Merge branch 'next-version-dev' of https://forgejo.damimani-alex.org/damimani/N3OW into next-version-dev

This commit is contained in:
edwardtheelbowhigh 2026-05-29 15:37:29 +01:00
commit b3f600bbf2
97 changed files with 47483 additions and 1661 deletions

View file

@ -142,69 +142,69 @@
auto_accept = yes
on_accept = {
hidden_effect = {
# Struggle Catalysts
## We work these out first so they're not invalidated by the actual effect block.
if = {
limit = {
catalyst_granted_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
scope:actor = {
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
}
}
scope:actor = {
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_granted_powerful_diff_faith_vassal_religious_protection
character = scope:actor
}
}
}
}
if = {
limit = {
catalyst_revoked_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
scope:actor = {
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
}
}
scope:actor = {
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
character = scope:actor
}
}
}
}
# Improving contract catalyst
# hidden_effect = {
# # Struggle Catalysts
# ## We work these out first so they're not invalidated by the actual effect block.
# if = {
# limit = {
# catalyst_granted_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
# scope:actor = {
# any_character_struggle = {
# involvement = involved
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
# }
# }
# scope:actor = {
# every_character_struggle = {
# involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_granted_powerful_diff_faith_vassal_religious_protection
# character = scope:actor
# }
# }
# }
# }
# if = {
# limit = {
# catalyst_revoked_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
# scope:actor = {
# any_character_struggle = {
# involvement = involved
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
# }
# }
# scope:actor = {
# every_character_struggle = {
# involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
# character = scope:actor
# }
# }
# }
# }
#
# # Improving contract catalyst
# if = {
# limit = {
# scope:recipient.count_obligation_improvements_for_vassal > 0
@ -238,7 +238,7 @@
# }
# }
# }
}
# }
# Enact changes.
scope:actor = {
@ -892,81 +892,17 @@ admin_liege_modify_vassal_contract_interaction = {
auto_accept = yes
on_accept = {
hidden_effect = {
# Struggle Catalysts
## We work these out first so they're not invalidated by the actual effect block.
if = {
limit = {
catalyst_granted_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
scope:actor = {
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
}
}
scope:actor = {
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_granted_powerful_diff_faith_vassal_religious_protection
character = scope:actor
}
}
}
}
if = {
limit = {
catalyst_revoked_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
scope:actor = {
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
}
}
scope:actor = {
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
character = scope:actor
}
}
}
}
# Improving contract catalyst
if = {
# hidden_effect = {
# # Struggle Catalysts
# ## We work these out first so they're not invalidated by the actual effect block.
# if = {
# limit = {
# scope:recipient.count_obligation_improvements_for_vassal > 0
# catalyst_granted_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
# scope:actor = {
# is_diff_faith_or_culture_trigger = {
# CHAR = scope:recipient
# STATUS = involved
# }
# any_character_struggle = {
# involvement = involved
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_grant_privilege_to_diff_faith_culture_vassal
# CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
@ -977,18 +913,82 @@ admin_liege_modify_vassal_contract_interaction = {
# involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_grant_privilege_to_diff_faith_culture_vassal
# CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_grant_privilege_to_diff_faith_culture_vassal
# catalyst = catalyst_granted_powerful_diff_faith_vassal_religious_protection
# character = scope:actor
# }
# }
# }
# }
}
# if = {
# limit = {
# catalyst_revoked_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
# scope:actor = {
# any_character_struggle = {
# involvement = involved
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
# }
# }
# scope:actor = {
# every_character_struggle = {
# involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
# character = scope:actor
# }
# }
# }
# }
#
# # Improving contract catalyst
# if = {
## limit = {
## scope:recipient.count_obligation_improvements_for_vassal > 0
## scope:actor = {
## is_diff_faith_or_culture_trigger = {
## CHAR = scope:recipient
## STATUS = involved
## }
## any_character_struggle = {
## involvement = involved
## activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
## CATALYST = catalyst_grant_privilege_to_diff_faith_culture_vassal
## CHAR = scope:recipient
## }
## }
## }
## }
## scope:actor = {
## every_character_struggle = {
## involvement = involved
## limit = {
## activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
## CATALYST = catalyst_grant_privilege_to_diff_faith_culture_vassal
## CHAR = scope:recipient
## }
## }
## activate_struggle_catalyst = {
## catalyst = catalyst_grant_privilege_to_diff_faith_culture_vassal
## character = scope:actor
## }
## }
## }
## }
# }
# Enact changes.
scope:actor = {
@ -1596,81 +1596,17 @@ nomad_liege_modify_vassal_contract_interaction = {
auto_accept = yes
on_accept = {
hidden_effect = {
# Struggle Catalysts
## We work these out first so they're not invalidated by the actual effect block.
if = {
limit = {
catalyst_granted_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
scope:actor = {
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
}
}
scope:actor = {
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_granted_powerful_diff_faith_vassal_religious_protection
character = scope:actor
}
}
}
}
if = {
limit = {
catalyst_revoked_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
scope:actor = {
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
}
}
scope:actor = {
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
character = scope:actor
}
}
}
}
# Improving contract catalyst
# hidden_effect = {
# # Struggle Catalysts
# ## We work these out first so they're not invalidated by the actual effect block.
# if = {
# limit = {
# scope:recipient.count_obligation_improvements_for_vassal > 0
# catalyst_granted_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
# scope:actor = {
# is_diff_faith_or_culture_trigger = {
# CHAR = scope:recipient
# STATUS = involved
# }
# any_character_struggle = {
# involvement = involved
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_grant_privilege_to_diff_faith_culture_vassal
# CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
@ -1681,18 +1617,82 @@ nomad_liege_modify_vassal_contract_interaction = {
# involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_grant_privilege_to_diff_faith_culture_vassal
# CATALYST = catalyst_granted_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_grant_privilege_to_diff_faith_culture_vassal
# catalyst = catalyst_granted_powerful_diff_faith_vassal_religious_protection
# character = scope:actor
# }
# }
# }
# }
}
# if = {
# limit = {
# catalyst_revoked_powerful_diff_faith_vassal_religious_protection_preliminary_trigger = { CHAR = scope:recipient }
# scope:actor = {
# any_character_struggle = {
# involvement = involved
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
# }
# }
# scope:actor = {
# every_character_struggle = {
# involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
# CHAR = scope:recipient
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_revoked_powerful_diff_faith_vassal_religious_protection
# character = scope:actor
# }
# }
# }
# }
#
# # Improving contract catalyst
## if = {
## limit = {
## scope:recipient.count_obligation_improvements_for_vassal > 0
## scope:actor = {
## is_diff_faith_or_culture_trigger = {
## CHAR = scope:recipient
## STATUS = involved
## }
## any_character_struggle = {
## involvement = involved
## activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
## CATALYST = catalyst_grant_privilege_to_diff_faith_culture_vassal
## CHAR = scope:recipient
## }
## }
## }
## }
## scope:actor = {
## every_character_struggle = {
## involvement = involved
## limit = {
## activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
## CATALYST = catalyst_grant_privilege_to_diff_faith_culture_vassal
## CHAR = scope:recipient
## }
## }
## activate_struggle_catalyst = {
## catalyst = catalyst_grant_privilege_to_diff_faith_culture_vassal
## character = scope:actor
## }
## }
## }
## }
# }
# Enact changes.
scope:actor = {

View file

@ -0,0 +1,94 @@
#k_england = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# coa_england_switches_to_france_coa_trigger = yes
# }
# coat_of_arms = k_england_france
# }
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = k_england_norman
# }
#}
#
#e_north_sea = {
# item = {
# trigger = {
# holder = title:k_denmark.holder
# }
# coat_of_arms = e_north_sea
# }
# item = {
# trigger = {
# holder = title:k_norway.holder
# }
# coat_of_arms = e_north_sea_norway
# }
# item = {
# trigger = {
# holder = title:k_england.holder
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = e_north_sea_england_normandy
# }
# item = {
# trigger = {
# OR = {
# AND = {
# holder = title:k_england.holder
# exists = global_var:danelaw_became_england
# }
# holder = title:k_daneland.holder
# }
# }
# coat_of_arms = e_north_sea_england_danelaw
# }
# item = {
# trigger = {
# holder = title:k_england.holder
# }
# coat_of_arms = e_north_sea_england_wessex
# }
#}
#
##FP2
#
#e_spain = {
# item = {
# trigger = {
# OR = {
# holder.faith.religion = religion:islam_religion
# holder.culture = {
# OR = {
# has_coa_gfx = arabic_group_coa_gfx
# has_coa_gfx = berber_group_coa_gfx
# }
# }
# }
# }
# coat_of_arms = e_spain_islamic
# }
#}
#
#k_viet = {
# item = {
# trigger = {
# holder.top_liege.culture = {
# has_cultural_pillar = heritage_chinese
# }
# }
# coat_of_arms = k_viet
# }
# item = {
# trigger = {
# holder.top_liege.culture = {
# has_cultural_pillar = heritage_viet
# }
# }
# coat_of_arms = k_dai_viet
# }
#}
#

