START_BARTER_NOT_OWN_REALM: "@warning_icon! #X Cannot [trade|E] inside your own [realm|E]#!"
|
||||
START_BARTER_NO_HOLDING: "@warning_icon! #X No [holding|E] here with which to [trade|E]#!"
|
||||
START_BARTER_MOVING: "@warning_icon! #X Cannot [trade|E] while moving#!"
|
||||
START_BARTER_IN_COMBAT: "@warning_icon! #X Cannot [trade|E] while in combat#!"
|
||||
START_BARTER_RECENTLY_LOOTED: "@warning_icon! #X The Holding has been looted or traded with recently. Can be traded with again on [DATE.GetString|V]#!"
|
||||
BARTER_PROVINCE_TOOLTIP_RECENTLY_LOOTED: "The Holding has been looted or traded with recently. Can be traded with again on [DATE.GetString|V]"
|
||||
BARTER_PROVINCE_TOOLTIP_LOOT: "[loot|E]: [loot_i]$VALUE|0V$"
|
||||
START_BARTER_ALREADY_BEING_LOOTED: "@warning_icon! #X The Holding is already being looted by [ARMY.GetName]#!"
|
||||
START_BARTER_UNDER_SIEGE: "@warning_icon! #X Cannot [trade|E] a Holding that is under [siege|E]#!"
|
||||
TOGGLE_BARTER_IN_COMBAT: "@warning_icon! #X Cannot toggle [trading|E] while in combat#!"
|
||||
TOGGLE_BARTER_RETREATING: "@warning_icon! #X Cannot toggle [trading|E] while retreating#!"
|
||||
TOGGLE_BARTER_ONLY_OWN_TERRITORY: "@warning_icon! #X Cannot toggle [trading|E] outside own territory#!"
|
||||
TOGGLE_BARTER_CANNOT_BARTER: "@warning_icon! #X Unable to [trade|E]#!"
|
||||
TOGGLE_BARTER_MERCENARY: "@warning_icon! #X Mercenaries cannot [trade|E]#!"
|
||||
ARMY_BARTER_LOOT_TOOLTIP: "#T Loot#!\nThis Caravan is carrying [loot_i][Army.GetBarterLoot|0V] [loot|E].\nIt can carry at most [loot_i][Army.GetLootCap|0V] [loot|E] due to its size."
|
||||
|
||||
CHANGE_COMMANDER_IN_RETREAT:0 "@warning_icon! #X Army is retreating#!"
|
||||
TOGGLE_LOOTER_STANCE:2 "#T [Select_CString( Army.HasLooterStance, 'Always', 'Never' )] Raid#!\n[SelectLocalization( Army.HasLooterStance, 'TOGGLE_LOOTER_STANCE_DESC_ON', 'TOGGLE_LOOTER_STANCE_DESC_OFF' )]"
|
||||
TOGGLE_LOOTER_STANCE_DESC_ON:0 "This [army|E] will automatically [raid|E] any viable [holding|E] that it stops in"
|
||||
TOGGLE_LOOTER_STANCE_DESC_OFF:0 "This [army|E] does not automatically [raid|E] [holdings|E] that it stops in"
|
||||
ARMY_ATTRITION_TT:0 "#T Monthly [attrition|E]: [Army.GetArmyAttritionPercentage|%-0] ([soldier_i] [Army.GetArmyAttrition|+]/month)\n#![Army.GetArmyAttritionBreakdownPercentage][Select_CString( EqualTo_CFixedPoint(Army.GetArmyAttritionPercentage, '(CFixedPoint)0'), '#weak No Attrition#!', '' )]"
|
||||
ATTRITION_SIEGE:0 "Besieging"
|
||||
ATTRITION_RAID:0 "Raiding"
|
||||
AV_ALWAYS_RAID:0 "Always Raid"
|
||||
ATTRITION_SUPPLY:0 "Lack of Supplies"
|
||||
ATTRITION_TOTAL:0 "[attrition|E]"
|
||||
ARMY_VIEW_TROOP_TT:0 "[TroopItem.BuildTroopItemTooltip( Army.Self )]"
|
||||
TROOP_LEVY:0 "[levies|E]"
|
||||
TROOP_LIST_LEVIES:0 "#T [levies|E]: $TOTAL$/$MAX$#!"
|
||||
TROOP_KNIGHTS:0 "#T $knight_culture_player_plural$: $TOTAL$#!"
|
||||
TROOP_LIST_KNIGHT:1 "[CHARACTER.GetShortUIName|U]: [CHARACTER.GetSkill( 'prowess' )] [prowess_i|E]"
|
||||
TROOP_LIST_MAA_MULTIPLE_PERSONAL: "[CHARACTER.GetShortUINamePossessive|U] [ARMY_REGIMENT.GetRegiment.GetName]: [ARMY_REGIMENT.GetCount]/[ARMY_REGIMENT.GetMax]"
|
||||
TROOP_LIST_MAA_MULTIPLE_TITLE: "[ARMY_REGIMENT.GetRegiment.GetName] of the [TITLE.GetBaseName]: [ARMY_REGIMENT.GetCount]/[ARMY_REGIMENT.GetMax]"
|
||||
TROOP_LIST_MAA_MULTIPLE: "[ARMY_REGIMENT.GetRegiment.GetName]: [ARMY_REGIMENT.GetCount]/[ARMY_REGIMENT.GetMax]"
|
||||
TROOP_LIST_MAA_HEADER: "#T [MEN_AT_ARMS_TYPE.GetBaseTypeName]: $TOTAL$/$MAX$#!"
|
||||
ARMY_TOOLTIP_ATTRITION: "[attrition|E]: [Army.GetArmyAttritionPercentage|%0-]/month"
|
||||
ARMY_TOOLTIP_COMMANDER: "[commander|E]: [Character.GetShortUIName|U]"
|
||||
ARMY_TOOLTIP_COMMANDER_ADVANTAGE: "[Character.GetCommanderAdvantage]"
|
||||
ARMY_TOOLTIP_NO_COMMANDER:0 "No [commander|E]"
|
||||
ARMY_REORGANIZATION:0 "Army Reorganization"
|
||||
ATTACH_TO_UNIT_HEADER:0 "#T Attach to [army|E]#!"
|
||||
ATTACH_TO_UNIT:0 "Attach to follow [TARGET_ARMY.GetName]"
|
||||
CANNOT_ATTACH_UNIT_TO_SELF:0 "@warning_icon! #X Cannot attach an [army|E] to itself#!"
|
||||
CANNOT_ATTACH_UNIT_TO_OWN_UNITS:0 "@warning_icon! #X Cannot attach to another [army|E] you own#!"
|
||||
ALREADY_ATTACHED_TO_UNIT:0 "@warning_icon! #X Already attached to the [ARMY.GetName]#!"
|
||||
UNIT_IS_ALREADY_ATTACHED_TO_US:0 "@warning_icon! #X Cannot attach to the [ARMY.GetName] as it is attached to us#!"
|
||||
NOT_A_FRIENDLY_UNIT:0 "@warning_icon! #X Cannot attach to hostile or neutral [armies|E]#!"
|
||||
DETACH_FROM_UNIT_HEADER:0 "#T Detatch from [army|E]#!"
|
||||
DETACH_FROM_UNIT:0 "Detatch from following [TARGET_ARMY.GetName]"
|
||||
NOT_ATTACHED_TO_ANY_UNIT:0 "@warning_icon! #X Not attached to another [army|E]#!"
|
||||
ATTACHED_ARMY_NAME:0 "Following:\n[Army.GetName]"
|
||||
ATTACH_TO_ARMY_WINDOW_HEADER:0 "Attach to Army"
|
||||
ATTACH_TO_ARMY_WINDOW_TEXT:0 "Select an [army|E] in [ArmyWindow.GetArmy.GetLocation.GetName] for [ArmyWindow.GetArmy.GetName] to follow."
|
||||
TOGGLE_ATTACH_TO_UNIT_WINDOW:0 "Attach to Army"
|
||||
ATTACH_TO_UNIT_WINDOW_TEXT:0 "Attach to [AttachToArmyWindow.GetSelectedArmy.GetName]"
|
||||
ATTACH:1 "Attach"
|
||||
ARMY_UNIT_COOLTIP_NAME: "[UnitItem.GetArmy.GetNameNoTooltip]"
|
||||
RAID_INTENT_SELECTION_HEADER: "Change $game_concept_raid_intent$"
|
||||
RAID_INTENT_SELECTION_TEXT: "Select your [raid_intent|E]"
|
||||
RAID_CHANGE_INTENT_TOOLTIP: "#T [RaidIntent.GetName]#!\n[RaidIntent.GetDescription][AddParagraph( RaidIntentSelectionWindow.GetCanPickIntentDesc( RaidIntent.Self ) )]"
|
||||
RAID_SINGLE_INTENT_TOOLTIP: "#T [RaidIntent.GetName]#!\n[RaidIntent.GetDescription]"
|
||||
RAID_OPEN_INTENT_WINDOW: "$RAID_SINGLE_INTENT_TOOLTIP$\n\n#I Click to change [raid_intent|E]#!"
|
||||
RAID_OPEN_INTENT_WINDOW_DISABLED: "$RAID_SINGLE_INTENT_TOOLTIP$\n\n#X Cannot change [raid_intent|E] during active events!#!"
|
||||
RAID_CHANGE_INTENT_TT: "#T Change $game_concept_raid_intent$#!"
|
||||
INVALID_RAID_INTENT: "@warning_icon! #X Invalid [raid_intent|E]#!"
|
||||
20
localization/english/replace/barter_window_l_english.yml
Normal file
20
localization/english/replace/barter_window_l_english.yml
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
l_english:
|
||||
BW_TT_BARTERING_REALM_TOOLTIP: "#T Trader: [Character.GetPrimaryTitle.GetName|V]#!\n#I Click to view#!"
|
||||
BW_TT_BARTEREE_REALM_TOOLTIP: "#T Traderee: [Character.GetPrimaryTitle.GetName|V]#!\n#I Click to view#!"
|
||||
BW_TT_OPEN_ARMY_WINDOW: "#T Select all your [trading|E] [armies|E]"
|
||||
BW_TIME_LEFT: "[BarterMission.GetEta.GetTimeDiffFromNow|V] left"
|
||||
BW_TIME_LEFT_TT: "#T Time Left\n#!The Trade Mission will finish on [BarterMission.GetEta.GetString]"
|
||||
BARTER_PROGRESS_TOOLTIP: "#T Trade Progress: [BarterMission.GetProgress|0]/[BarterMission.GetProgressNeeded|0]#!\n[BarterMission.GetBarterProgressTooltip]"
|
||||
BARTER_BLOCKED_BY_COMBAT: "@warning_icon! #X Trading Caravan is in a [battle|E]#!"
|
||||
BARTER_TROOPS_TOOLTIP: "#T Number of Soldiers#!\n[trading|E] Caravan: [BarterMission.GetAttackerMen|V]\n[garrison|E]: [BarterMission.GetDefenderMen|V]\nDaily progress: [BarterMission.GetDailyProgressPercent|%1V]"
|
||||
HOLDING_BARTER_GOODS_NEEDED: "[trade_goods|E]"
|
||||
HOLDING_BARTER_GOODS_NEEDED_VALUE: "[barter_goods_i] [Province.GetBarterGoodsNeeded|-0]"
|
||||
BARTER_WINDOW_TT_DAILY_PROGRESS: "Daily progress"
|
||||
BW_TT_BASE_PROGRESS: "Base"
|
||||
BW_TT_MEN_PROGRESS: "Trading [soldiers|E]"
|
||||
|
||||
BARTER_GOODS_MONTHLY_INCOME: "Monthly [trade_goods|E]"
|
||||
DOMAIN_BARTER_GOODS_INCOME_HOLDING: "[TITLE.GetName]"
|
||||
BARTER_GOODS_MONTHLY_EXPENSES: "Monthly Expenses"
|
||||
|
||||
BARTER_WINDOW_DESC: "#weak [BarterMission.GetArmy.GetOwner.GetShortUINamePossessive|U] [trade|E] Caravan trades [Province.GetBarterGoodsNeeded|0V] [trade_goods|E] for [Province.GetLoot|0V] [loot|E] in [Province.GetName]. [Province.GetNameNoTooltip] will gain [StaticModifier.GetNameWithTooltip] for 5 years.#!"
