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25 changed files with 80404 additions and 2 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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}
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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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}
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add = {
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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 = {
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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 = 10
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add = {
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value = 10
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multiply = activity_cost_scale_by_tier
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subtract = 10
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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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}
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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_drinks_abundant = { #locked behind Mobile Brewery
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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_abundant_invalid
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domicile ?= {
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has_domicile_building_or_higher = mess_tent_brewers
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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_abundant
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add = {
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value = 20
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desc = camp_party_drinks_abundant
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}
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add = {
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value = 20
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multiply = activity_cost_scale_by_tier
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subtract = 20
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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 = 20
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multiply = activity_cost_scale_by_era
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subtract = 20
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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 = 35
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add = {
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value = 35
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multiply = activity_cost_scale_by_tier
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subtract = 35
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}
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add = {
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value = 35
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multiply = activity_cost_scale_by_era
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subtract = 35
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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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}
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}
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max_guest_arrival_delay_time = { weeks = 1 }
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###################
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# ACTIVITY-SPECIFIC PULSES
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###################
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pulse_actions = {
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entries = {
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apa_bonded_by_fire
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apa_taught_repair
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apa_revelry_hangover_camp
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apa_local_food_camp
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apa_lauded_food_camp
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apa_guest_of_honor_impressed
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apa_cultural_acceptance
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apa_camp_host_gifted
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apa_fireside_chat_shared_stories_martial
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apa_fireside_chat_shared_stories_learning
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apa_fireside_chat_shared_stories_diplomacy
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apa_fireside_chat_shared_stories_stewardship
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apa_fireside_chat_shared_stories_intrigue
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apa_fireside_chat_shared_drinks
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apa_fireside_chat_inspiring_speech
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apa_camp_party_sad_lonesome
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apa_camp_party_shadows_in_the_dark
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apa_camp_party_fortress_of_solitude
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apa_camp_party_lecture
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apa_camp_party_tales_of_distant_lands
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apa_camp_party_tales_of_war
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apa_camp_party_tales_of_lands_lost
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apa_camp_party_blademaster_sparring
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apa_camp_party_tales_of_piety
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#Re-used
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host_gains_diplo_xp
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host_gains_intrigue_xp
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hook_trusting_guest
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}
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chance_of_no_event = 2
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}
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on_start = {
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scope:activity ?= {
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activity_setup_special_type_progression_effect = yes
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if = {
|
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limit = {
|
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has_activity_option = {
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category = camp_party_option_food
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option = camp_party_food_simple
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}
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}
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activity_special_type_progression_variable = { NUM = 25 }
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}
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else_if = {
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limit = {
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has_activity_option = {
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category = camp_party_option_food
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option = camp_party_food_lavish
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}
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}
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activity_special_type_progression_variable = { NUM = 50 }
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}
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||||
}
|
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}
|
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|
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###################
|
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# AI VALUES
|
||||
###################
|
||||
|
||||
# desc is only shown in debug AI watch window
|
||||
ai_will_do = {
|
||||
value = 50
|
||||
|
||||
if = {
|
||||
limit = {
|
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has_trait = lazy
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||||
}
|
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add = -10
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}
|
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|
||||
#Can you actually afford this?
|
||||
if = {
|
||||
limit = {
|
||||
domicile.provisions <= 100
|
||||
}
|
||||
add = -75
|
||||
}
|
||||
}
|
||||
|
||||
ai_check_interval = 60
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||||
|
||||
ai_will_select_province = {
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||||
value = 10
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||||
}
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|
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###################
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# GUEST HANDLING
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||||
###################
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||||
|
||||
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
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||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
4927
common/activities/activity_types/feast.txt
Normal file
4927
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
1010
common/activities/activity_types/playdate.txt
Normal file
1010
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
4166
common/activities/activity_types/wedding.txt
Normal file
4166
common/activities/activity_types/wedding.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
7703
common/character_interactions/00_religious_interactions.txt
Normal file
7703
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
|
|
@ -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
|
|
@ -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_adventurer_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_adventurer_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:adventurer
|
||||
|
||||
trigger = { is_ai = no }
|
||||
|
||||
immediate = {
|
||||
scope:adventurer = { create_landless_adventurer_title_tooltip_effect = yes }
|
||||
}
|
||||
|
||||
option = {
|
||||
name = ep3_laamps.1032.a
|
||||
}
|
||||
}
|
||||
##################################################
|
||||
# Become Adventurer - Revocation
|
||||
# by Joe Parkin
|
||||
|
|
|
|||
|
|
@ -2776,7 +2776,7 @@
|
|||
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 "$congregationist$ Community of $dynn_britannia_kohn$"
|
||||
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] $game_concept_minority_community$"
|
||||
|
|
@ -2790,3 +2790,13 @@
|
|||
minority_community_move_desc: "#T Move $minority_community_type$#!\nMove your [game_concept_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: "[game_concept_minority_community|E]"
|
||||
domicile_minority_community: "the [CHARACTER.GetFaith.GetNameNoTooltip] $Community$ of [CHARACTER.GetHouse.GetNameNoTooltip]"
|
||||
|
||||
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 you ruled have been given to my erstwhile liege."
|
||||
ep3_laamps.1030.new: "Any lands you ruled have been given to a local knight."
|
||||
ep3_laamps.1030.a: "Well, what we are we waiting for?"
|
||||
ep3_laamps.1032.opening: "[adventurer.Custom2('AppropriateGreetingPositive', ROOT.Char)]"
|
||||
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."
|
||||
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
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Reference in a new issue