View file

@ -0,0 +1,181 @@
#c_hereford = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_hereford_norman
# }
#}
#c_westmorland = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_westmorland_norman
# }
#}
#c_somerset = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_somerset_norman
# }
#}
#c_hampton = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_hampton_norman
# }
#}
#c_leicestershire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_leicestershire_norman
# }
#}
#c_northamptonshire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_northamptonshire_norman
# }
#}
#c_east_riding = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_east_riding_norman
# }
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_east_riding_norse
# }
#}
#c_warwickshire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_warwickshire_norman
# }
#}
#c_gloucestershire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_gloucestershire_norman
# }
#}
#c_wiltshire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_wiltshire_norman
# }
#}
#c_norfolk = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_norfolk_norman
# }
#}
#c_lancashire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_lancashire_norman
# }
#}
#c_north_riding = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_north_riding_norman
# }
#}
#d_norfolk = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = d_norfolk_norman
# }
#}
#d_lancaster = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = d_lancaster_norman
# }
#}
#d_canterbury = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = d_canterbury_norman
# }
#}
#d_bedford = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = d_bedford_norman
# }
#}
#d_york = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = d_york_norman
# }
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_york_norse
# }
#}
#c_pembrokeshire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_pembrokeshire_norman
# }
#}
#c_glamorgan = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_glamorgan_norman
# }
#}
#c_monmouthshire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_monmouthshire_norman
# }
#}
#

View file

@ -0,0 +1,776 @@
#e_scandinavia = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = e_scandinavia_norse
# }
#}
#k_sweden = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = k_sweden_norse
# }
#}
#d_svealand = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_svealand_norse
# }
#}
#c_upland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_upland_norse
# }
#}
#c_gastrikland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_gastrikland_norse
# }
#}
#c_sodermannaland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_sodermannaland_norse
# }
#}
#c_aland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_aland_norse
# }
#}
#d_bergslagen = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_bergslagen_norse
# }
#}
#c_vastmanland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vastmanland_norse
# }
#}
#c_varmland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_varmland_norse
# }
#}
#c_dalarna = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_dalarna_norse
# }
#}
#c_dalabergslagen = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_dalabergslagen_norse
# }
#}
#d_vastergotland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_vastergotland_norse
# }
#}
#c_vastergotland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vastergotland_norse
# }
#}
#c_skara = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_skara_norse
# }
#}
#c_dal = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_dal_norse
# }
#}
#c_nordmark = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_nordmark_norse
# }
#}
#d_ostergotland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_ostergotland_norse
# }
#}
#c_ostergotland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_ostergotland_norse
# }
#}
#c_kinda = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_kinda_norse
# }
#}
#c_narke = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_narke_norse
# }
#}
#d_smaland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_smaland_norse
# }
#}
#c_more = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_more_norse
# }
#}
#c_sevede = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_sevede_norse
# }
#}
#c_varend = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_varend_norse
# }
#}
#c_njudung = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_njudung_norse
# }
#}
#c_finnveden = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_finnveden_norse
# }
#}
#c_oland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_oland_norse
# }
#}
#d_norrland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_norrland_norse
# }
#}
#c_halsingland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_halsingland_norse
# }
#}
#c_medelpad = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_medelpad_norse
# }
#}
#c_angermanland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_angermanland_norse
# }
#}
#d_gotland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_gotland_norse
# }
#}
#c_gutland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_gutland_norse
# }
#}
#k_norway = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = k_norway_norse
# }
#}
#d_viken = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_viken_norse
# }
#}
#c_vingulmork = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vingulmork_norse
# }
#}
#c_raniriki = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_raniriki_norse
# }
#}
#c_vestfold = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vestfold_norse
# }
#}
#c_telemark = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_telemark_norse
# }
#}
#d_agder = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_agder_norse
# }
#}
#c_nedenes = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_nedenes_norse
# }
#}
#c_agdeside = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_agdeside_norse
# }
#}
#d_vestlandi = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_vestlandi_norse
# }
#}
#c_rogalandi = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_rogalandi_norse
# }
#}
#c_hordalandi = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_hordalandi_norse
# }
#}
#c_sogn = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_sogn_norse
# }
#}
#d_trandalog = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_trandalog_norse
# }
#}
#c_trandheim = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_trandheim_norse
# }
#}
#c_norwegian_more = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_norwegian_more_norse
# }
#}
#c_firdafylki = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_firdafylki_norse
# }
#}
#d_dalir = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_dalir_norse
# }
#}
#c_hedmork = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_hedmork_norse
# }
#}
#c_gudbrandsdalir = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_gudbrandsdalir_norse
# }
#}
#c_eystridalir = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_eystridalir_norse
# }
#}
#c_gauldala = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_gauldala_norse
# }
#}
#d_halogaland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_halogaland_norse
# }
#}
#c_vastvag = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vastvag_norse
# }
#}
#c_bothin = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_bothin_norse
# }
#}
#c_namdalfylki = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_namdalfylki_norse
# }
#}
#d_iceland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_iceland_norse
# }
#}
#c_vestisland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vestisland_norse
# }
#}
#c_nordrland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_nordrland_norse
# }
#}
#c_austisland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_austisland_norse
# }
#}
#c_sudurland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_sudurland_norse
# }
#}
#d_northern_isles = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_northern_isles_norse
# }
#}
#c_orkney = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_orkney_norse
# }
#}
#c_faereyar = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_faereyar_norse
# }
#}
#c_shetland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_shetland_norse
# }
#}
#d_jamtland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_jamtland_norse
# }
#}
#c_jamtfir = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_jamtfir_norse
# }
#}
#c_morarna = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_morarna_norse
# }
#}
#c_helgum = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_helgum_norse
# }
#}
#c_harjadalen = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_harjadalen_norse
# }
#}
#k_denmark = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = k_denmark_norse
# }
#}
#d_sjaelland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_sjaelland_norse
# }
#}
#c_sjaelland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_sjaelland_norse
# }
#}
#c_fyn = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_fyn_norse
# }
#}
#c_lolland_falster = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_lolland_falster_norse
# }
#}
#d_skane = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_skane_norse
# }
#}
#c_skane = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_skane_norse
# }
#}
#c_halland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_halland_norse
# }
#}
#c_bornholm = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_bornholm_norse
# }
#}
#c_blekinge = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_blekinge_norse
# }
#}
#d_jylland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_jylland_norse
# }
#}
#c_aarhus = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_aarhus_norse
# }
#}
#c_viborg = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_viborg_norse
# }
#}
#c_ringkobing = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_ringkobing_norse
# }
#}
#c_aalborg = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_aalborg_norse
# }
#}
#d_slesvig = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_slesvig_norse
# }
#}
#c_slesvig = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_slesvig_norse
# }
#}
#c_vorbasse = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vorbasse_norse
# }
#}
#c_ribe = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_ribe_norse
# }
#}
#d_western_isles = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_western_isles_norse
# }
#}
#c_inner_hebrides = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_inner_hebrides_norse
# }
#}
#c_dublin = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_dublin_norse
# }
#}
#c_argyll = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_argyll_norse
# }
#}

File diff suppressed because it is too large Load diff

View file

@ -3,7 +3,7 @@ ossetian = {
ethos = ethos_communal
heritage = heritage_alan
language = language_ossetian
language = NEOW_language_ossetian
martial_custom = martial_custom_male_only
traditions = {
tradition_horse_lords