|
||||
|
|
@ -2715,5 +2715,3 @@
|
|||
building_type_mount_baekdu_01_desc: "The lofty peak of Mount Baekdu is said to be the origin of all the mountains of the Korean peninsula, and its heights are a sacred place among the region's many faiths and peoples."
|
||||
building_mount_baekdu_01: "$building_type_mount_baekdu_01$"
|
||||
building_mount_baekdu_01_desc: "$building_type_mount_baekdu_01_desc$"
|
||||
|
||||
|
||||
|
|
|
|||
177
localization/english/replace/court_positions_2_l_english.yml
Normal file
177
localization/english/replace/court_positions_2_l_english.yml
Normal file
|
|
@ -0,0 +1,177 @@
|
|||
l_english:
|
||||
master_of_hunt_court_position_task_dangerous_game: "Track Dangerous Game"
|
||||
master_of_hunt_court_position_task_dangerous_game_desc: "Your $master_of_hunt_court_position$ will track down dangerous game, such as wolves or bears, that would yield a lot of prestige to hunt."
|
||||
master_of_hunt_court_position_task_dangerous_game_tt: "Every year your $master_of_hunt_court_position$ has a chance of [hunt_sighting_no_prefix|E] dangerous game for you to[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName]\n$master_of_hunt_court_position_task_generic_tt$"
|
||||
|
||||
master_of_hunt_court_position_task_regular_game: "Track Regular Game"
|
||||
master_of_hunt_court_position_task_regular_game_desc: "Your $master_of_hunt_court_position$ will track down regular game, such as foxes or deer, that would yield an average amount of prestige to hunt."
|
||||
master_of_hunt_court_position_task_regular_game_tt: "Every year your $master_of_hunt_court_position$ has a chance of [hunt_sighting_no_prefix|E] regular game for you to[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName]\n$master_of_hunt_court_position_task_generic_tt$"
|
||||
|
||||
master_of_hunt_court_position_task_legendary_game: "Track Legendary Game"
|
||||
master_of_hunt_court_position_task_legendary_game_desc: "Your $master_of_hunt_court_position$ will attempt to track down legendary beasts that would yield an enormous of prestige to hunt."
|
||||
master_of_hunt_court_position_task_legendary_game_tt: "Every year your $master_of_hunt_court_position$ has a small chance of [hunt_sighting_no_prefix|E] legendary game for you to[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName]\n$master_of_hunt_court_position_task_generic_tt$"
|
||||
|
||||
master_of_hunt_court_position_task_generic_tt: "The frequency of [hunt_sightings_no_prefix|E] increases with [aptitude|E] #weak (max one Sighting every 3 years)#!"
|
||||
|
||||
court_jester_court_position_task_entertain_court: "Entertain Courtiers"
|
||||
court_jester_court_position_task_entertain_court_desc: "Your $court_jester_court_position$ will spend their time entertaining your courtiers with jokes, stories, and acrobatics."
|
||||
court_jester_court_position_task_entertain_court_tt: "Every year the $court_jester_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!\nIf their [aptitude|E] is at least $aptitude_good$, up to two [courtiers|E] can be targeted every year"
|
||||
foreign_emissary_court_position_task_entertain_court_tt: "Every year the $foreign_emissary_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!\nIf their [aptitude|E] is at least $aptitude_good$, up to two [courtiers|E] can be targeted every year"
|
||||
|
||||
court_jester_court_position_task_fuel_the_rumour_mill: "Fuel the Rumor Mill"
|
||||
court_jester_court_position_task_fuel_the_rumour_mill_desc: "This character will spend their time spreading nonsensical rumors and misleading stories to slow down enemy schemes."
|
||||
court_jester_court_position_task_fuel_the_rumour_mill_tt: "Every year the $court_jester_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!"
|
||||
|
||||
court_jester_court_position_task_abuse_the_jester: "Abuse the Jester"
|
||||
court_jester_court_position_task_abuse_the_jester_desc: "Your $court_jester_court_position$ will spend their time being abused and humiliated."
|
||||
court_jester_court_position_task_abuse_the_jester_tt: "Every year the $court_jester_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!"
|
||||
|
||||
court_artificer_court_position_task_martial: "Create Weapons, Armor, & go Adventuring"
|
||||
court_artificer_court_position_task_martial_desc: "Your $court_artificer_court_position$ will gather inspiration to make swords, shields, armor, and go adventuring for the martially-inclined ruler."
|
||||
court_artificer_court_position_task_martial_tt: "Every year the $court_artificer_court_position$ has a chance to gain a #V Weapon#!, #V Armor#!, or #V Adventure#! [inspiration|E] #weak (preferring [artifacts|E] you do not already have)#!\n$court_artificer_court_position_task_improved_chances_tt$"
|
||||
|
||||
court_artificer_court_position_task_learning: "Create Books & Tapestries"
|
||||
court_artificer_court_position_task_learning_desc: "Your $court_artificer_court_position$ will gather inspiration to make books, tapestries, or archemical concoctions to please the learned ruler."
|
||||
court_artificer_court_position_task_learning_tt: "Every year the $court_artificer_court_position$ has a chance to gain a #V Book#!, #V Weaver#!, or #V Alchemy#! [inspiration|E] #weak (preferring [artifacts|E] you do not already have)#!\n$court_artificer_court_position_task_improved_chances_tt$"
|
||||
|
||||
court_artificer_court_position_task_stewardship: "Create Crowns & Sculptures"
|
||||
court_artificer_court_position_task_stewardship_desc: "Your $court_artificer_court_position$ will gather inspiration to make regalia, crowns, thrones, and other artifacts for the stewardly ruler."
|
||||
court_artificer_court_position_task_stewardship_tt: "Every year the $court_artificer_court_position$ has a chance to gain a #V Smith#! or #V Artisan#! [inspiration|E]\n$court_artificer_court_position_task_improved_chances_tt$"
|
||||
|
||||
court_artificer_court_position_task_improved_chances_tt: "Using this task drastically increases the chance of gaining an [inspiration|E]"
|
||||
|
||||
must_have_an_equipped_illustrious_court_artifact: "You do #bold not#! have an equipped #V Illustrious#! [court_artifact|E]"
|
||||
must_have_upgradeable_artifact_tt: "You do #bold not#! have an equipped [artifact|E] that can be upgraded"
|
||||
|
||||
antiquarian_court_position_task_scout_for_artifacts: "Search for Rare Artifacts"
|
||||
antiquarian_court_position_task_scout_for_artifacts_desc: "Your $antiquarian_court_position$ will scour ancient tomes and investigate loose rumors, searching for those who might be able to bring something spectacular back to court."
|
||||
antiquarian_court_position_task_scout_for_artifacts_tt: "Every year the $antiquarian_court_position$ has a chance to give someone at [court|E] an Adventure [inspiration|E] #weak (Chance increases with [aptitude|E])#!"
|
||||
antiquarian_inspired_adventurer_message: "$antiquarian_court_position$ Inspires Adventure!"
|
||||
antiquarian_inspired_adventurer_effect: "Your [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('adventure_target'))] [adventure_target.GetFirstName] gained an #V Adventure#! [inspiration|E]"
|
||||
|
||||
antiquarian_court_position_task_improve_artifacts: "Improve Artifacts"
|
||||
antiquarian_court_position_task_improve_artifacts_desc: "Your $antiquarian_court_position$ will improve and polish artifacts so that they are as impressive and effective as they can possibly be."
|
||||
antiquarian_court_position_task_improve_artifacts_tt: "Every year the $antiquarian_court_position$ has a chance to improve an equipped [artifact|E]\nThe chance of improvement #weak (#bold not#! the quality)#! increases with [aptitude|E]\nCommon [artifacts|E] can be improved once, Masterworks twice, and so on"
|
||||
antiquarian_improved_artifact_message: "[artifact_target.GetName] Improved!"
|
||||
|
||||
artifact_prowess_1_modifier: "Prowess"
|
||||
artifact_knight_effectiveness_1_modifier: "Knight Effectiveness"
|
||||
artifact_glory_hound_levy_contribution_mult_1_modifier: "Glory Hound Levy Contribution"
|
||||
artifact_enemy_hard_casualty_modifier_1_modifier: "Enemy Hard Casualty Modifier"
|
||||
artifact_plains_advantage_1_modifier: "Plains Advantage"
|
||||
artifact_farmlands_advantage_1_modifier: "Farmlands Advantage"
|
||||
artifact_hills_advantage_1_modifier: "Hills Advantage"
|
||||
artifact_mountains_advantage_1_modifier: "Mountains Advantage"
|
||||
artifact_desert_advantage_1_modifier: "Desert Advantage"
|
||||
artifact_desert_mountains_advantage_1_modifier: "Desert Mountain Advantage"
|
||||
artifact_oasis_advantage_1_modifier: "Oasis Advantage"
|
||||
artifact_jungle_advantage_1_modifier: "Jungle Advantage"
|
||||
artifact_forest_advantage_1_modifier: "Forest Advantage"
|
||||
artifact_taiga_advantage_1_modifier: "Taiga Advantage"
|
||||
artifact_wetlands_advantage_1_modifier: "Wetlands Advantage"
|
||||
artifact_steppe_advantage_1_modifier: "Steppe Advantage"
|
||||
artifact_floodplains_advantage_1_modifier: "Floodplains Advantage"
|
||||
artifact_drylands_advantage_1_modifier: "Drylands Advantage"
|
||||
artifact_controlled_province_advantage_1_modifier: "Controlled Territory Defender Advantage"
|
||||
artifact_hard_casualty_modifier_1_modifier: "Hard Casualty Modifier"
|
||||
artifact_monthly_minor_prestige_1_modifier: "Monthly Prestige"
|
||||
artifact_monthly_prestige_1_modifier: "Monthly Prestige"
|
||||
artifact_monthly_piety_1_modifier: "Monthly Piety"
|
||||
artifact_monthly_prestige_add_1_modifier: "Monthly Renown"
|
||||
artifact_short_reign_duration_mult_1_modifier: "Short Reign Reduction"
|
||||
artifact_short_reign_duration_mult_3_modifier: "$artifact_short_reign_duration_mult_1_modifier$"
|
||||
artifact_monthly_tyranny_1_modifier: "Monthly Tyranny Reduction"
|
||||
artifact_happy_powerful_vassal_tax_contribution_mult_1_modifier: "Powerful Vassal Councillor Tax Contribution"
|
||||
artifact_courtly_tax_contribution_mult_1_modifier: "Courtly Tax Contribution"
|
||||
artifact_courtly_vassal_opinion_1_modifier: "Courtly Opinion"
|
||||
artifact_powerful_vassal_opinion_1_modifier: "Powerful Vassal Opinion"
|
||||
artifact_parochial_vassal_opinion_1_modifier: "Parochial Opinion"
|
||||
artifact_parochial_tax_contribution_mult_1_modifier: "Parochial Tax Contribution"
|
||||
artifact_courtier_and_guest_opinion_1_modifier: "Courtier and Guest Opinion"
|
||||
artifact_men_at_arms_maintenance_1_modifier: "Men-at-Arms Maintenance Reduction"
|
||||
artifact_build_gold_cost_1_modifier: "Build Cost Reduction"
|
||||
artifact_domain_tax_mult_1_modifier: "Domain Taxes"
|
||||
artifact_zealot_vassal_opinion_1_modifier: "Zealot Opinion"
|
||||
artifact_zealot_tax_contribution_mult_1_modifier: "Zealot Tax Contribution"
|
||||
artifact_belligerent_tax_contribution_mult_1_modifier: "Belligerent Tax Contribution"
|
||||
artifact_court_grandeur_baseline_add_1_modifier: "Court Grandeur"
|
||||
artifact_development_growth_1_modifier: "Development Growth"
|
||||
artifact_glory_hound_vassal_opinion_1_modifier: "Glory Hound Opinion"
|
||||
artifact_belligerent_vassal_opinion_1_modifier: "Belligerent Opinion"
|
||||
artifact_vassal_limit_1_modifier: "Vassal Limit"
|
||||
artifact_owned_scheme_secrecy_add_1_modifier: "Scheme Secrecy"
|
||||
artifact_hostile_scheme_phase_duration_add_1_modifier: "Hostile Scheme Speed"
|
||||
artifact_personal_scheme_phase_duration_add_1_modifier: "Personal Scheme Speed"
|
||||
artifact_learn_language_scheme_phase_duration_add_1_modifier: "Learn Language Scheme Speed"
|
||||
artifact_monthly_lifestyle_xp_minor_modifier: "Monthly Lifestyle Experience"
|
||||
artifact_monthly_lifestyle_xp_miniscule_modifier: "Monthly Lifestyle Experience"
|
||||
artifact_glory_hound_tax_contribution_mult_1_modifier: "Glory Hound Tax Contribution"
|
||||
artifact_mercenary_hire_cost_mult_1_modifier: "Mercenary Hire Cost"
|
||||
artifact_fertility_growth_1_modifier: "Fertility Growth"
|
||||
artifact_herd_gain_1_modifier: "Herd Gain"
|
||||
artifact_herd_conversion_1_modifier: "Herd Conversion"
|
||||
artifact_health_gain_2_modifier: "Improved Health"
|
||||
artifact_dread_baseline_add_2_modifier: "Dread"
|
||||
artifact_pursue_efficiency_2_modifier: "Pursue Efficiency"
|
||||
artifact_controlled_province_advantage_5_modifier: "Controlled Province Advantage"
|
||||
artifact_negate_health_penalty_add_2_modifier: "Negate Health Penalty"
|
||||
artifact_scheme_resistance_add_3_modifier: "Scheme Resistance"
|
||||
|
||||
antiquarian_court_position_task_exibit_artifacts: "Exibit Illustrious Artifacts"
|
||||
antiquarian_court_position_task_exibit_artifacts_desc: "Your $antiquarian_court_position$ will exibit your illustrious artifacts to the public, showing everyone that you are in possession of something truly unique."
|
||||
|
||||
court_musician_court_position_task_bolster_legitimacy: "Bolster Legitimacy"
|
||||
court_musician_court_position_task_bolster_legitimacy_desc: "This character will strengthen your right to rule through song and dance."
|
||||
|
||||
cupbearer_court_position_task_flatter_dignitaries: "Flatter Dignitaries"
|
||||
cupbearer_court_position_task_flatter_dignitaries_desc: "This character will make sure that the cups of those you care for the most runneth over with vigor."
|
||||
|
||||
cupbearer_court_position_task_collect_tallage: "Collect Tallage"
|
||||
cupbearer_court_position_task_collect_tallage_desc: "Your $cupbearer_court_position$ will collect extra taxes from vassal socialites and revelers, the feasts must not run out of food and drink, after all!"
|
||||
cupbearer_court_position_task_collect_tallage_tt: "You do not have any [GetVassalStance( 'courtly' ).GetName] [vassals|E]"
|
||||
high_almoner_court_position_task_appease_zealots_tt: "You do not have any [GetVassalStance( 'zealot' ).GetName] [vassals|E]"
|
||||
|
||||
chief_qadi_court_position_task_public_alms: "Lead Public Sadaqah"
|
||||
chief_qadi_court_position_task_public_alms_desc: "Your $chief_qadi_court_position$ will divide alms to the poor and destitute of your domain in your name."
|
||||
|
||||
high_almoner_court_position_task_appease_zealots: "Appease Zealots"
|
||||
high_almoner_court_position_task_appease_zealots_desc: "This character will drum up your name in the eyes of the pious vassals of the realm."
|
||||
|
||||
food_taster_court_position_task_brew_poisons: "Brew Poisons"
|
||||
food_taster_court_position_task_brew_poisons_desc: "This character will spend their time behind the scenes, concocting poisons for use in schemes."
|
||||
|
||||
food_taster_court_position_task_ear_to_the_ground: "Keep an Ear to the Ground"
|
||||
food_taster_court_position_task_ear_to_the_ground_desc: "This character will spend their time hiding behind curtains, listening intently for rumors and gossip."
|
||||
|
||||
court_poet_court_position_task_create_poetry: "Write Poetry"
|
||||
court_poet_court_position_task_create_poetry_desc: "Your $court_poet_court_position$ will spend their time penning and reciting beautiful poems about you, your realm, and your achievements."
|
||||
court_poet_court_position_task_create_poetry_tt: "Every year the $court_poet_court_position$ will write a poem, giving you a [modifier|E] improving either your [legitimacy|E], [piety|E], [advantage|E], or [attraction|E] for three years #weak (Effect increases with [aptitude|E])#!"
|
||||
court_poet_court_position_task_japanese_legacy_addendum: "Each finished Poem will provide a one time increase of [bloc_cohesion|E]"
|
||||
court_poet_poetry_desc: "[court_poet_from_task.Custom('GeneratePoem_Outro_Rhyming')]"
|
||||
court_poet_poetry_title: "[court_poet_from_task.Custom('GeneratePoem_Title')|U]"
|
||||
|
||||
court_poet_romance_aptitude_1_modifier: "Court Poet: Poetry about Romance"
|
||||
court_poet_romance_aptitude_2_modifier: "$court_poet_romance_aptitude_1_modifier$"
|
||||
court_poet_romance_aptitude_3_modifier: "$court_poet_romance_aptitude_1_modifier$"
|
||||
court_poet_romance_aptitude_4_modifier: "$court_poet_romance_aptitude_1_modifier$"
|
||||
court_poet_romance_aptitude_5_modifier: "$court_poet_romance_aptitude_1_modifier$"
|
||||
|
||||
court_poet_mourning_aptitude_1_modifier: "Court Poet: Poetry about Mourning"
|
||||
court_poet_mourning_aptitude_2_modifier: "$court_poet_mourning_aptitude_1_modifier$"
|
||||
court_poet_mourning_aptitude_3_modifier: "$court_poet_mourning_aptitude_1_modifier$"
|
||||
court_poet_mourning_aptitude_4_modifier: "$court_poet_mourning_aptitude_1_modifier$"
|
||||
court_poet_mourning_aptitude_5_modifier: "$court_poet_mourning_aptitude_1_modifier$"
|
||||
|
||||
court_poet_legacy_aptitude_1_modifier: "Court Poet: Poetry about Legacy"
|
||||
court_poet_legacy_aptitude_2_modifier: "$court_poet_legacy_aptitude_1_modifier$"
|
||||
court_poet_legacy_aptitude_3_modifier: "$court_poet_legacy_aptitude_1_modifier$"
|
||||
court_poet_legacy_aptitude_4_modifier: "$court_poet_legacy_aptitude_1_modifier$"
|
||||
court_poet_legacy_aptitude_5_modifier: "$court_poet_legacy_aptitude_1_modifier$"
|
||||
|
||||
court_poet_strife_aptitude_1_modifier: "Court Poet: Poetry about Strife"
|
||||
court_poet_strife_aptitude_2_modifier: "$court_poet_strife_aptitude_1_modifier$"
|
||||
court_poet_strife_aptitude_3_modifier: "$court_poet_strife_aptitude_1_modifier$"
|
||||
court_poet_strife_aptitude_4_modifier: "$court_poet_strife_aptitude_1_modifier$"
|
||||
court_poet_strife_aptitude_5_modifier: "$court_poet_strife_aptitude_1_modifier$"
|
||||
|
||||
drinks_alcohol: "They drink alcohol"
|
||||
1087
localization/english/replace/court_positions_l_english.yml
Normal file
1087
localization/english/replace/court_positions_l_english.yml
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -0,0 +1,563 @@
|
|||
l_english:
|
||||
governor_tax_scheme: "Collect Taxes"
|
||||
governor_tax_scheme_desc_general: "In a Collect Taxes [scheme|E], you attempt to gather intelligence about missing taxes, and make the suspected village pay up."
|
||||
governor_tax_scheme_desc: "Taxes are carefully collected and noted down for every district and village, making it possible to see when taxes have been, in fact, paid as required. And, more importantly, when payments are #EMP missing#!."
|
||||
governor_tax_scheme_action: "Collect Taxes in"
|
||||
governor_tax_scheme_invalidated_title: "$governor_tax_scheme$ Scheme Invalidated"
|
||||
msg_governance_contract_appear.t: "New Governance Issue"
|
||||
msg_governance_contract_appear.desc: "A [new_governance_issue.GetType.GetName|V] [governance_issue|E] has appeared in [target_province.GetName], within the [target_province.GetCounty.GetTitle.GetName]"
|
||||
task_contract_governance_desc_title: "My judgment as an Official is needed!"
|
||||
|
||||
overdue_taxes_contract: "Overdue Taxes"
|
||||
overdue_taxes_desc: "Whether by conspiracy, deprivation or sheer negligence, a village in this region has failed to send the share of their produce owed as taxes."
|
||||
overdue_taxes_desc_title: "$task_contract_governance_desc_title$"
|
||||
hoarding_mayor_contract: "Hoarding Mayor"
|
||||
hoarding_mayor_desc: "The mayor of this barony is gathering, and hoarding, a lot more gold than one would expect. The mayor may not be sending enough taxes upwards, or perhaps isn't investing enough into the city itself."
|
||||
hoarding_mayor_desc_title: "$task_contract_governance_desc_title$"
|
||||
bountiful_harvest_contract: "Bountiful Harvest"
|
||||
bountiful_harvest_desc: "Reports of wondrous plenty, of tall crops and verdant fields, come in from across the [GetPlayer.Custom('GetProvinceConceptNoTooltip')]. Such a significant boon ought to be put to good use. Leave not the crops to spoil!"
|
||||
bountiful_harvest_desc_title: "$task_contract_governance_desc_title$"
|
||||
rampant_bandits_contract: "Rampant Bandits"
|
||||
rampant_bandits_desc: "Outlaws and unruly nomads beset this region of your [GetPlayer.Custom('GetProvinceConceptNoTooltip')]. For locals to be safe, for traders to move freely: they need to be dealt with."
|
||||
rampant_bandits_desc_title: "$task_contract_governance_desc_title$"
|
||||
|
||||
governor_contract_event.1000.t: "Overdue Taxes"
|
||||
governor_contract_event.1000.desc: "My clerks insist that a village in [tax_destination.GetName] is significantly behind with their taxes.\n\nIt would be a serious neglect of my duty to ignore the matter. The ledgers make it clear: taxes #EMP are#! missing. Shipments were never sent.\n\nAt the moment, the cause of these omissions is unknown. This matter may be one for officials... or one for soldiers."
|
||||
governor_contract_event.1000.a: "Let's launch an investigation!"
|
||||
governor_contract_event.1001.desc: "My entourage struggles along an ill-maintained country path, amidst scattered [ROOT.Char.GetCurrentLocation.Custom('get_region_flower_type_plural')] and the occasional [ROOT.Char.Custom('RegionalFarmAnimal')]... my destination, the tax-owing village, really is quite rustic and #EMP quite#! unremarkable — despite being not a day's journey from [tax_destination.GetName] proper.\n\nA few of the locals, dressed in their distinctive traditional garb, have gathered at the village center. I am welcomed peaceably, though without warmth.\n\nI must consider how to approach my investigation."
|
||||
governor_contract_event.1001.a: "An inquisitive method will serve me best."