View file

@ -3,7 +3,7 @@ kumyk = {
ethos = ethos_bellicose
heritage = heritage_kipchak
language = language_kipchak_cuman
language = NEOW_language_kipchak_cuman
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves
@ -32,7 +32,7 @@ nogai = {
ethos = ethos_bellicose
heritage = heritage_kipchak
language = language_kipchak_nogai
language = NEOW_language_kipchak_nogai
martial_custom = martial_custom_male_only
traditions = {
tradition_horse_lords
@ -59,7 +59,7 @@ balkar = {
ethos = ethos_bellicose
heritage = heritage_kipchak
language = language_kipchak_cuman
language = NEOW_language_kipchak_cuman
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves
@ -88,7 +88,7 @@ karachay = {
ethos = ethos_stoic
heritage = heritage_kipchak
language = language_kipchak_cuman
language = NEOW_language_kipchak_cuman
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves
@ -97,7 +97,7 @@ karachay = {
tradition_pastoralists
}
name_list = name_list_karachay_balkar
name_list = name_list_NEOW_turkish
coa_gfx = { turkic_group_coa_gfx steppe_coa_gfx }
building_gfx = { steppe_building_gfx }
@ -156,7 +156,7 @@ NEOW_crimean_tatar = { # VOlGAR tartat -place holder to be worked on
ethos = ethos_bureaucratic
heritage = heritage_kipchak
language = language_kipchak_bulgar
language = language_kipchak_cuman
martial_custom = martial_custom_male_only
traditions = {
tradition_astute_diplomats
@ -194,7 +194,7 @@ NEOW_kazakh = { # Placeholder to be worked on
ethos = ethos_stoic
heritage = heritage_kipchak
language = language_kipchak_cuman
language = NEOW_language_kipchak_nogai
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves
@ -204,7 +204,7 @@ NEOW_kazakh = { # Placeholder to be worked on
tradition_consanguinity_dynastic
}
name_list = name_list_karachay_balkar
name_list = name_list_NEOW_turkish
coa_gfx = { turkic_group_coa_gfx steppe_coa_gfx }
building_gfx = { steppe_building_gfx }
@ -225,7 +225,7 @@ NEOW_bashkir = { # Placeholder to be worked on
ethos = ethos_stoic
heritage = heritage_kipchak
language = language_kipchak_cuman
language = NEOW_language_kipchak_cuman
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves
@ -235,7 +235,7 @@ NEOW_bashkir = { # Placeholder to be worked on
tradition_consanguinity_dynastic
}
name_list = name_list_karachay_balkar
name_list = name_list_NEOW_turkish
coa_gfx = { turkic_group_coa_gfx steppe_coa_gfx }
building_gfx = { steppe_building_gfx }
@ -256,7 +256,7 @@ NEOW_chuvash = { # Placeholder to be worked on
ethos = ethos_stoic
heritage = heritage_kipchak
language = language_kipchak_cuman
language = NEOW_language_kipchak_cuman
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves
@ -266,7 +266,7 @@ NEOW_chuvash = { # Placeholder to be worked on
tradition_consanguinity_dynastic
}
name_list = name_list_karachay_balkar
name_list = name_list_NEOW_turkish
coa_gfx = { turkic_group_coa_gfx steppe_coa_gfx }
building_gfx = { steppe_building_gfx }

View file

@ -3,7 +3,7 @@ lezgin = {
ethos = ethos_stoic
heritage = heritage_northeast_caucasian
language = language_lezgin
language = NEOW_language_lezgin
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves
@ -32,7 +32,7 @@ avar = {
ethos = ethos_bellicose
heritage = heritage_northeast_caucasian
language = language_avar
language = NEOW_language_avar
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves
@ -61,7 +61,7 @@ dargin = {
ethos = ethos_bellicose
heritage = heritage_northeast_caucasian
language = language_dargwa
language = NEOW_language_dargwa
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves
@ -90,7 +90,7 @@ nakh = {
ethos = ethos_bellicose
heritage = heritage_northeast_caucasian
language = language_vainakh
language = NEOW_language_vainakh
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves
@ -104,7 +104,7 @@ nakh = {
fallback = tradition_faith_bound
}
name_list = name_list_nakh
name_list = name_list_NEOW_turkish
coa_gfx = { steppe_coa_gfx western_coa_gfx }
building_gfx = { steppe_building_gfx }

View file

@ -3,7 +3,7 @@ kabardian = {
ethos = ethos_spiritual
heritage = heritage_northwest_caucasian
language = language_circassian
language = NEOW_language_circassian
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves
@ -33,7 +33,7 @@ adyghean = {
ethos = ethos_communal
heritage = heritage_northwest_caucasian
language = language_circassian
language = NEOW_language_circassian
martial_custom = martial_custom_male_only
traditions = {
tradition_caucasian_wolves