|
||||
governor_contract_event.1001.b: "Let's look around and see what comes to light."
|
||||
governor_contract_event.1001.a_tt: "Travel to [tax_destination.GetName] and investigate the issue"
|
||||
governor_contract_event.1001.success: "Your investigation is a success"
|
||||
governor_contract_event.1001.failure: "Your investigation is a failure"
|
||||
governor_contract_event.1001.a.success: "I persuade the villagers to talk"
|
||||
governor_contract_event.1001.a.failure: "I am unable to learn anything from the villagers"
|
||||
governor_contract_event.1001.b.success: "I inspect the village and learn what I need"
|
||||
governor_contract_event.1001.b.failure: "I am unable to learn what I need from the village"
|
||||
governor_contract_event.1003.t: "Overdue Taxes: Success"
|
||||
governor_contract_event.1003.desc_diplomacy: "Speaking with the villagers proved unexpectedly fruitful!\n\nHeads of kin were eager to list the members of their families, and gladly extolled the productivity of their plots. Some even #EMP boasted#! of their livestock! Farmers led me about their fields, explaining how much they could expect to gain from the harvest."
|
||||
governor_contract_event.1003.desc_stewardship: "Taking careful stock of every [ROOT.Char.Custom('RegionalFarmAnimal')], every stalk of barley, every homespun blanket and clay pot has yielded a good estimate of the taxes these serfs #EMP ought#! to pay."
|
||||
governor_contract_event.1003.desc_outro: "\n\nSome unexplained oversight, unintentional or intentional, seems the cause of this village's failure to pay their dues. But one task remains: deciding how best to remedy the situation..."
|
||||
governor_contract_event.1003.a: "Gather what produce we can, and sell half to better-develop the area."
|
||||
governor_contract_event.1003.b: "They shall pay in full. And not a #EMP single#! kernel less."
|
||||
governor_contract_event.1003.c: "These decent people need pay only in part."
|
||||
governor_contract_event.1003.d: "Stationing a garrison here will encourage proper payment."
|
||||
governor_contract_event.1003.e: "Let's assign an administrator to oversee the village."
|
||||
governor_contract_event.1003.f: "A tax relief might help these people flourish?"
|
||||
governor_contract_event.1004.t: "Overdue Taxes: Failure"
|
||||
governor_contract_event.1004.desc: "Though I peer into cellars and granaries, though I ride about the fields, cajole with village leaders... there is no sign of withheld wealth anywhere in this hamlet. The villagers, by all appearances, are truly, utterly poor and unable to provide what they owe.\n\nWithout evidence that I have been cheated, little remains for me to do here. My ledgers must simply absorb the loss."
|
||||
governor_contract_event.1004.a: "#EMP Tarnation!#!"
|
||||
|
||||
governor_contract_event.1010.t: "Hoarding Mayor"
|
||||
governor_contract_event.1010.desc: "I have received a number of reports that [hoarding_mayor.GetTitledFirstName], who is overseeing [mayor_destination.GetName], is keeping the vast majority of the city's taxes for [hoarding_mayor.GetHerselfHimself].\n\nWhile it is expected that a mayor may indeed keep any leftover taxes, the amounts reported are #EMP excessive#!. They easily border on the corrupt. And, to worsen the matter: [hoarding_mayor.GetHerHis] actions reflects quite poorly upon #EMP me#!!"
|
||||
governor_contract_event.1010.a: "I shall have to resolve this in person."
|
||||
governor_contract_event.1010.a_tt: "Travel to [mayor_destination.GetName] and speak to the mayor"
|
||||
governor_contract_event.1012.a_tt: "You start traveling again"
|
||||
governor_contract_event.1011.desc_intro: "I waste little time upon my arrival in [mayor_destination.GetName] and ride swiftly for the mayor's residence. I barge in, unannounced, and I am at once rewarded by my spectacle.\n\n"
|
||||
governor_contract_event.1011.desc_upset: "[hoarding_mayor.GetFirstName] stares at me, for a short moment dumbfounded, before recovering [hoarding_mayor.GetHerselfHimself]. As [hoarding_mayor.GetSheHe] listens to my accusations, a scowl spreads on the minister's face.\n\n"Such vile allegations! I could..." [hoarding_mayor.GetFirstNameNoTooltip] pauses and takes a deep breath. "Fine. How do you suggest we proceed?""
|
||||
governor_contract_event.1011.desc_fear: "Startled, [hoarding_mayor.GetFirstName] spills [hoarding_mayor.GetHerHis] drink all over [hoarding_mayor.GetHerselfHimself] — clearly taken aback at my mere presence! [hoarding_mayor.GetHerHis|U] face grows paler and paler as I outline my accusations.\n\n"Wait! Please! Surely, this is but a misunderstanding. We can make things right, can we not?""
|
||||
governor_contract_event.1011.desc_worried: "[hoarding_mayor.GetFirstName] turns and gapes at me, speechless. [hoarding_mayor.GetSheHe|U] steadies [hoarding_mayor.GetHerselfHimself] with a hand on the table as I berate [hoarding_mayor.GetHerHim], hurling accusation after accusation.\n\n"I... I am sure there is a misunderstanding, but I will of course help you resolve the situation! In any manner you see fit!""
|
||||
governor_contract_event.1011.a: "Invest in the city. I will take care of any remaining coin."
|
||||
governor_contract_event.1011.b: "You will give #EMP all#! excess coin to me."
|
||||
governor_contract_event.1011.c: "Use it well. Invest in local infrastructure."
|
||||
governor_contract_event.1011.d: "Give it back to the people by arranging festivities."
|
||||
governor_contract_event.1011.e: "I'm afraid only a harsh punishment will do."
|
||||
governor_contract_event.1011.f: "I could let this go... but do not forget it."
|
||||
governor_contract_event.1012.t: "Governance Issue: Cancel Travel"
|
||||
governor_contract_event.1012.desc: "I will not be able to do much about the current issue without traveling to its location. I am expected to handle this sort of problem directly, but perhaps I need to look the other way and focus my attention on more urgent matters..."
|
||||
governor_contract_event.1012.a: "On second thought, let's go!"
|
||||
governor_contract_event.1012.b: "I have more important matters to deal with."
|
||||
|
||||
governor_contract_event.1020.t: "Bountiful Harvest"
|
||||
governor_contract_event.1020.desc: "[ROOT.Char.GetFaith.FertilityGodName] has been kind to us! In many of [ROOT.Char.GetPrimaryTitle.GetNameNoTierPossessive] villages, seemingly endless sheaves of grain are collected from fields well-watered by steady rains. And such [ROOT.Char.Custom('RegionalRootVegetablePlural')]! A significantly larger yield than last harvest is joyfully anticipated.\n\nThis is, of course, very good news. I must organize an extraordinary workforce and see to the logistics as soon as possible.\n\nNow, where shall my wagons carry these great heaps of [ROOT.Char.Custom('GetSeason')] produce...?"
|
||||
governor_contract_event.1020.a: "Have it distributed equally across the province."
|
||||
governor_contract_event.1020.b: "Distribute it alongside the regular grain."
|
||||
governor_contract_event.1020.c: "The provincial capital must benefit."
|
||||
governor_contract_event.1020.d: "Let's donate it to charity and those in need."
|
||||
governor_contract_event.1020.e: "Fill the granaries and sell the excess."
|
||||
governor_contract_event.1020.f: "Move #EMP all#! of it to my estate."
|
||||
harvest_claim_it_yourself_estate_tt: "Amount is increased by #P +[EmptyScope.ScriptValue('estate_granary_gold_bonus_value')|+0%]#! due to the [GetDomicileBuilding('storage_granary_03').GetName] in your [estate|E]"
|
||||
|
||||
governor_contract_event.1030.t: "Rampant Bandits"
|
||||
governor_contract_event.1030.desc: "I read the report again. #EMP Bandits#!, to whom my law-abiding taxpayers are but fat sheep for the shearing!\n\nAnd indeed, the rough outlaws have put my people to the blade... villages terrorized, caravans lost.\n\nA particularly nasty group of the cutthroats have established a firm foothold in the [task_contract_location.GetProvince.GetTerrain.GetNameNoTooltip|l] near [bandit_destination.GetName]. Until they are flushed out, the region will remain uncontrollable."
|
||||
governor_contract_event.1030.a: "Gather a contingent of soldiers. We leave at once!"
|
||||
governor_contract_event.1030.b: "They will be dealt with in time..."
|
||||
governor_contract_event.1031.desc: "The denizens of [bandit_destination.GetName] gladly lead us right to the mouth of the [ROOT.Char.Custom('RegionalFerociousAnimal')]'s den... the encampment of outlaws lies just beyond, obscured by brush and broken terrain.\n\nFrom what I hear, I judge these foes to be nomadic warriors: tough folk living on the fringes of settled society, so flush on the wealth of my land that they've turned their raiding foray into an extended stay.\n\nThe foe is not yet alerted to my posse's presence. We have the opportunity to strike however I see fit."
|
||||
governor_contract_event.1031.a: "Charge! We'll take them by surprise!"
|
||||
governor_contract_event.1031.b: "Let's lay out a tactic before we attack."
|
||||
governor_contract_event.1031.c: "Luring them into a trap could save us a lot of trouble."
|
||||
governor_contract_event.1031.success: "You succeed and defeat the bandits"
|
||||
governor_contract_event.1031.failure: "You fail and the bandits escape"
|
||||
governor_contract_event.1031.b.success: "Your tactic is a triumph"
|
||||
governor_contract_event.1031.b.failure: "Your choice of tactics leaves a lot to be desired"
|
||||
governor_contract_event.1031.c.success: "Your trap is flawless"
|
||||
governor_contract_event.1031.c.failure: "Your trap outsmarts no one"
|
||||
governor_contract_event.1032.desc_tactical: "My undisciplined foe cannot hope to stand before well-trained troops! Their projectiles streak now not towards unguarded peasant flesh; they thud harmlessly into the shields of our battle-line. The criminals break off to flee, but riders on our flanks cut off all retreat.\n\nI gaze upon the dead. I consider the captured survivors."
|
||||
governor_contract_event.1032.desc_trap: "Mine is a most cunning trap.\n\nA half-naked young soldier, with a stolen dinner in hand, races back towards us; the outlaws, the #EMP halfwits#!, chase right after! We leap from hiding — howling, the terrified foe recognize their mistake — and we fall upon them! Moments from death, the nomads surrender to my troops.\n\nThis group of criminals is rendered harmless, helpless."
|
||||
governor_contract_event.1032.desc_charge: "A thunderous charge is an unpleasant surprise for any enemy, but the garbled screams of my criminous foes speak to how #EMP truly#! unprepared they are!\n\nThe hand-to-hand fighting between my heavily-armed troops and the half-dressed warriors staggering to their mounts lasts but a few moments. The surviving nomads are then neatly lined up in front of me."
|
||||
governor_contract_event.1032.desc_outro: "\n\nThey are at my mercy."
|
||||
governor_contract_event.1032.a: "Return the stolen goods; put the criminals to work."
|
||||
governor_contract_event.1032.b: "Pardon their crimes."
|
||||
governor_contract_event.1032.c: "How about earning honest coin for a living?"
|
||||
governor_contract_event.1032.d: "They'll have to pay a fine."
|
||||
governor_contract_event.1032.e: "Hang them."
|
||||
governor_contract_event.1032.f: "Confiscate anything of value and have them imprisoned."
|
||||
governor_contract_event.1033.desc: "[ROOT.Char.Custom('CulturalCurse')|U]!\n\nMy soldiers' attack was given away by frightened birds; we came at our foe as swiftly as we could, but the clever nomads were on their horses and spurring hard almost instantly!\n\nA few of the fleeing brigands were caught and struck dead... but far too few to dissuade the rest from further robbery and raiding.\n\nExhausted, we must head home."
|
||||
governor_contract_event.1033.a: "Let's forget this incident."