View file

@ -33,7 +33,7 @@ anastasia_female = { Anast_a_act_zia Anast_a_act_zie Anastasi_e_act_ Anastasia A
andrea_female = { Andere Andr_e_act_e Andra Andrea Andreia Andreja Andreua Andrine Andriveto }
andreamaria_female = { Andreua_spc_Mar_i_act_a }
angela_female = { _A_act_nchela _A_act_ngela _A_grv_ngela _A_hat_ngela Aela Aelia Aelig And_e_crn_la Ang_e_grv_lo_female Angela Angelina Angelita Angjelina Angyla Anxhela Engelina Gotzone }
angeles_female = { _A_act_nchels _A_act_ngeles _A_grv_ngels }
angeles_female = { _A_act_nchels _A_act_ngeles _A_act_nxeles _A_grv_ngels }
angelica_female = { Ang_e_act_lica Angelica Angelico_female Angelika Angelique Lieke }
anisa_female = { Anesa Anisa }
anna_female = { Aina Ainne Ana Ana_i_uml_s Anais Ane Anet Aneta Aneto Anette Anika Anila Anita Anja Anka Anke Ann Anna Annaig Anne Anneke Anneken Annette Anni Annica Annick Annicka Annie Annigje Annika Anniken Anny Ano Anouk Antje Anu Hana Hanah Hanka Hanna Hannah Hanne Naig Nu_s_crn_a Onn_a_hat_h }
@ -53,7 +53,7 @@ annamaria_female = { Amei Ane_spc_Miren Anna_spc_Maria Annamaria Anna-Vari Annem
annapilar_female = { Ana_spc_Pilar }
annarosa_female = { Annerose Anne-Rose }
annasophia_female = { Anne-Sophie Ann-Sophie Ano-Souf_i_grv_o }
antonia_female = { Ant_o_act_nia Ant_o_grv_nia Anthonia Antoinette Antona Antonella Antoneta Antonetta Antonia Antonieta Antonietta Antonija Antouneto Antoynytty T_o_grv_nio_female Teuntje Tounieto }
antonia_female = { Ant_i_act_a Ant_o_act_nia Ant_o_grv_nia Anthonia Antoinette Antona Antonella Antoneta Antonetta Antoni_n_tld_a Antonia Antonieta Antonietta Antonija Antouneto Antoynytty T_o_grv_nio_female Teuntje Tounieto }
anunciacion_female = { Anuntxi }
aouda_female = { Aouda A_u_hat_dha }
aphrodite_female = { Af_e_uml_rdita Aferdita Affrhodyty }
@ -131,7 +131,7 @@ colette_female = { Colette Coul_e_grv_to }
concepcion_female = { Concei_c_ced__a_tld_o Concepci_o_act_ Concepci_o_act_n Concetta Conxita Sorkunde }
constance_female = { Constaince Constance Constancy Constanze Coustan_c_ced_o Konstanse }
consuelo_female = { Consuelo }
coralie_female = { Coral_i_act_ Coural_i_grv_o }
coral_female = { Coral Coral_i_act_ Coralia Coural_i_grv_o }
cordelia_female = { Corhddylya }
corinne_female = { Corina Corinna Corinne Courino }
cornelia_female = { Corn_e_act_lia Cornelia Korn_e_act_lia Kornelia Neeltje Nele }
@ -172,7 +172,7 @@ elvira_female = { Albira Elv_i_act_ra Elvi Elvira Elvy Elwyrha }
emeline_female = { Emblyn Emelino }
emerald_female = { Emerald Esmeraudo }
emily_female = { _E_act_milie Em_i_act_lia Em_i_act_lie Emelie Emil_i_act_a Emil_i_grv_o_female Emili_female Emilia Emiliano_female Emilie Emily Emmy Emylly Emyly Emylyy Milia }
emma_female = { Em_a_grv_ Ema Emma Emmai Imke Ymkje }
emma_female = { Em_a_grv_ Ema Emma Emmai Enma Imke Ymkje }
emmanuella_female = { Emanuela Emanuelo_female Emmanuelle Manjola Manuela Manuello }
encarnacion_female = { Encarnaci_o_act_n Encarnazi_o_act_n }
enid_female = { Enid Enydd }
@ -184,7 +184,7 @@ esther_female = { Esfyrh Est_e_grv_r Ester Estera Esther }
estibaliz_female = { Est_i_act_baliz Estibaliz Estitxu }
ethel_female = { Etela Ethel }
eugenia_female = { _E_act_ug_e_grv_nio _Z_crn_enja Eug_e_act_nia Eug_e_act_nie Eug_e_grv_nia Eukene Evgenia Owena }
eulalia_female = { _E_act_ul_a_grv_lio Eul_a_act_lia Eul_a_grv_lia Laia Olaia }
eulalia_female = { _E_act_ul_a_grv_lio Eul_a_act_lia Eul_a_grv_lia Laia Olaia Olalla }
euphemia_female = { Euphemia Yufimia }
eurydice_female = { Eur_i_act_dice }
eva_female = { _E_grv_ve _E_grv_vo Eevi Efa Eva Evi Ewa Ewya Ieva }
@ -216,7 +216,7 @@ frida_female = { Fr_i_act_da Frida Frieda }
gabriela_female = { Gabi Gabriela Gabriele Gabriella Gabrielle Gabrielo_female Gabrijela Gaby Grabiela }
gael_female = { Ga_e_grv_lo Ga_e_uml_lle }
gaia_female = { Kaja_Gaia }
gemma_female = { Chema Gema Gemma Gemmai Gymma Jemma }
gemma_female = { Chema Gema Gemma Gemmai Gymma Jemma Xema }
genevieve_female = { Genevi_e_grv_ve Genevivo Genoveva Gineto }
georgia_female = { Georgette Georgia Georgiana Georgina Gyorhgya Ji_r_crn_ina Jordina Jorgina Jourgeto Yuria }
geralda_female = { Geraldina Geraldine Geraldino_female Gyrhalddyny }
@ -283,7 +283,7 @@ jahan_female = { Jihane }
jamila_female = { Jamila }
jawhar_female = { Cevahir }
jennifer_female = { Gueni_e_grv_vro Guynyvyry Guynywyrhy Gwenhwyfar Gwenifer Gwynhwyffar Jenifer Jenifry Jennie Jennifer Jenny Jennyfer }
jessica_female = { Jesika Jessic_a_grv_ Jessica Jessicai Jessie Jessika Jyssyca Jyssyka Jyssyy }
jessica_female = { J_e_act_ssica Jesika Jessic_a_grv_ Jessica Jessicai Jessie Jessika Jyssyca Jyssyka Jyssyy }
jesusa_female = { Iosune Josune }
joachima_female = { Chuaquina Joaquima Joaquina }
joan_female = { _Z_crn_aneta Chanig Chuana Hanneke Ibane Ioana Ione Ivana Ivanka Ivica_female J_o_act_hanna J_o_act_n_i_act_na J_o_act_na Jaine Jana Jane Janed Janedig Janet Janeto_female Janice Janina Janine Janja Janka Janna Janne Janneke Jannetje Janni Jannicke Jannie Jannigje Janny Jano_female Jansje Jantina Jantje Jany Jayne Jean_female Jeanette Jeanne Jeannette Jeannick Jeannine Jenna Jenny Joain Joainnai Joan Joana Joane Joanna Joanne Joanny Johana Johanna Johanne Johanny Jona Jone Jonna Jowanet Jwan Jyan Shena Sian Si_o_hat_n_Jane Siani Sioned Siwan Sywan V_a_hat_nia Vanja Yanet Yanna Yoana Zhaneta }
@ -291,7 +291,7 @@ joanamaria_female = { Jano-Mar_i_grv_o Johanna-Maria Jone_spc_Miren }
jocelyn_female = { Joceline Jocelyne Joucelino_female }
joelle_female = { Jo_e_uml_lle Jouelo_female }
jordana_female = { Jordan_female }
josepha_female = { Chusefina Chusepa Giuseppina Gjyzepina J_o_act_usefino Jo_z_crn_efa Jo_z_crn_ica Jos_e_act_phine Josebe Josef_i_act_na Josefa Josefin Josefina Josefine Josepa Josepha Josephina Josephine Josipina Josyffyny Jozef_i_act_na Pepita }
josepha_female = { Chusefina Chusepa Giuseppina Gjyzepina J_o_act_usefino Jo_z_crn_efa Jo_z_crn_ica Jos_e_act_phine Josebe Josef_i_act_na Josefa Josefin Josefina Josefine Josepa Josepha Josephina Josephine Josipina Josyffyny Jozef_i_act_na Pepita Xosefina }