|
||||
governor_contract_event.1038.desc: "These bandits are unlikely to depart peaceably. The people of [bandit_destination.GetName] could suffer their attacks for quite some time, unless I interfere.\n\nBesides, as an appointed official, their safety is my responsibility."
|
||||
governor_contract_event.1038.a: "I have to protect these people!"
|
||||
governor_contract_event.1038.b: "The people will have to fend for themselves."
|
||||
governor_contract_event.1038.a_tt: "Travel to [bandit_destination.GetName] and deal with the bandits"
|
||||
|
||||
discontent_soldiers: "Discontent Soldiers"
|
||||
discontent_soldiers_contract: "$discontent_soldiers$"
|
||||
discontent_soldiers_desc: "Discontentment spreads through your troops. Guards mutter at their posts. Minor officers care little for discipline."
|
||||
discontent_soldiers_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2000.t: "$discontent_soldiers$"
|
||||
governor_contract_event.2000.desc: "The tidings from my outposts, from the provincial troops under my command, are all in agreement: discontent grows among the soldiers. Their deployments are too long, their pay too low, the local whores too ugly, the encampments too rough...\n\nFor those living in a military camp, the causes to complain are always many, but even with a small intervention I could hope to improve their spirits... it would certainly go a long way to increase my popularity, and the safety of my position."
|
||||
governor_contract_event.2000.a: "I'll grant every senior officer a land plot."
|
||||
governor_contract_event.2000.b: "They don't have it as bad as [other_gov.GetTitledFirstNamePossessiveNoTooltip] troops!"
|
||||
governor_contract_event.2000.c: "They have earned some time off."
|
||||
governor_contract_event.2000.d: "They shall be punished for their insubordination!"
|
||||
governor_contract_event.2000.e: "More money will make them happy."
|
||||
ep3_settled_troops_province_modifier: "Settled Troops"
|
||||
ep3_settled_troops_province_modifier_desc: "The officers of the troops stationed in this province have received local plots of land to settle."
|
||||
ep3_longer_breaks_province_modifier: "Troops on Break"
|
||||
ep3_longer_breaks_province_modifier_desc: "The troops stationed in this province have been granted longer breaks to increase morale."
|
||||
ep3_better_paid_soldiers_modifier: "Incentivized Troops"
|
||||
ep3_better_paid_soldiers_modifier_desc: "This character is known for paying their troops more than needed, and happy troops are effective troops."
|
||||
|
||||
inept_mayor: "Inept Mayor"
|
||||
inept_mayor_contract: "$inept_mayor$"
|
||||
inept_mayor_desc: "This key official has proven almost wholly incompetent. Local nobles, the common mob, and even your own ministers grow increasingly dissatisfied."
|
||||
inept_mayor_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2010.t: "$inept_mayor$"
|
||||
governor_contract_event.2010.desc: "I pore over the litany of complaints sent from [mayor_destination.GetName], noting accusations against "that [inept_mayor.Custom2('InsultNoun', ROOT.Char)], [inept_mayor.GetFirstName]"; how, with "[inept_mayor.Custom2('InsultAdjective', ROOT.Char)] criminality," [inept_mayor.GetSheHe] has allegedly drained the [inept_mayor.GetPrimaryTitle.GetTierAsNameNoTooltip|l] of funds.\n\nThere is, indeed, something deeply #EMP wrong#! with the city's contability: wealth seems to disappear from the balance inexplicably, the numbers of state-paid officials change day by day, and the documentation on land ownership is littered with inconsistencies."
|
||||
governor_contract_event.2010.a: "I should pay [mayor_destination.GetNameNoTooltip] a visit."
|
||||
governor_contract_event.2011.desc_intro: "When I reach [mayor_destination.GetName], I hurry into the offices of the local mayor, [inept_mayor.GetFirstName]. Seemingly taken by surprise, the bureaucrat quickly shoos [inept_mayor.GetHerHis] servants away. Ledgers are clutched in their arms.\n\n"I've come to verify your administration's contability," I state, solemnly frowning."
|
||||
governor_contract_event.2011.desc_fear: "\n\n"Is it about, uh, that consignment of grain?" stutters the mayor. "The silk import? Yes, my contacts are a little unorthodox, but they've been pardoned for their crimes! Well... #EMP most of them.#! I'll undo these orders, my [ROOT.Char.GetTitleAsName], all of them; you needn't worry!""
|
||||
governor_contract_event.2011.desc_upset: "\n\n"My [ROOT.Char.GetTitleAsName], surely you cannot doubt my utter devotion to my position? My well-tested competence?!" The mayor puffs [inept_mayor.GetHerselfHimself] up, sizing me up for a confrontation.\n\nBut I am [inept_mayor.GetHerHis] superior."
|
||||
governor_contract_event.2011.desc_worried: "\n\n"Troublesome news, my [ROOT.Char.GetTitleAsName]?" [inept_mayor.GetFirstNameNoTooltip] chuckles unconvincingly, "The local grandees have swollen tongues and vivid imaginations; best to simply avoid the noisier ones...""
|
||||
governor_contract_event.2011.a: "Show me the ledgers."
|
||||
governor_contract_event.2011.b: "You are unworthy of your post."
|
||||
governor_contract_event.2011.c: "I am calling in my experts from the capital."
|
||||
governor_contract_event.2011.d: "You'll personally pay for all losses!"
|
||||
ep3_mismanaged_administration_modifier: "Incompetence in Administration"
|
||||
ep3_mismanaged_administration_modifier_desc: "One of the main centers in this county is so deeply mismanaged that the whole area is suffering."
|
||||
|
||||
prov_investment: "Provincial Investment"
|
||||
prov_investment_contract: "$prov_investment$"
|
||||
prov_investment_desc: "An opportunity has presented itself for you to invest in the capital of your governorship."
|
||||
prov_investment_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2020.t: "$prov_investment$"
|
||||
governor_contract_event.2020.desc: "How good it feels when diligent governorship meets fine results!\n\nThe treasury of [ongoing_destination.GetName] is filled to the brim, and I have been tasked by the central administration with reinvesting the surplus locally."
|
||||
governor_contract_event.2020.a: "Infrastructure is the key to success."
|
||||
governor_contract_event.2020.b: "Doing the work of [ROOT.Char.GetFaith.HighGodName] on earth is a privilege."
|
||||
governor_contract_event.2020.c: "Let's erect a grand statue in [emperor.GetTitledFirstNamePossessiveNoTooltip] name!"
|
||||
governor_contract_event.2020.c_tt: "Unfortunately, that implies #EMP reappropriating#! construction materials from all over the area..."
|
||||
governor_contract_event.2020.d: "The local traders could use the extra help."
|
||||
governor_contract_event.2020.e: "Our brave soldiers deserve better!"
|
||||
governor_contract_event.2020.f: "Food for the people is the solution!"
|
||||
governor_contract_event.2021.t: "$prov_investment$: Success"
|
||||
governor_contract_event.2021.desc_infrastructure: "The busiest thoroughfares in [task_contract_location.GetNameNoTier] are the first to be renewed. My hired laborers toil and, with exemplary pay on offer, progress is swift."
|
||||
governor_contract_event.2021.desc_church: "The plans for [task_contract_location.GetNameNoTierPossessive] new [ROOT.Char.GetFaith.HouseOfWorship] are an immaculate image of divine inspiration, though — compared to the great holy places of the world — ours is but a humble site. Let the faithful be gathered together!"
|
||||
governor_contract_event.2021.desc_monument: "The visage of [emperor.GetFaith.WealthGodName], one of [emperor.GetTitledFirstNamePossessive] chief patrons, is lovingly — and quite flatteringly — recreated by my artisans. The great sovereign's name is inscribed below... as is mine."
|
||||
governor_contract_event.2021.desc_traders: "Goods come flooding in! Commerce thrives, fed merely by my pronouncement of relief on a few key tariffs. Now, to clear stinking livestock from that unused end of the local forum..."
|
||||
governor_contract_event.2021.desc_military: "The sounds of celebratory revelry drift up from the barracks; with the wealth I've heaped upon them, the loyalty and fighting fitness of my troops is most assured! My captains lead the rest in chanting out my name."
|
||||
governor_contract_event.2021.desc_food: "Even the lowest of beggars in [task_contract_location.GetNameNoTier] sleeps with a full stomach tonight. My distribution of grain has bright-faced families hoisting sheaves up to the rafters; all the region smells of fresh-baked bread."
|
||||
governor_contract_event.2021.desc: "\n\nThis choice of investment proved sagacious. With but early results on display, I am already praised and feted by the people under my care."
|
||||
governor_contract_event.2021.a: "A job well done."
|
||||
governor_contract_event.2022.t: "$prov_investment$: Failure"
|
||||
governor_contract_event.2022.desc_monument: "I have informed the capital's administration of my newest monument, the jewel-ornamented statue of ostentatious grandeur... and I've heard nothing in return. [emperor.GetTitledFirstName] does not deign to honor me for my act of fealty, if indeed [emperor.GetSheHe] knows of it at all."
|
||||
governor_contract_event.2022.desc_traders: "With my adjustment of taxes and tariffs, traders crow in delight at new profits... but we see no increase in revenue. What's more, local artisans and laborers complain of my administration: in the face of newly-cheapened imports, they struggle to offload their goods."
|
||||
governor_contract_event.2022.desc_military: "The troops were not quite #EMP level-headed#! with regards to their sudden bonus in salary... with wild abandon, they threw their pay into an orgy of unsavory revels.\n\nNow, beloved captains face criminal charges, soldiers bear wounds from brawling with the locals, and for all I am somehow held to blame"
|
||||
governor_contract_event.2022.desc: "\n\nThis, sadly, has not played out as I expected. And my province's surplus is lost."
|
||||
governor_contract_event.2022.a: "Unfortunate."
|
||||
governor_contract_event.2020.success: "The investment is a success"
|
||||
governor_contract_event.2020.failure: "The investment is a failure"
|
||||
ep3_contract_infrastructure_modifier: "Developing Infrastructure"
|
||||
ep3_contract_infrastructure_modifier_desc: "Roads, messenger stations, water provision, and all a county needs to grow."
|
||||
ep3_food_distribution_modifier: "Food Distribution"
|
||||
ep3_food_distribution_modifier_desc: "A surplus of money in the local government has been used to import cheap food for the wider populace."
|
||||
ep3_invested_military_modifier: "Improved Military"
|
||||
ep3_invested_military_modifier_desc: "A significant amount of gold has been invested into the troops stationed in this county."
|
||||
|
||||
raiding_peasants: "Raiding Peasants"
|
||||
raiding_peasants_contract: "$raiding_peasants$"
|
||||
raiding_peasants_desc: "A self-organized band of peasants has been raiding our lands from across the border."
|
||||
raiding_peasants_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2030.t: "$raiding_peasants$"
|
||||
governor_contract_event.2030.desc: "Concerning news have come from [ongoing_destination.GetName].\n\nApparently, a group of local peasants has taken up arms and, in unruly gangs, ventured beyond our borders into [neighbor.GetCulture.GetNameNoTooltip] territory.\n\nThe practice itself is unlikely to cause diplomatic concerns, but military actions — and the possession of weapons — are a prerogative of the army. Any violation of the law, therefore, must be investigated."
|
||||
governor_contract_event.2030.a: "I need to see it for myself."
|
||||
governor_contract_event.2030.a.tt: "You travel to [ongoing_destination.GetNameNoTooltip]"
|
||||
governor_contract_event.2031.desc: "When I reach [ongoing_destination.GetName], my information prove to be correct. It doesn't take my guards long to round up a considerable group of locals, all in possession of unauthorized weapons.\n\n"We need them to defend ourselves and our families!" they protest. "Those [neighbor.GetCulture.GetNameNoTooltip] scoundrels can't be trusted! They need to learn to stay well away from us!""
|
||||
governor_contract_event.2031.a: "You shall all work for me — legally."
|
||||
governor_contract_event.2031.b: "Banditry is punished with death."
|
||||
governor_contract_event.2031.c: "Do you need any #EMP unofficial#! help?"
|
||||
governor_contract_event.2031.d: "You are supposed to be working your fields."
|
||||
governor_contract_event.2031.e: "Give me all the gold you raided and you can go!"
|
||||
ep3_peasant_border_raids_modifier: "Peasants' Border Raids"
|
||||
ep3_peasant_border_raids_modifier_desc: "The local peasants have armed themselves and are actively protecting their borders."
|
||||
ep3_peasant_workers_modifier: "Back to the Fields"
|
||||
ep3_peasant_workers_modifier_desc: "The local militia has been disbanded and the peasants sent back to the fields."
|
||||
|
||||
wild_predators: "Predatory Beasts"
|
||||
wild_predators_contract: "$wild_predators$"
|
||||
wild_predators_desc: "Wild beasts eat the animals of a local game preserve and harry the locals. Sightings are oft reported near their villages; bloody incidents in their paddocks."
|
||||
wild_predators_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2040.t: "$wild_predators$"
|
||||
governor_contract_event.2040.desc: "The news from [ongoing_destination.GetName] is dire, and fearfully told.\n\nLocal wildlife are becoming scarcer and scarcer, their numbers collapsing due to a growing [ROOT.Char.Custom('RegionalFerociousAnimal')] presence. These fiends, made braver by their mounting numbers, are not content with depopulating the wilderness, but can now be seen lurking around my people's settlements.\n\nLivestock and children are closely watched, but still... the outskirts of [ongoing_destination.GetName] are not safe."
|
||||
governor_contract_event.2040.a: "I need to do something."
|
||||
governor_contract_event.2041.desc: "My arrival in [ongoing_destination.GetName] is amidst tragedy and worry. Locals mutter that — in the safety of an enclosure — a prize [ROOT.Char.Custom('RegionalFarmAnimal')] was recently torn apart by an enormous [ROOT.Char.Custom('RegionalFerociousAnimal')].\n\nA quick ride about the region proves this information reliable; wild game is rare to see, and the signs of [ROOT.Char.Custom('RegionalFerociousAnimal')] attacks are everywhere.\n\nThey say an infant is missing. They say tiny, shattered bones were found."
|
||||
governor_contract_event.2041.a: "I know just the right professionals."
|
||||
governor_contract_event.2041.a.tt: "You send in expert poisoners to selectively kill the out-of-control predators with bait"
|
||||
governor_contract_event.2041.b: "I shall hunt the creatures myself!"
|
||||
governor_contract_event.2041.c: "We need more hunters."
|
||||
governor_contract_event.2041.d: "The local peasants can handle it."
|
||||
governor_contract_event.2041.e: "I've always wanted an exotic pet..."
|
||||
governor_contract_event.2041.e.tt: "Send your guards to capture as many animals as they can"
|
||||
governor_contract_event.2041.f: "Just import and release more prey!"
|
||||
governor_contract_event.2041.b.success: "The great hunt goes well"
|
||||
governor_contract_event.2041.b.fail: "Your hunting party descends into chaos"
|
||||
governor_contract_event.2041.c.success: "Many trappers come to claim the beasts"
|
||||
governor_contract_event.2041.c.fail: "Few take interest in stalking a [ROOT.Char.Custom('RegionalFerociousAnimal')]"
|
||||
governor_contract_event.2041.d.success: "Local bushcraft prevails"
|
||||
governor_contract_event.2041.d.fail: "The peasants are but fodder"
|
||||
governor_contract_event.2041.e.success: "Every last [ROOT.Char.Custom('RegionalFerociousAnimal')] is caged"
|
||||
governor_contract_event.2041.e.fail: "Your pens remain empty"
|
||||
|
||||
governor_contract_event.2042.desc: "Victory!\n\n[ongoing_destination.GetName] is free of the wilderness's terrors, purged of its [ROOT.Char.Custom('RegionalFerociousAnimal')] problem — my determined intervention has delivered the commoners from fear!\n\nIn the [ongoing_destination.GetTerrain.GetNameNoTooltip|l] where I stand, [ROOT.Char.GetFaith.HighGodNamePossessive] innocent grazing creatures, his skittish plant-eaters, will soon range freely once again."
|
||||
governor_contract_event.2042.a: "I take full credit for this success."
|
||||
governor_contract_event.2043.desc: "Gnashing teeth, claws like spear-heads, great slobbering maws just behind — blind with terror, we flee the [ongoing_destination.GetTerrain.GetNameNoTooltip|l] of [ongoing_destination.GetName], hardly escaping with our lives!\n\nThe [ROOT.Char.Custom('RegionalFerociousAnimal')] menace here is truly unstoppable. Perhaps it is, even, the wild servants of [ROOT.Char.GetFaith.DevilName] who haunt this hamlet?\n\n[ROOT.Char.Custom('CulturalCurse')|U]! I can only depart, leaving the locals to be terrorized by the creatures..."
|
||||
governor_contract_event.2043.a: "I can only hope they start eating #EMP each other...#!"
|
||||
ep3_abundant_game_modifier: "Abundant Game"
|
||||
ep3_abundant_game_modifier_desc: "Game is abundant in this area, making Hunts more successful."
|
||||
ep3_wild_predators_modifier: "$wild_predators$"
|
||||
ep3_wild_predators_modifier_desc: "An abundance of wild predators prowls in these lands, killing peasants and game alike."
|
||||
ep3_ferocious_pets_modifier: "Ferocious Pets"
|
||||
ep3_ferocious_pets_modifier_desc: "This character has developed an expensive taste for ferocious pets."
|
||||
|
||||
evil_presence: "An Evil Presence"
|
||||
evil_presence_contract: "$evil_presence$"
|
||||
evil_presence_desc: "Terrified commoners claim to be persecuted by an evil presence. Unable to comfort this beleaguered flock, local clerics request your intervention."
|
||||
evil_presence_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2050.t: "$evil_presence$"
|
||||
governor_contract_event.2050.desc: "The local [ongoing_destination.GetCounty.GetFaith.PriestNeuterPlural] of [ongoing_destination.GetName] write to me, panicky, snatching at my attention with dire warnings of violence-to-come.\n\nThe local populace is in a frenzy over a series of suspicious events: ill omens, such as"
|
||||
governor_contract_event.2051.desc_a: "spoiled fish,"
|
||||
governor_contract_event.2051.desc_b: "fevers,"
|
||||
governor_contract_event.2051.desc_c: "fighting spouses,"
|
||||
governor_contract_event.2051.desc_d: "children waking up screaming in the night,"
|
||||
governor_contract_event.2051.desc_e: "mass headaches,"
|
||||
governor_contract_event.2051.desc_f: "failed hunts,"
|
||||
governor_contract_event.2051.desc_g: "sick cows,"
|
||||
governor_contract_event.2051.desc_h: "ruined production,"
|
||||
governor_contract_event.2051.desc_i: "ruined fields,"
|
||||
governor_contract_event.2051.desc_l: "and weird apparitions of dogs."
|
||||
governor_contract_event.2051.desc_m: "and weird apparitions of horses."
|
||||
governor_contract_event.2051.desc_n: "and weird apparitions of eagles."
|
||||
governor_contract_event.2051.desc_o: "and weird apparitions of cats."
|
||||
governor_contract_event.2051.desc_p: "and weird apparitions of frogs."
|
||||
governor_contract_event.2051.desc_q: "and weird apparitions of snakes."
|
||||
governor_contract_event.2051.desc_end: "\n\nThe people are terrified that a devil — or some other unnameable evil — has taken up residence amidst them."
|
||||
governor_contract_event.2050.a: "I suppose an investigation is required."
|
||||
governor_contract_event.2051.desc: "The good people of [ongoing_destination.GetName] are out of their minds with terror.\n\nPanic and paranoia run high. At shabby tenements and the local magistrate's [ROOT.Char.Custom('ResidenceBuilding')] alike, my entourage is met with barred doors, accusations against friends and kin of the most horrible practices, and honest citizens who see monsters in every shadow. Productive activities are practically suspended.\n\nOne way or another, this state of affairs must be ended. Without any faith in [ongoing_destination.GetCounty.GetFaith.HighGodNamePossessive] protection... the threads of this society can hardly fray any further."
|
||||
governor_contract_event.2051.a: "I'll request an official exorcist from the capital."
|
||||
governor_contract_event.2051.b: "Bring in a renowned [ROOT.Char.GetFaith.PriestNeuter] for an exorcism."
|
||||
governor_contract_event.2051.c: "There must be an evil sorcerer!"
|
||||
governor_contract_event.2051.d: "What do your elders suggest?"
|
||||
governor_contract_event.2051.e: "You are just seeing things. Nonsense."
|
||||
ep3_church_investigation_modifier: "Church Investigation"
|
||||
ep3_church_investigation_modifier_desc: "The Church has gotten involved in an investigation on potential users of demonic magic."
|
||||
ep3_rationalist_gov_modifier: "Rationalist"
|
||||
ep3_rationalist_gov_modifier_desc: "This character has a reputation for valuing reason above religion, a somewhat unpopular opinion."
|
||||
ep3_local_practices_modifier: "Traditional Practices Upheld"
|
||||
ep3_local_practices_modifier_desc: "The local governor has openly supported the traditional practices — some call them superstitions — to deal with devils."
|
||||
|
||||
miraculous_healing: "Miraculous Healing"
|
||||
miraculous_healing_contract: "$miraculous_healing$"
|
||||
miraculous_healing_desc: "A local invalid receives many donations of relics and valuables, and each time claims to be restored to health by divine grace. Almsgivers grow increasingly ill-amused."
|
||||
miraculous_healing_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2060.t: "$miraculous_healing$"
|
||||
governor_contract_event.2060.desc: "An interesting case, and a most unusual individual, are brought before me for judgment.\n\nThis [scammer.GetWomanMan], [scammer.GetName], is accused of being a false invalid: a huckster who makes a living hoodwinking the faithful. [scammer.GetSheHe|U] [scammer.Custom('quirk_pos_present')], charmingly, as the donated relics are laid out before me.\n\nWitnesses attest to seeing this "blind" man by the stoop of their [ROOT.Char.GetFaith.HouseOfWorshipPlural], appealing to their good natures; [scammer.GetSheHe] warms the hearts of congregations by being miraculously healed, again and again... but only after receiving coins or holy items."
|
||||
governor_contract_event.2060.a: "This scammer will be punished in an exemplary way."
|
||||
governor_contract_event.2060.b: "I could use someone with your #EMP creativity#!."
|
||||
governor_contract_event.2060.c: "Hand the relics back, and I can forget this ever happened."
|
||||
governor_contract_event.2060.d: "A solid fine is an adequate punishment."
|
||||
governor_contract_event.2060.e: "The only possible penance is prison."
|
||||
governor_contract_event.2060.f: "[ROOT.Char.GetFaith.HighGodName] works in mysterious ways."
|
||||
|
||||
buried_treasure: "Buried Treasure"
|
||||
buried_treasure_contract: "$buried_treasure$"
|
||||
buried_treasure_desc: "A local peasant has found a hoard of buried gold, and a dispute has risen as to who it belongs to."
|
||||
buried_treasure_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2070.t: "$buried_treasure$"
|
||||
governor_contract_event.2070.desc: "The elders of a small community near [ongoing_destination.GetName] have contacted me to make a decision about a rare event.\n\nA peasant family has unearthed a substantial hoard of gold coins while working the fields! Their neighbors promptly broke into factions: some believe that the gold should go to the finders, while others argue for the windfall be shared by the whole village.\n\nThe word of a higher authority could slake the greed of these simple folk, and spare them descending into petty violence."
|
||||
governor_contract_event.2070.a: "A most curious occurrence indeed!"