josette_female = { Josette Jouseto_female }
josiane_female = { Josiane Jousiano }
judith_female = { Chudit Jitka Juddit Judit Judita Judite Judith Judyf Jutta Jwdy Jytte Yuditha }
@ -347,9 +347,9 @@ maqbula_female = { Makbule }
mar_female = { Mar }
marcella_female = { Marcela Marcelino_female Marcelle Marcello_female }
margaret_female = { Gaid Gr_e_act_ta Greta Grete Gretel Grethe Grietje Grit Gryt M_a_act_regydd M_e_act_gane M_e_hat_g_pst_n Mairgairet Mared Maret Margalida Margaret Margareta Margarete Margaretha Margarethe Margarido Margarita Margaritta Margaux Marge Marged Margery Margit Margita Margitta Margot Margr_e_act_t Margret Margrete Margrethe Margrit Marguerite Marhgarhyt Marit Marite Marjorie Marjour_i_grv_o Mark_e_act_ta Meeta Megain Megano Mererid Merete Merethe Metka Mette Peggy Reet Reetta Rita }
maria_female = { M_a_act_ria M_a_grv_riam M_i_act_riam Ma_s_crn_a Maaike Maarja Maddi Mai Maie Maiken Maila Maili Mair Maire Mairi Maive Maj Maja Majken Mali Manca Manon Manoun Mar_i_act_a Mar_i_grv_o_female Mare Marhya Marhyy Mari Mari_e_uml_lle Maria Mariam Mariama Marie Mariechen Marieke Mariella Marietta Marija Marije Marijke Marika Marion Mariona Marioun Maris Mariska Mariso_female Marita Marja Marjeta Marju Maru_s_crn_a Maru_s_crn_ka Mary Maureen May Maya Megan Meryem Meta Mia Mie Mija Miren Mirene Miriam Miriama Mirian Mirja Mirjam Miryam Moirai Molli Mollie Moll_i_hat_ My Myriam Polly Ria }
maria_female = { M_a_act_ria M_a_grv_riam M_i_act_riam Ma_s_crn_a Maaike Maarja Maddi Mai Maie Maiken Maila Maili Mair Maire Mairi Maive Maj Maja Majken Mali Manca Manon Manoun Mar_i_act_a Mar_i_grv_o_female Mare Marhya Marhyy Mari Mari_e_uml_lle Maria Mariam Mariama Marie Mariechen Marieke Mariella Marietta Marija Marije Marijke Marika Marion Mariona Marioun Maris Mariska Mariso_female Marita Marja Marjeta Marju Maru_s_crn_a Maru_s_crn_ka Maruxa Mary Maureen May Maya Megan Meryem Meta Mia Mie Mija Miren Mirene Miriam Miriama Mirian Mirja Mirjam Miryam Moirai Molli Mollie Moll_i_hat_ My Myriam Polly Ria }
mariaangel_female = { Mar_i_grv_o-Ange Mariangela }
mariaangeles_female = { Mar_i_act_a_spc__A_act_nchels Maria_spc__A_grv_ngels }
mariaangeles_female = { Mar_i_act_a_spc__A_act_nchels Mar_i_act_a_spc__A_act_ngeles Mar_i_act_a_spc__A_act_nxeles Maria_spc__A_grv_ngels }
mariaanna_female = { Mar_i_grv_o-Ano Maria_spc_Anna Mariannick Marie-Annick Maryannick Rianne }
mariaantonia_female = { Mar_i_act_a_spc_Antona Mar_i_grv_o-Antouneto Maria_spc_Antonieta Maria_spc_Antonietta Marie-Antoinette }
mariaascension_female = { Mar_i_act_a_spc_Ascensi_o_act_n Miren_spc_Jasone }
@ -381,7 +381,7 @@ mariagrace_female = { Maria_spc_da_spc_Gra_c_ced_a Maria_spc_Grazia }
mariagwen_female = { Ma_i_uml_wenn Maewenn Maiwen Maiwenn Mari-Gwenn }
mariahelena_female = { Mar_i_act_a_spc_Elena Mar_i_act_a_spc_Lena Mar_i_grv_o-Eleno Mari-Leena Marilena Marja-Leena May-Helen Miren_spc_Elene }
mariaimmaculata_female = { Mar_i_act_a_spc_Immaculata Mar_i_act_a_spc_Inmaculada }
mariajesus_female = { Mar_i_act_a_spc_Ches_u_act_s Mar_i_act_a_spc_Jes_u_act_s Maria_spc_Jes_u_act_s Miren_spc_Josune }
mariajesus_female = { Mar_i_act_a_spc_Ches_u_act_s Mar_i_act_a_spc_Jes_u_act_s Mar_i_act_a_spc_Xes_u_act_s Maria_spc_Jes_u_act_s Miren_spc_Josune }
mariajoanna_female = { Mar_i_act_a_spc_Juana Mar_i_grv_o-Jano }
mariajoseph_female = { Mar_i_act_a_spc_Chus_e_act_ Mar_i_act_a_spc_Jos_e_act_ Mar_i_grv_o-J_o_act_us_e_grv_ Maria_spc_Jos_e_act_ Maria_spc_Josep Mari-Jozeb }
mariajosepha_female = { Mar_i_act_a_spc_Chusepa Maria_spc_Josefa Maria_spc_Josepa }
@ -408,7 +408,7 @@ mariarosa_female = { Mar_i_act_a_spc_Rosa Mari-Rose Mari-Rouz Mar_i_grv_o-Roso M
mariarosario_female = { Mar_i_act_a_spc_Rosario }
mariasofia_female = { Mar_i_act_a_spc_Sonia }
mariasoledad_female = { Mar_i_act_a_spc_Soledad Mar_i_act_a_spc_Soledat Marisol Miren_spc_Bakarne }
mariatheresa_female = { Maite Mar_i_act_a_spc_Teresa Mar_i_act_a_spc_Tresa Mar_i_grv_o-Ter_e_grv_so Maria_spc_Teresa Maria_spc_Theresia Maria-Tereza Marie-Th_e_act_r_e_grv_se Marie-Theresa Mayte Miren_spc_Teresa }
mariatheresa_female = { Maite Mar_i_act_a_spc_Tareixa Mar_i_act_a_spc_Teresa Mar_i_act_a_spc_Tresa Mar_i_grv_o-Ter_e_grv_so Maria_spc_Teresa Maria_spc_Theresia Maria-Tereza Marie-Th_e_act_r_e_grv_se Marie-Theresa Mayte Miren_spc_Teresa }
mariavictoria_female = { Mar_i_act_a_spc_Victoria Mar_i_act_a_spc_Vitoria Maria_spc_Vict_o_grv_ria }
mariayvonne_female = { Marivon Marivono }
marilyn_female = { Maril_e_grv_no_female }
@ -559,7 +559,7 @@ theodora_female = { Feodora Theodora }
theodorica_female = { Dirkje }
theodosia_female = { Thyoddosya }
theofila_female = { Te_o_act_fila }
theresa_female = { Ter_e_act_zia Ter_e_grv_so Tere Teresa Terese Tereza Terezie Terezija Tess Tessa Th_e_act_r_e_grv_se Theresa Therese Theresia Tracey Tracy Tresa Tyrhysa }
theresa_female = { Tareixa Ter_e_act_zia Ter_e_grv_so Tere Teresa Terese Tereza Terezie Terezija Tess Tessa Th_e_act_r_e_grv_se Theresa Therese Theresia Tracey Tracy Tresa Tyrhysa }
thomasina_female = { Tamzin }
thora_female = { _TH__o_act_ra _TH__o_act_rd_i_act_s Tone Tonje Tora Torny }
thorfrid_female = { Tove Turid Tuva }
@ -576,7 +576,7 @@ vanessa_female = { Nessa Vanesa Vanessa Vanesso_female }
venus_female = { Wynus }
vera_female = { V_e_crn_ra Veera Vera Veruschka Viera Wera }
verena_female = { Verena }
veronica_female = { V_e_act_ronique Ver_o_grv_nica Veronica Veronicai Veronika Verounico }
veronica_female = { V_e_act_ronique Ver_o_act_nica Ver_o_grv_nica Veronica Veronicai Veronika Verounico }
victoria_female = { Fict_o_act_ria Garai_n_tld_e Vent_u_grv_ri_female Vict_o_grv_ria Victoria Victoriai Viktoria Viktorie Viktorija Vit_o_grv_ri_female Vitoria Vitourino_female Viktoriya Wyctorhya Wyyctwrya }
vibeke_female = { Vibeke Wibke Wiebke }
vincentia_female = { Vincenza Vincenzina Vizenta }

View file

@ -31,7 +31,7 @@ adham_male = { Et_pst_hem Ethem }
adib_male = { Edip }
adil_male = { Adel Adil }
adnan_male = { Adnan Ednan }
adrian_male = { Addryan Adrhyan Adri_a_act_n Adri_a_grv_ Adriaan Adrian Adriano Adrianus Adrien Adrion Adrijan }
adrian_male = { Addryan Adrhyan Adri_a_act_n Adri_a_grv_ Adriaan Adrian Adriano Adrianus Adrien Adrion Adrijan Hadri_a_act_n }
advith_male = { Aahvitt Adviff Advith Ehvith }
aeneas_male = { Anej Enea }
agapetus_male = { Agapit }
@ -46,7 +46,7 @@ alan_male = { Al_pst_un Alain Alan Alen Alin Allan Allen Alun Arlan }
alauddin_male = { Alaattin }
albanus_male = { Alb_a_grv_ Alban Albano Auban }
alberic_male = { Aubrey Aubrhyy }
albert_male = { _A_hat_lbert Adalbert Adalberto Aelbert Alb_e_crn_r_c_act_ Albeht Alber_pst_ Albert Alberto Albertus Alberzh Albet Albirt Albrecht Alpertti Aubert }
albert_male = { _A_hat_lbert Adalbert Adalberto Aelbert Alb_e_crn_r_c_act_ Albeht Alber_pst_ Albert Alberte_male Alberto Albertus Alberzh Albet Albirt Albrecht Alpertti Aubert }
albinus_male = { Alb_i_act_n Albin Albino Alpo Aubin Bine }
alcide_male = { Alcides }
alex_male = { _A_act_lex _A_grv_lex Aahlex Ahl_i_hat_x Alec Alecs Aleks Alex Alick Allex Arlegz }
@ -75,8 +75,9 @@ anas_male = { Enes Enis Eniss }
anastasius_male = { Anast_a_act_cio Anastas Anastasio Tasio }
anatolius_male = { Anat_o_act_lio Anat_o_grv_li Anatol }
andrew_male = { An_pst_dru_e_hat_ Ander Anders Andi Andr_e_act_ Andr_e_act_s Andra Andra_z_crn_ Andras Andre Andrea_male Andreas Andrej Andres Andreu Andrew Andrey Andri_e_act_u Andrias Andries Andru Andrus Andy Anroo Antero Anti Antti Atte Handrij Handrijas Ond_r_crn_ej Ondrej }
angel_male = { _A_act_nchel _A_act_ngel _A_grv_ngel _A_hat_ngelo Ael Aingeru Ange Angelo Anjel Anxhelo Engjell Gotzon }
angel_male = { _A_act_nchel _A_act_ngel _A_grv_ngel _A_hat_ngelo Ael Aingeru Ange Angelo Anjel Anxhelo Anxo Engjell Gotzon }
angellouis_male = { _A_act_nchel_spc_Lo_i_act_s _A_act_ngel_spc_Luis }
angelmaria_male = { Anxo_spc_Mar_i_act_a }
angus_male = { Angus }
anselm_male = { Ans_e_grv_ume Anselmo Anssi Ansylm }
anthony_male = { An_pst_nwy Andon Andoni Ant_o_act_n Ant_o_act_nio Ant_o_grv_ni Ante Anthoni Anthonie Anthonius Anthony Anthuhnee Anthuni Antny Antoine Anton Antoni Antonie Antonio Antonius Antony Antoon Antton Antxon Entonio Ndoc Ndue T_o_grv_ni T_o_tld_nis T_o_tld_nn T_o_tld_nu Teun Teunis Teunus Theunis Ton Tone Toni Tonny Tony Toon }
@ -111,7 +112,7 @@ ataullah_male = { Ataullah Taullah }
athanasius_male = { Athanasiy Thanas }
attila_male = { Atila Atilla Atle Atli Attila }
attilius_male = { At_i_act_lio Attilio }
augustine_male = { Agost_i_act_n Agostinho Agostino Agust_i_act_ Agust_i_act_n Agustin August_i_act_n Augustin Augustinus Awgust Awstin Haw_s_crn_tyn }
augustine_male = { Agost_i_act_n Agosti_n_tld_o Agostinho Agostino Agust_i_act_ Agust_i_act_n Agustin August_i_act_n Augustin Augustinus Awgust Awstin Haw_s_crn_tyn }
augustus_male = { _A_act_g_u_act_st Aguste Agustis Aku August Augusto Augustus Aukusti Avgust Awgust Awgust_i_hat_z Awgustus Awgystws Ohgurtus }
aurelius_male = { _A_act_rel_i_act_us Aur_e_act_lio Aurel Aureli Aurelio }
aurelian_male = { Aurelian }
@ -140,7 +141,7 @@ bayram_male = { Bajram Bayram }
becket_male = { Becet Becket Bek_i_hat_t Bekit Br_e_brv_kat }
bedivere_male = { Beddiveer Bedivere Bedivuh Bedwyr Behdihvuh Bwdiv_pst_rah }
bela_male = { Belo }
benedict_male = { Be_n_crn_adik Bendiks Bendt Benead Benedetto Benedict Benedikt Benet Benezet Bengt Benito Benny Beno_i_hat_t Bent Bento Pentti }
benedict_male = { Be_n_crn_adik Bendiks Bendt Benead Benedetto Benedict Benedikt Benet Benezet Bengt Benito Benny Beno_i_hat_t Bent Bento Bieito Pentti }
benjamin_male = { B_a_hat_nzhumyn Ben Bencham_i_act_n Beniamin Beniamino Benjaimin Benjam_i_act_n Benjamim Benjamin Benjemen Benjuhmin Binjummen }
bentley_male = { B_a_hat_ntlyy Bahn_pst_ly Bantlee Bentlee Bentley }
benvenuto_male = { Benvingut Bienvenido }
@ -154,7 +155,7 @@ bertrand_male = { Beltram Bertram Bertrand }
bilal_male = { Bilal Bylal Byllall }
birger_male = { B_o_stk_rge B_o_uml_rje Birger Birgir }
bjorn_male = { Bj_o_stk_rn Bj_o_stk_rner Bj_o_uml_rn Bjarne Bjarni }
blasius_male = { B_l_stk_a_z_crn_ij Biagio Bl_a_grv_si Bla_z_crn_ Bla_z_crn_ej Blai Blaise Blazyj }
blasius_male = { B_l_stk_a_z_crn_ij Biagio Bl_a_grv_si Bla_z_crn_ Bla_z_crn_ej Blai Blaise Blazyj Brais }
bogdan_male = { Bogdan Bohdan }
bogumil_male = { Bohumil }
boguslav_male = { Bohuslav }
@ -162,7 +163,7 @@ boleslav_male = { Boleslav }
bonadventure_male = { Bonaventura }
boniface_male = { Bonif_a_act_c Boniface Bonifazio Bounif_a_grv_ci }
boris_male = { Boris Borut Borys }
borja_male = { Borcha Borja }
borja_male = { Borcha Borja Borxa }
bozhidar_male = { Bo_z_crn_idar Bo_z_crn_o }
brandon_male = { Br_a_hat_n_pst__o_hat_n Brandan Brandon Brannoon Brendun }
brendan_male = { Brand_a_grv_ni Brendan }
@ -178,14 +179,14 @@ burhanuddin_male = { Burhanettin }
burkhard_male = { Burkhard }
cadwaladr_male = { Caddwaladrh Cadwaladr }
cadwallon_male = { Cadwallon Cadwalun Cadwuhlun Cawdwallon }
caesar_male = { _C_ced_ezar C_e_act_sar C_e_grv_sar Cesar Cesare Kesar }
caesar_male = { _C_ced_ezar C_e_act_sar C_e_grv_sar Ces_a_act_reo Cesar Cesare Kesar }
caetano_male = { Caetano Cayetano Gaet_a_grv_ Gaiet_a_grv_ Gaietan }
caleb_male = { Caleb Kaileb }
calixtus_male = { Calist Kallist }
calvin_male = { Callwyn }
cameron_male = { Kaimeron Kamyron }
camillus_male = { Camihe Camil Camill Camille Camillo Camilo Kamil_Camillus }
candidus_male = { C_a_hat_ndido Kandido }
candidus_male = { C_a_act_ndido C_a_hat_ndido Kandido }
canute_male = { Knud Knu_c_act_ Knut }
caradog_male = { Caradog Carhaddog }
carloman_male = { Carhloman }
@ -199,7 +200,7 @@ celestine_male = { Celestin Celestino }
celso_male = { Cels Celso }
chakrabarti_male = { Chahkrabartwy Chakrehbahteh }
charles_male = { Carl Carle Carles Carlo Carlos Ch_a_hat_hrlz Chahlz Charhlys Carel Charle Charles Charlez Charlie Charllys Charls Charlz Kaarel Kaarle Kaarlo Kale Kalle Karel Karl Karlos Karol Korla Sharlys Siarl }
charlesalbert_male = { Carlos_spc_Alberto }
charlesalbert_male = { Carlos_spc_Alberte Carlos_spc_Alberto }
charlesandrew_male = { Carlos_spc_Andr_e_act_s }
charlesanthony_male = { Carlos_spc_Ant_o_act_n }
charlesedward_male = { Carl-Edvard Carlos_spc_Eduardo }
@ -241,9 +242,9 @@ daron_male = { D_ae_ren Daar_pst_n Daron Daroon Darun Dayrun }
darwish_male = { Dervish }
david_male = { D_a_act_vid D_a_grv_vi Da_eth_i Dafydd Daivie Daivudd Danvid Daut Dav_i_act_ Dav_i_act__eth_ Daveth David Davide Davy Deivad Dewi Divi Taavi }
dawlat_male = { Devlet }
delphinus_male = { Delf_i_act_ Delfim }
delphinus_male = { Delf_i_act_ Delf_i_act_n Delfim }
denethor_male = { Denafor Denethor Denethuh Denuhthaw Dwn_pst_thar }
denis_male = { D_e_act_nis Danis Ddennis Ddynnys Denez Denis Dennis Denys Dinis Dion_i_act_s Dion_i_act_sio Dion_y_act_z Dionisio Dionys }
denis_male = { D_e_act_nis Danis Ddennis Ddynnys Den_i_act_s Denez Denis Dennis Denys Dinis Dion_i_act_s Dion_i_act_sio Dion_y_act_z Dionisio Dionys }
dermot_male = { Dermod }