|
||||
governor_contract_event.2071.desc: "Upon reaching [ongoing_destination.GetName], I am introduced to the chief treasure-finding peasant — a [peasant.GetWomanMan] named [peasant.GetFirstName] — and the treasure itself.\n\n"
|
||||
governor_contract_event.2071.desc.byz: "It is an ancient-looking chest filled to the brim with golden [Glossary( 'aurei', 'AUREUS_GLOSS')], all coined under the same emperor. To make an educated guess, this could be the treasury of some ancient legion; perhaps, even a year's worth of pay."
|
||||
governor_contract_event.2071.desc.fallback: "It is a modest-looking chest filled to the brim with an assortment of golden coins minted throughout the region in different periods. My guess would be that the peasant has come across a buried stash from some long-dead crew of outlaws."
|
||||
governor_contract_event.2071.desc.end: "\n\n[peasant.GetFirstNameNoTooltip] — and seemingly every serf of [peasant.GetHerHis] community — watches expectantly, breathlessly: "What's to be done with the treasure, wise [ROOT.Char.GetTitleAsName]?""
|
||||
governor_contract_event.2071.a: "Reinvest the gold in your own community."
|
||||
governor_contract_event.2071.b: "All special gains must be taxed. #EMP Heavily.#!"
|
||||
governor_contract_event.2071.c: "What's found on public land belongs to the realm."
|
||||
governor_contract_event.2071.d: "The treasure is legally yours to do as you please."
|
||||
governor_contract_event.2071.e: "This treasure belongs to the whole community."
|
||||
AUREUS_GLOSS: "The aureus was a gold coin regularly issued from the Late Roman Republic up to the early 4th century AD, when it was replaced by the solidus. Originally, an aureus was worth 25 silver denarii but, due to the Late Empire's rampaging inflation, the new solidus was worth a whole 275000 denarii!"
|
||||
ep3_treasure_invest_modifier: "Treasure Invested"
|
||||
ep3_treasure_invest_modifier_desc: "A hoard of gold has been transformed into local investments, to the benefit of the whole county."
|
||||
ep3_treasure_distributed_modifier: "Treasure Distributed"
|
||||
ep3_treasure_distributed_modifier_desc: "The local populace enjoys some prosperity from the redistribution of an uncovered treasure."
|
||||
|
||||
public_land: "Public Land"
|
||||
public_land_contract: "$public_land$"
|
||||
public_land_desc: "With blatant disregard for the traditional rights of the commoners, a local magnate is illegally hoarding lands."
|
||||
public_land_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2080.t: "$public_land$"
|
||||
governor_contract_event.2080.desc: "According to the reports from [ongoing_destination.GetName], a local magnate, [magnate.GetTitledFirstName], has been using every trick in the book to increase the extension of the lands [magnate.GetSheHe] owns directly.\n\nClearly, not all such methods are legal, and some are plainly #EMP distasteful#!."
|
||||
governor_contract_event.2080.a: "I should intervene."
|
||||
governor_contract_event.2081.desc: "Upon my arrival in [ongoing_destination.GetName], I'm immediately received by [magnate.GetTitledFirstName] in [magnate.GetHerHis] manse.\n\n"Let's not speak of frivolities," I open sternly. "A good plenty of irregularities and illegal deals emerge when one considers closers your recent land acquisitions."\n\n[magnate.GetFirstNameNoTooltip] is sheepish, but unrepentant. "#EMP My good friend#!, you know how these things are... there is such bureaucracy, and the unschooled peasants are so very ignorant and slow to grasp the law. One wishes sometimes to swiftly see their business through! Can you blame me for this?""
|
||||
governor_contract_event.2081.a: "The land shall be divided among small landowners."
|
||||
governor_contract_event.2081.b: "$ep3_land_confiscate_modifier_desc$"
|
||||
governor_contract_event.2081.c: "I could forget the accident for the right #EMP donation#!..."
|
||||
governor_contract_event.2081.d: "Let's pretend this never happened, #EMP friend#!!"
|
||||
governor_contract_event.2081.e: "Keep the land, but let the locals cultivate it."
|
||||
ep3_lands_reinstated_modifier: "Small Landowners"
|
||||
ep3_lands_reinstated_modifier_desc: "The presence of small landowners has been reinstated in the area."
|
||||
ep3_land_confiscate_modifier: "Confiscated Lands"
|
||||
ep3_land_confiscate_modifier_desc: "This is the perfect spot to expand my estate!"
|
||||
|
||||
mad_prophet: "The Mad Prophet"
|
||||
mad_prophet_contract: "$mad_prophet$"
|
||||
mad_prophet_desc: "A self-declared prophet is terrorizing a whole county with their doomsday predictions."
|
||||
mad_prophet_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2090.t: "$mad_prophet$"
|
||||
governor_contract_event.2090.desc: "I have received troublesome news from [ongoing_destination.GetName].\n\nApparently, the [ongoing_destination.GetTitle.GetTierAsNameNoTooltip|l] is in turmoil because some self-declared prophet has been spreading panic with outrageous predictions about the imminence of the End of Days.\n\nThey are most likely just the ravings of a lunatic, but when these ravings compromise public security and order, it is my duty to intervene."
|
||||
governor_contract_event.2090.a: "I need to investigate the situation."
|
||||
governor_contract_event.2091.desc: ""#EMP THE END IS NIGH! REPENT! REPENT NOW OR BE SMITED!#!"\n\nWhen I arrive in [ongoing_destination.GetName], I easily find the prophet. Pushing through awed and bemused serfs, I trace the sound of screeching to its source.\n\nA [prophet.GetWomanMan] in rags berates the uneasy and terrified crowd with divinely-inspired ire. [prophet.GetNamePossessive] words make real their suspicions of the unknown; [prophet.GetSheHe] speaks to their fear of chaos, their dread of [prophet.GetFaith.NegativeAfterLife], and our common belief in the end of all things."
|
||||
governor_contract_event.2091.a: "Everything is under control!"
|
||||
governor_contract_event.2091.a.tt: "Your authority, skilled rhetorics, and calming presence manage to get the crowd under control."
|
||||
governor_contract_event.2091.b: "We must shut [prophet.GetHerHim] up."
|
||||
governor_contract_event.2091.c: "Guards, arrest the troublemaker."
|
||||
governor_contract_event.2091.d: "You are wrong, [prophet.GetFirstNameNoTooltip], and I'll prove it to you!"
|
||||
governor_contract_event.2091.e: "Only prayer can save us."
|
||||
governor_contract_event.2091.e.tt: "You organize a great religious procession."
|
||||
governor_contract_event.2091.f: "The local clergy can handle this."
|
||||
governor_contract_event.2092.desc_persecute: "I'm glad to observe that my guards have succeeded in dispersing the crowd and putting an end to this whole nonsense.\n\nThe citizens of [ongoing_destination.GetName] can rest assured that they live in a civilized, devoted, and strong empire, immune to superstitions and safe from disorders!"
|
||||
governor_contract_event.2092.desc_debate: ""... And this proves conclusively that the end is #EMP not#! near at all, and that [ROOT.Char.GetFaith.HighGodNamePossessive] wrath is #EMP not#! upon us."\n\nThe prophet is left speechless at my cultured disquisition; the crowd claps, appreciating a good religious debate, before heading back home."
|
||||
governor_contract_event.2092.a: "I love a job well done!"
|
||||
governor_contract_event.2093.desc_persecute: "Unfortunately, sending the guards in was not the right choice.\n\nThe terrified populace crowded around the prophet to protect [prophet.GetHerHim], and many — both soldiers and civilians — got hurt in the ensuing brawl.\n\nThe trouble-making prophet managed to slip away from the chaos, and disappear without a trace."
|
||||
governor_contract_event.2093.desc_debate: ""So, by the nature of [ROOT.Char.GetFaith.HighGodName]... No — the word is #EMP essence#!, right? Or is it energy? Anyway, what is cannot not be. Or something..."\n\nI don't need to see the confusion on the faces of the people in front of me, nor to hear the chuckles from my adversary to know that I only made a fool of myself.\n\nI'm sure the locals will manage the issue by themselves. I'm leaving."
|
||||
governor_contract_event.2093.a: "A shameful display."
|
||||
ep3_religiously_pacified_modifier: "Religiously Pacified"
|
||||
ep3_religiously_pacified_modifier_desc: "The local population's faith and trust in the institutions have been strengthened by their effective intervention against a budding doom cult."
|
||||
ep3_doom_repressed_modifier: "Prophet's Cult Persecuted"
|
||||
ep3_doom_repressed_modifier_desc: "A doom cult led by a mad prophet has been eradicated by force."
|
||||
ep3_religious_debate_modifier: "Won Religious Debate"
|
||||
ep3_religious_debate_modifier_desc: "This character shone in a religious debate against a mad prophet, showing to the people the wrong in their ways."
|
||||
|
||||
titles_sale: "Titles for Sale"
|
||||
titles_sale_contract: "$titles_sale$"
|
||||
titles_sale_desc: "A cleric is reported to be selling religious titles and offices to the highest bidder. A highly illegal practice."
|
||||
titles_sale_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2100.t: "$titles_sale$"
|
||||
governor_contract_event.2100.desc: "The case I'm asked to judge today is quite delicate: a local [priest.GetFaith.PriestNeuter] has been caught offering religious titles and offices to the unqualified children of local notables.\n\nThe [priest.GetWomanMan], [priest.GetName], fills [priest.GetHerHis] purse at [priest.GetFaith.HighGodNamePossessive] and [priest.GetHerHis] superiors' expense.\n\nThe practice is — obviously — very illegal. Because of the religious nature of the crime itself and of the parties involved, it is also rather controversial. There is great risk that, by my necessary intervention in their affairs, the clergy will be displeased."
|
||||
governor_contract_event.2100.a: "The gold should be donated to religious institutions."
|
||||
governor_contract_event.2100.b: "The illegally-acquired gold is hereby confiscated."
|
||||
governor_contract_event.2100.c: "Repent! And return the money to your buyers."
|
||||
governor_contract_event.2100.d: "I could use a favor from someone like you..."
|
||||
ep3_repayed_church_titles_modifier: "Repurposed Gold"
|
||||
ep3_repayed_church_titles_modifier_desc: "The gold accumulated through the illegal sale of religious offices has been put to good use by its legitimate religious owners."
|
||||
|
||||
hungry_times: "Hungry Times"
|
||||
hungry_times_contract: "$hungry_times$"
|
||||
hungry_times_desc: "A recent pestilence has caused a famine, which has pushed some locals to #EMP desperate#! measures to surive."
|
||||
hungry_times_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2110.t: "$hungry_times$"
|
||||
governor_contract_event.2110.desc: "The news from [ongoing_destination.GetName] is particularly troubling.\n\nThe government's measures to aid the area after a recent pestilence were seemingly inadequate; a famine has struck the local settlements. Some denizens were driven to desperate, abhorrent practices to survive."
|
||||
governor_contract_event.2110.desc_murder: "\n\nAccording to this report, several peasants have been caught killing and butchering their fellow humans to consume their flesh!"
|
||||
governor_contract_event.2110.desc_cannibal: "\n\nAccording to this report, several peasants have been caught consuming the flesh of their fellow humans who died from starvation!"
|
||||
governor_contract_event.2110.desc_animal: "\n\nAccording to this report, several peasants have been caught killing and consuming religiously unclean animals, thus attracting the ire of the local clergy."
|
||||
governor_contract_event.2110.a: "I need to hear more about this."
|
||||
governor_contract_event.2111.desc: "When I reach [ongoing_destination.GetName], the accused await in chains, their eyes downcast, their garments rent and bloodied.\n\nThe defendants, led by [cannibal.GetFirstName], chained and trembling, with their eyes downcast, are roared at by a great, skeletal-faced crowd. Bony fists are shaken; thin voices roar for an exemplary punishment.\n\nI am shown the evidence... split femurs and rotten, severed heads. Something horrible happened here; it was truly an abomination before [ROOT.Char.GetFaith.HighGodName]."