desiderius_male = { Deidi_e_act_ Desider Dezider Didier }
detlev_male = { Delf Detlef Detleff Detlev Detlof Detlov Ditlev D_z_act_etlaf }
@ -274,7 +275,7 @@ eleutherius_male = { Eleut_e_act_rio Lefter }
eligius_male = { Aloi El_o_act_i Eloi Eloy }
elijah_male = { _I_dot_lyas Eelis El_i_act_as El_i_grv_o Eli_a_act__s_crn_ Elies Elia Elias Eliaz I_l_crn_ja Il_pst_iya Ilaz Ilja Iljas Iljaz Ilyes Lyes }
elio_male = { _E_act_lio Elio }
eliseus_male = { El_i_act_sio Eliseo Yelisey }
eliseus_male = { El_i_act_sio Eliseo Eliseu Yelisey }
elliot_male = { Elliot Ellioth Elliott Ellyot Elywt }
elros_male = { Elrhos Elros }
elof_male = { Elof Eluf Elov Elow }
@ -293,7 +294,7 @@ ertughrul_male = { Ertu_g_brv_rul }
erwin_male = { Erv_i_act_n Ervin Erwein Erwin }
eskil_male = { Eskil Esko }
ethan_male = { Ethan Izan }
eugene_male = { _E_act_ug_e_grv_ni Eug_e_act_nio Eugen Eugene Eugeni Eugenio Eujen Euken Euj_e_crn_n Ev_z_crn_en Evgeniy Ewgyny Ja_u_brv_hien Ja_u_brv_hienij Uchenio Yauhen }
eugene_male = { _E_act_ug_e_grv_ni Eug_e_act_nio Eugen Eugene Eugeni Eugenio Eujen Euken Euj_e_crn_n Ev_z_crn_en Evgeniy Ewgyny Ja_u_brv_hien Ja_u_brv_hienij Uchenio Ux_i_act_o Yauhen }
euphemius_male = { Yufimiy }
eusebius_male = { Eus_e_act_bio Eusebi Eusebio }
eustace_male = { Eustace Eustache }
@ -303,6 +304,7 @@ ewald_male = { Evald Ewald }
eyjolfur_male = { Ejolf Eyj_o_act_lfur }
eystein_male = { _O_stk_ystein Eysteinn }
eyvind_male = { _O_stk_yvind Even Eyvind }
ezechiel_male = { Ezequiel }
ezra_male = { Ezra }
fabian_male = { Fabi_a_act_n Fabi_a_grv_ Fabian Fabiano Fabien Fabjan Ffabyan }
fabius_male = { F_a_act_bio Fabio }
@ -320,8 +322,8 @@ fatih_male = { Fatih }
faustinus_male = { Faustin Faustino }
fawzi_male = { Faouzi Fevzi }
felician_male = { Felician Feliciano }
felix_male = { F_e_act_lix F_e_grv_lis F_e_grv_lix Feliks Felix }
ferdinand_male = { F_e_crn_rdi_n_act_at Ferdinand Ferdinando Fernand Fernando Ferr_a_act_n Ferran Nande }
felix_male = { F_e_act_lix F_e_grv_lis F_e_grv_lix Feliks Felix Fiz }
ferdinand_male = { F_e_crn_rdi_n_act_at Ferdinand Ferdinando Fern_a_act_n Fernand Fernando Ferr_a_act_n Ferran Nande }
fergus_male = { Fergus Ffyrhgus }
fidel_male = { Fedele Fidel Fidelino Fidelis }
finlay_male = { Ffynnlay }
@ -338,11 +340,11 @@ francisanthony_male = { Francescantonio }
francisemmanuel_male = { Francho_spc_Manuel Francisco_spc_Manuel }
francisjesus_male = { Francisco_spc_Jes_u_act_s }
francisjohn_male = { Francesc_spc_Joan Patxi_spc_Joseba }
francisjoseph_male = { Francesc_spc_Josep Francho_spc_Chus_e_act_ Francisco_spc_Jos_e_act_ Franz_spc_Josef Franz-Josef }
francisjoseph_male = { Francesc_spc_Josep Francho_spc_Chus_e_act_ Francisco_spc_Jos_e_act_ Francisco_spc_Xos_e_act_ Franz_spc_Josef Franz-Josef }
francismichael_male = { Francisco_spc_Miguel Frank-Michael Franz_spc_Michael }
francisofassisi_male = { Francesc_spc_d_pst_Ass_i_act_s }
francispaula_male = { Francesc_spc_de_spc_Paula }
francisxavier_male = { Franc_e_act_s-Savi_e_act_ Francesc_spc_Xavier Francesco_spc_Saverio Francho_spc_Chabier Francisco_spc_Javier Franti_s_crn_ek_spc_Xaver Frantzisko_spc_Xabier Patxi_spc_Xabier }
francisxavier_male = { Franc_e_act_s-Savi_e_act_ Francesc_spc_Xavier Francesco_spc_Saverio Francho_spc_Chabier Francisco_spc_Javier Francisco_spc_Xabier Franti_s_crn_ek_spc_Xaver Frantzisko_spc_Xabier Patxi_spc_Xabier }
frederick_male = { Bed_r_crn_ich Bjedrich Federico Ffred Ffrhydyrhyc Ffryddyryc Ffryddyryk Fiete Fietje Fr_e_act_d_e_act_ric Freark Fred Fredderick Freddie Freddy Frederi Frederic Frederick Frederico Frederig Frederik Fredi Fredrik Freerk Frerich Fri_eth_rik Fric Fridrich Frieder Friedrich Frits Fritz Fryco Priit }
frederickhenry_male = { Fritz-Heiner }
friedemann_male = { Friedemann Frjedom_e_crn_n }
@ -360,12 +362,12 @@ gaston_male = { Gaston }
gawayn_male = { Gaivin Gavin Gawayn Gawyyn }
genghis_male = { Cengiz }
geoffrey_male = { Bogum_e_crn_r Bohum_e_crn_r Gaufre Geoffrei Geoffrey Geoffroy Godefroy Godffrhyy Godfrey Goffredo Gottfried Govert Gyoffrhyy Gyoffryy Gyr_eth_ir Jaufret Jeff Jeffrey Sieffre }
george_male = { _O_uml_rjan Chorche G_o_uml_ran G_o_uml_rgen Georg George Georges Giorgio Gjergj Gjergji Gorch Gorka Gyorgy Gyorhgy Hieorhij J_o_grv_rgi J_o_stk_rgen J_o_stk_rn J_o_uml_ran J_o_uml_rg J_o_uml_rn J_u_uml_rgen J_u_uml_ri Ji_r_crn__i_act_ Jord Jordi Jordy Jorge Jori Joris Jorj Jorn Jorres Jory Juraj Jure Jurgi Jurij Jurjen Juro Jury Jyri Jyrki Schorsch Si_o_hat_r Siorus Youri Yrj_o_uml_ Yuriy }
george_male = { _O_uml_rjan Chorche G_o_uml_ran G_o_uml_rgen Georg George Georges Giorgio Gjergj Gjergji Gorch Gorka Gyorgy Gyorhgy Hieorhij J_o_grv_rgi J_o_stk_rgen J_o_stk_rn J_o_uml_ran J_o_uml_rg J_o_uml_rn J_u_uml_rgen J_u_uml_ri Ji_r_crn__i_act_ Jord Jordi Jordy Jorge Jori Joris Jorj Jorn Jorres Jory Juraj Jure Jurgi Jurij Jurjen Juro Jury Jyri Jyrki Schorsch Si_o_hat_r Siorus Xurxo Youri Yrj_o_uml_ Yuriy }
georgejames_male = { Jordi_spc_Jaume }
georgejoseph_male = { Jordi_spc_Josep }
gerald_male = { G_e_act_rald G_e_crn_ralt Geraildd Gerald Gerallt Gerold Giraud Guerau Gyraldd Gyralldd Gyrhaldd }
gerard_male = { Cherardo Geart Geert Gerard Gerardo Gerardus Gerd Gerhard Gerhardus Gerhart Gerit Gerrit Gert Girard Jorrit Jurre Jurrit Jurryt Kert }
german_male = { Cherm_a_act_n Garmon Germ_a_act_n Germ_a_grv_ German Germano Kerman }
german_male = { Cherm_a_act_n Garmon Germ_a_act_n Germ_a_grv_ German Germano Kerman Xerm_a_act_n }
gerontius_male = { Geraint Gerens Gerontius Gyraynt Gyrhaynt }
gervasius_male = { Gerv_a_act_sio Gervasi }
geza_male = { Gejza }
@ -443,7 +445,7 @@ humphrey_male = { Humfrhyy Humffryy Humphrei Humphrey Hwmffryy }
husni_male = { Housni Hysni }
hussam_male = { Houssam }
hussein_male = { H_u_dot_seyin Hocine Houssen Hysen }
hyacinth_male = { Giacinto Jacint Jacinto }
hyacinth_male = { Giacinto Jacint Jacinto Xacinto }
hyde_male = { _AE_id Hahyd Haid Hyde }
hyginus_male = { Higini Igino }
hywel_male = { Hoel Howel Howell Hywel }
@ -457,7 +459,7 @@ ingmar_male = { Ingemar Ingimar }
ingvar_male = { Ihar Igor Ingvar Ingwer }
inge_male = { Inge_male Ingi }
inigo_male = { _I_act__n_tld_igo Eneko I_n_tld_igo }
innocent_male = { Innocenzo Inoc_e_hat_ncio }
innocent_male = { Innocenzo Inoc_e_hat_ncio Inocencio }
irenaeus_male = { Erino Ireneo Ireni_e_act_u }
irfan_male = { _I_dot_rfan Erfan }
isaac_male = { _I_dot_shak Iikka Iiro Isaac Isaak Isaiaic Isak Iisakki }
@ -477,18 +479,18 @@ jafar_male = { Cafer Xhafer }
jahan_male = { Cihan }
jahangir_male = { Cihangir }
jahid_male = { Cahit }
jair_male = { Chair Jairo }
jair_male = { Chair Jairo Xairo }
jalal_male = { Celal Xhelal }
jalaluddin_male = { Celalettin Xheladin }
jalil_male = { Jalyl }
jamal_male = { Cemal Djamel Jamel Xhemal }
jamaluddin_male = { Jamel_spc_Eddine }
james_male = { Chaime Diago Diego Diogo Giacomo Iago Iakov Jaak Jaakko Jaap Jacob Jacobo Jacobus Jacques Jago Jagoba Jaicob Jaime Jaimes Jaka Jakes Jakez Jakob Jakub Jakup Jaky James Jamie Jamys Jamyy Jaque Jaume Jeppe Jim Jimi Jimmy Kaupo Koop Santi Santiago Thiago Tiago Xanti Xhimi Yago Yakup }