|
||||
governor_contract_event.2111.a: "I should have never left this community alone."
|
||||
governor_contract_event.2111.b: "The most desperate of crimes call for the greatest forgiveness."
|
||||
governor_contract_event.2111.c: "The culprits shall pay. So says the law."
|
||||
governor_contract_event.2111.d: "The whole community is tainted by this abomination!"
|
||||
governor_contract_event.2111.e: "Such heinous crimes deserve my undivided attention."
|
||||
ep3_rebuild_effort_modifier: "Concerted Rebuilding Effort"
|
||||
ep3_rebuild_effort_modifier_desc: "The local governor is focusing on rebuilding this area after it was hit hard by an epidemic."
|
||||
ep3_tight_control_modifier: "Tight Control"
|
||||
ep3_tight_control_modifier_desc: "Some #EMP unfortunate#! episodes in this county forced the governor to put it all under special observation."
|
||||
|
||||
wartime_measures: "Wartime Measures"
|
||||
wartime_measures_contract: "$wartime_measures$"
|
||||
wartime_measures_desc: "My liege is at war. An official request has just reached me from the capital: provide all possible support to passing troops."
|
||||
wartime_measures_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2120.t: "$wartime_measures$"
|
||||
governor_contract_event.2120.desc: "An official-looking letter, bearing the sigil of the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip] [ROOT.Char.GetLiege.GetHerselfHimself], awaits in my office today:\n\n"The invincible armies of our [ROOT.Char.GetLiege.GetPrimaryTitle.GetBaseNameNoTier] march against the deplorable foe. And should friendly troops cross into the lands assigned to your governorship, you stand ordered to provide all appropriate comfort and support.\n\nIn these times of hardship, the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip] most appreciates the sacrifices of [ROOT.Char.GetLiege.GetHerHis] [ROOT.Char.GetLiege.GetCulture.GetName] subjects.""
|
||||
governor_contract_event.2120.a: "Naturally, we shall offer our complete support!"
|
||||
governor_contract_event.2120.b: "Our supplies are at the [ROOT.Char.GetLiege.GetTitleAsNamePossessiveNoTooltip] service."
|
||||
governor_contract_event.2120.c: "We shall arrange lodgings for the troops."
|
||||
governor_contract_event.2120.d: "I'm sure some gold will help."
|
||||
governor_contract_event.2120.e: "Our lookouts will support the military effort."
|
||||
governor_contract_event.2120.f: "It's more important to support our people through the war."
|
||||
ep3_war_support_modifier: "War Support"
|
||||
ep3_war_support_modifier_desc: "No effort has been spared in this county to support the liege's wars."
|
||||
ep3_war_supplies_modifier: "War Supplies"
|
||||
ep3_war_supplies_modifier_desc: "This county is directing all resources to support transiting troops."
|
||||
ep3_war_lodgings_modifier: "War Lodgings"
|
||||
ep3_war_lodgings_modifier_desc: "This county is ensuring allied troops are well taken care of."
|
||||
ep3_war_lookout_modifier: "War Lookouts"
|
||||
ep3_war_lookout_modifier_desc: "An organized system of lookouts protects this county."
|
||||
ep3_war_compensations_modifier: "War Compensations"
|
||||
ep3_war_compensations_modifier_desc: "This county is receiving specific support to keep thriving despite any ongoing war."
|
||||
|
||||
admin_contract_invalidated_title: "[GetPlayer.Custom('GetContractOrIssue')] Invalidated"
|
||||
admin_contract_invalidated_desc: "Ongoing [governance_issue|E] has been invalidated"
|
||||
|
||||
governor_scheme_success_chance_desc: "Successfully completing this [contract_scheme|E] will result in you being rewarded for your efforts."
|
||||
governor_trait_desc: "[GetTrait('governor').GetName( GetNullCharacter )] [trait|E]: $VALUE|=+0$"
|
||||
governor_trait_desc_short: "[GetTrait('governor').GetName( GetNullCharacter )] [trait|E]"
|
||||
governor_trait_with_character_desc: "[GetTrait('governor').GetName( ROOT.Char )] [trait|E]: $VALUE|=+0$"
|
||||
administrator_trait_desc: "[GetTrait('administrator').GetName( GetNullCharacter )] [trait|E]: $VALUE|=+0$"
|
||||
overseer_trait_desc: "[GetTrait('overseer').GetName( GetNullCharacter )] [trait|E]: $VALUE|=+0$"
|
||||
|
||||
ep3_governance_tax_relief: "Tax Relief"
|
||||
ep3_governance_tax_relief_desc: "This county has been granted a tax relief by the region's governor, much to the satisfaction of the local populace."
|
||||
ep3_governance_stationed_troops: "Reinforced Garrison"
|
||||
ep3_governance_stationed_troops_desc: "On order of the governor, this holding has a reinforced garrison to ensure a productive environment."
|
||||
ep3_governance_festivities: "Arranged Festivities"
|
||||
ep3_governance_festivities_desc: "A local official has been #EMP persuaded#! to host a number of fairs and festivals."
|
||||
ep3_governance_infrastructure: "Improved Infrastructure"
|
||||
ep3_governance_infrastructure_desc: "A local official has spent a lot of funds to improve the area's infrastructure."
|
||||
ep3_governance_harvest: "Grain Distribution"
|
||||
ep3_governance_harvest_desc: "This county is benefiting from grain being distributed to the people, at the behest of the local governor."
|
||||
ep3_governance_great_harvest: "Great Grain Distribution"
|
||||
ep3_governance_great_harvest_desc: "This county is benefiting from a significant distribution of grain, organized by the local governor."
|
||||
ep3_governance_mercenary_troops: "Mercenary Troops"
|
||||
ep3_governance_mercenary_troops_desc: "This character has recruited a number of former bandits as mercenaries, despite what others may think."
|
||||
ep3_governance_workforce: "Conscripted Workforce"
|
||||
ep3_governance_workforce_desc: "This county has large numbers of people drafted into a workforce serving the community."
|
||||
ep3_governance_rampant_bandits: "Rampant Bandits"
|
||||
ep3_governance_rampant_bandits_desc: "This county is plagued by bandits; violent attackers against travelers and merchants are commonplace."
|
||||
|
||||
SCHEME_TIER_DIFFICULTY: "[task_contract_tier|E]: $VALUE|+=0$"
|
||||
admin_contract_success_tt_trait: "You may gain the [GetTrait('governor').GetName( GetNullCharacter )] [trait|E]"
|
||||
admin_contract_success_tt_xp: "[trait_level_track_xp|E] in the [GetTrait('governor').GetName( GetNullCharacter )] [trait|E]"
|
||||
admin_contract_success_tt_rewards: "You may choose between an assortment of rewards, including:#indent_newline:3 \n$EFFECT_LIST_BULLET$$admin_contract_success_tt_xp$\n$EFFECT_LIST_BULLET$[gold_i|E][gold|E]\n$EFFECT_LIST_BULLET$[influence_i|E][influence|E]\n$EFFECT_LIST_BULLET$[prestige_i|E][prestige|E]\n$EFFECT_LIST_BULLET$[piety_i|E][piety|E]\n$EFFECT_LIST_BULLET$Improvements to your [counties|E] or [holdings|E][AddLocalizationIf( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_has_merit' ), 'admin_contract_merit_bullet' )]#!"
|
||||
admin_contract_merit_bullet: "\n$EFFECT_LIST_BULLET$[merit_i|E][merit|E]"
|
||||
admin_contract_failure_tt: "You may suffer minor penalties, such as losing [prestige_i|E][prestige|E] or [influence_i|E][influence|E]"
|
||||
has_active_governance_issue: "You already have an ongoing [governance_issue|E]"
|
||||
|
||||
task_contract_reward_effect_taxes_governor_desc: "Potential Outcome:"
|
||||
task_contract_reward_effect_taxes_paid_in_full_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_taxes_paid_partially_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_taxes_station_troops_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_taxes_assign_administrator_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_taxes_lower_taxes_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_governor_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_claim_gold_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_invest_in_buildings_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_hold_festivities_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_reprimand_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_hook_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_governor_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_distribute_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_capital_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_charity_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_sell_excess_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_claim_it_yourself_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_governor_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_pardon_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_recruit_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_payment_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_execute_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_gold_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_soldiers_land_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_soldiers_rival_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_soldiers_break_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_soldiers_punish_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_soldiers_pay_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_in_govt_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_in_fire_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_in_help_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_in_punish_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_infrastructure_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_monument_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_traders_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_military_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_food_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_church_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_peasant_enroll_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_peasant_punish_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_peasant_encourage_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_peasant_work_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_peasant_take_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_poisoners_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_hunt_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_hunters_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_locals_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_capture_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_preys_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_presence_official_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_presence_exorcize_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_presence_sorcerer_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_presence_local_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_presence_rationalize_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_example_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_hire_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_relic_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_fine_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_imprison_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_faith_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_treasure_invest_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_treasure_tax_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_treasure_commandeer_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_treasure_acknowledge_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_treasure_distribute_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_land_reinstate_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_land_confiscate_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_land_bribe_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_land_favor_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_land_people_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_reassure_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_persecute_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_arrest_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_debate_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_ceremonies_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_clergy_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_titles_repay_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_titles_commandeer_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_titles_back_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_titles_bribe_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_hungry_support_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_hungry_amnesty_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_hungry_punish_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_hungry_persecute_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_hungry_control_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_support_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_supplies_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_lodgings_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_gold_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_lookouts_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_compensations_desc: "$label_success_standard$"
|
||||
|
||||
admin_request_choose_opportunity: "This situation allows you to choose an outcome"
|
||||
overdue_taxes_request: "Solve the situation potentially using your [diplomacy|E] or [stewardship|E]"
|
||||
hoarding_mayor_request: "$admin_request_choose_opportunity$"
|
||||
bountiful_harvest_request: "$admin_request_choose_opportunity$"
|
||||
rampant_bandits_request: "Solve the situation potentially using your [martial|E] or [intrigue|E]"
|
||||
discontent_soldiers_request: "$admin_request_choose_opportunity$"
|
||||
inept_mayor_request: "$admin_request_choose_opportunity$"
|
||||
prov_investment_request: "Solve the situation potentially using your [martial|E], [stewardship|E] or [intrigue|E]"
|
||||
raiding_peasants_request: "$admin_request_choose_opportunity$"
|
||||
wild_predators_request: "Solve the situation potentially using your [martial|E], [stewardship|E] or [prowess|E]"
|
||||
evil_presence_request: "$admin_request_choose_opportunity$"
|
||||
miraculous_healing_request: "$admin_request_choose_opportunity$"
|
||||
buried_treasure_request: "$admin_request_choose_opportunity$"
|
||||
public_land_request: "$admin_request_choose_opportunity$"
|
||||
mad_prophet_request: "Solve the situation potentially using your [martial|E] or [learning|E]"
|
||||
titles_sale_request: "$admin_request_choose_opportunity$"
|
||||
hungry_times_request: "$admin_request_choose_opportunity$"
|
||||
wartime_measures_request: "Solve the situation potentially using your [martial|E] or [stewardship|E]"
|
||||
task_contract_location_not_in_realm: "You are not the [GetPlayer.Custom('GetGovernorConcept')] of [task_contract_possessive|E] location"
|
||||
|
|
@ -28,6 +28,7 @@
|
|||
dynn_leroux:0 "Leroux"
|
||||
dynn_belpois:0 "Belpois"
|
||||
dynn_giry:0 "Giry"
|
||||
dynn_britannia_kohn:0 "Kohn"
|
||||
dynn_eiffel:0 "Eiffel"
|
||||
dynn_spatstony:0 "Spatstony"
|
||||
dynn_millardet:0 "Millardet"
|
||||
|
|
|
|||
2703
localization/english/replace/game_concepts_l_english.yml
Normal file
2703
localization/english/replace/game_concepts_l_english.yml
Normal file
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Add table
Add a link
Reference in a new issue