james_male = { Chaime Diago Diego Diogo Giacomo Iago Iakov Jaak Jaakko Jaap Jacob Jacobo Jacobus Jacques Jago Jagoba Jaicob Jaime Jaimes Jaka Jakes Jakez Jakob Jakub Jakup Jaky James Jamie Jamys Jamyy Jaque Jaume Jeppe Jim Jimi Jimmy Kaupo Koop Santi Santiago Thiago Tiago Xacobe Xaime Xanti Xhimi Yago Yakup }
jamesgeorge_male = { Jacob-G_o_uml_ran }
jamesjoseph_male = { Jaume_spc_Josep }
jamesyves_male = { Jacques-Yves Jaque-Ives }
jamil_male = { Cemil Xhemil }
januarius_male = { Gener Gennaro Gianuario Janu_a_act_rio }
januarius_male = { Gener Gennaro Gianuario Janu_a_act_rio Xenaro }
jared_male = { Jarydd }
jasmin_male = { Gelsomino }
jason_male = { Jason Jasoun }
@ -499,37 +501,37 @@ jawid_male = { Cavit Xhavit Xhevit }
jekyll_male = { Jycyll Jykyll }
jeremy_male = { Geremia Jarkko Jarmo Jarno J_e_act_r_e_act_my Jere Jerem Jerem_i_grv_a Jeremy Jorma Jyrymyah }
jesse_male = { Jesse }
jesus_male = { Ches_u_act_s Iosu Isa Issa Jes_u_act_s Josu Yosu }
jesus_male = { Ches_u_act_s Iosu Isa Issa Jes_u_act_s Josu Xes_u_act_s Yosu }
jesusangel_male = { Ches_u_act_s_spc__A_act_nchel Jes_u_act_s_spc__A_act_ngel }
jesusanthony_male = { Ches_u_act_s_spc_Ant_o_act_n Jes_u_act_s_spc_Antonio }
jesusemmanuel_male = { Ches_u_act_s_spc_Manuel Jes_u_act_s_spc_Manuel }
jesusmaria_male = { Ches_u_act_s_spc_Mar_i_act_a Jes_u_act_s_spc_Mar_i_act_a }
jesusmaria_male = { Ches_u_act_s_spc_Mar_i_act_a Jes_u_act_s_spc_Mar_i_act_a Xes_u_act_s_spc_Mar_i_act_a }
jesusmichael_male = { Ches_u_act_s_spc_Miguel }
jesusxavier_male = { Ches_u_act_s_spc_Chabier }
jihad_male = { Cihat }
joachim_male = { Achim Aki Chuaqu_i_act_n Gioacchino Iokin J_a_act_chym J_o_act_chymj Jaakkima Joachim Joakim Joakin Joaqu_i_act_n Joaquim Jochem Jochen Jochum Jogchum Jokin Jokum Jouachin Quim }
joachim_male = { Achim Aki Chuaqu_i_act_n Gioacchino Iokin J_a_act_chym J_o_act_chymj Jaakkima Joachim Joakim Joakin Joaqu_i_act_n Joaquim Jochem Jochen Jochum Jogchum Jokin Jokum Jouachin Quim Xaqu_i_act_n }
job_male = { Ejup Ey_u_uml_p Eyy_u_uml_p Job }
joel_male = { Choel Jo_e_uml_l Joel Jou_e_grv_l }
john_male = { _Z_crn_an An_z_crn_e An_z_crn_ej Ants Chuan D_z_crn_oni Efan Evan Giovanni Gjin Gjon Hampus Hanjo Hann Hannes Hanno Hanns Hannu Hans Hanu_s_crn_ Hanzo Hasse Honza Iain Ian Iban Ieuan Ifan Ioan Ion Iv_a_act_n Ivan Iwan J_a_act_n J_o_act_hann J_o_act_hannes J_o_act_n J_o_uml_ns Jaan Jaanus Jac Jack Jak Jake Jaky Jan Jan_z_crn_e Janar Janek Janez Jani Janick Janko Jann Janne_male Jannes Jannick Jannik Jaouen Jeen Jean Jehannes Jens Jo_a_tld_o Joan_male Joanes Joannes Johan Johann Johannes John Johnny Jon Joni Jonny Jouni Jowan Juan Juha Juhan Juhana Juhani Juho Jukk Jukka Juku Jussi Manex Sean Shane Shaun Si_o_hat_n Sjon Xhani Xhon Yahya Yan Yann Yannick Yannig Yoan Yoann Yohan Yohann Yon Xon }
joel_male = { Choel Jo_e_uml_l Joel Jou_e_grv_l Xoel }
john_male = { _Z_crn_an An_z_crn_e An_z_crn_ej Ants Chuan D_z_crn_oni Efan Evan Giovanni Gjin Gjon Hampus Hanjo Hann Hannes Hanno Hanns Hannu Hans Hanu_s_crn_ Hanzo Hasse Honza Iain Ian Iban Ieuan Ifan Ioan Ion Iv_a_act_n Ivan Iwan J_a_act_n J_o_act_hann J_o_act_hannes J_o_act_n J_o_uml_ns Jaan Jaanus Jac Jack Jak Jake Jaky Jan Jan_z_crn_e Janar Janek Janez Jani Janick Janko Jann Janne_male Jannes Jannick Jannik Jaouen Jeen Jean Jehannes Jens Jo_a_tld_o Joan_male Joanes Joannes Johan Johann Johannes John Johnny Jon Joni Jonny Jouni Jowan Juan Juha Juhan Juhana Juhani Juho Jukk Jukka Juku Jussi Manex Sean Shane Shaun Si_o_hat_n Sjon Xhani Xhon Yahya Yan Yann Yannick Yannig Yoan Yoann Yohan Yohann Yon Xo_a_act_n Xon }
johnandrew_male = { Ion_spc_Ander Joan_spc_Andreu Jon_spc_Ander Juan_spc_Andr_e_act_s }
johnanthony_male = { Chuan_spc_Ant_o_act_n Giovannantonio Joan_spc_Antoni Jon_spc_Andoni Juan_spc_Antonio }
johnbaptist_male = { Gianbattista Giovanni_spc_Battista Jan-Batisto Jean-Baptiste Joan_spc_Baptista Johann_spc_Baptist Johann-Baptist Jon_spc_Ugutz Yann-Vadezour }
johnbernard_male = { Jan-Bernat }
johncharles_male = { Chuan_spc_Carlos Giancarlo Hans-Karl Jan-Carle Joan_spc_Carles Jon_spc_Karlos Juan_spc_Carlos Juku-Kalle Yann-Charlez }
johncharles_male = { Chuan_spc_Carlos Giancarlo Hans-Karl Jan-Carle Joan_spc_Carles Jon_spc_Karlos Juan_spc_Carlos Juku-Kalle Xo_a_act_n_spc_Carlos Yann-Charlez }
johnchristian_male = { Hans-Christian }
johnchristopher_male = { Jan-Crist_o_grv_u }
johnclaudius_male = { Gianclaudio Jan-Gl_a_grv_udi Jean-Claude Yann-Glaod }
johnemmanuel_male = { Chuan_spc_Manuel Joan_spc_Manel Jon_scp_Imanol Juan_spc_Manuel }
johnemmanuel_male = { Chuan_spc_Manuel Joan_spc_Manel Jon_scp_Imanol Juan_spc_Manuel Xo_a_act_n_spc_Manuel }
johneric_male = { Jan-Eric Jan-Erik John-Erik }
johnfrancis_male = { Chuan_spc_Francho Gianfranco Jan-Franc_e_act_s Joan_spc_Francesc Juan_spc_Francisco Yann-Fa_n_tld_ch }
johnfrancis_male = { Chuan_spc_Francho Gianfranco Jan-Franc_e_act_s Joan_spc_Francesc Juan_spc_Francisco Xo_a_act_n_spc_Francisco Yann-Fa_n_tld_ch }
johnfrederick_male = { Jann-Fiete }
johngeorge_male = { Hansgeorg Hans-Georg Hansj_o_uml_rg Hans-J_o_uml_rg Hans-J_o_uml_rn Hans-J_u_uml_rgen Hansj_u_uml_rgen Joan_spc_Jordi }
johnhenry_male = { Hanns-Heinz Hans-Heinrich Hans-Hinrich Jaan-Hendrik Jan-Hendrik Jan-Henrik }
johnignatius_male = { Chuan_spc_Ignacio Jon_spc_I_n_tld_aki Juan_spc_Ignacio }
johnignatius_male = { Chuan_spc_Ignacio Jon_spc_I_n_tld_aki Juan_spc_Ignacio Xo_a_act_n_spc_Ignacio }
johnjames_male = { Jan-Jaque Juan_spc_Diego Yann-Jakez }
johnjoachim_male = { Hanns-Joachim Hans-Joachim Hansjochen }
johnjoseph_male = { Chuan_spc_Chus_e_act_ Hans-Josef Iv_a_act_n_spc_Jos_e_act_ Joan_spc_Josep Jon_spc_Joseba Juan_spc_Jos_e_act_ }
johnlouis_male = { Chuan_spc_Lu_i_act_s Gianluigi Hansludwig Jan-Lou_i_uml_s Jon_spc_Koldo Juan_spc_Luis Yann-Loeiz }
johnjoseph_male = { Chuan_spc_Chus_e_act_ Hans-Josef Iv_a_act_n_spc_Jos_e_act_ Joan_spc_Josep Jon_spc_Joseba Juan_spc_Jos_e_act_ Xo_a_act_n_spc_Xos_e_act_ }
johnlouis_male = { Chuan_spc_Lu_i_act_s Gianluigi Hansludwig Jan-Lou_i_uml_s Jon_spc_Koldo Juan_spc_Luis Xo_a_act_n_spc_Lois Yann-Loeiz }
johnluke_male = { Gianluca Jan-Lu Jean-Luc Yann-Luk }
johnmark_male = { Jan-Marc Joan_spc_Marc Yann-Vark }
johnmartin_male = { Hans-Martin Hansmartin }
@ -547,35 +549,37 @@ johnyves_male = { Jan-Ives Jean-Yvon Yann-Erwan }
jonah_male = { J_o_act_nas Jon_a_act__s_crn_ Jona_Jonah Jonah Jonas Joona Joonas Youn_e_grv_s Yunis Yunus }
jonathan_male = { Johnafan Jonafan Jonaitain Jonat_a_act_n Jonatan Jonathan Jounatan }
jordan_male = { Jord_a_grv_ Jordan Jorddain Jorddan Jorhddan Jourdan }
joseph_male = { Chus_e_act_ Giuseppe Ioseba Iosif Jazep J_o_act_us_e_grv_ Jo_z_crn_e Jo_z_crn_ef Job_Joseph Joe Joep Joey Joosep Jos Jos_e_act_ Jose Joseba Josef Josep Joseph Josephus Josif Josip Josyff Joxe Jozeb Jozef Jusuf Juuso Pino Youssef Yusuf Zef }
joseph_male = { Chus_e_act_ Giuseppe Ioseba Iosif Jazep J_o_act_us_e_grv_ Jo_z_crn_e Jo_z_crn_ef Job_Joseph Joe Joep Joey Joosep Jos Jos_e_act_ Jose Joseba Josef Josep Joseph Josephus Josif Josip Josyff Joxe Jozeb Jozef Jusuf Juuso Pino Xos_e_act_ Youssef Yusuf Zef }
josephalbert_male = { Chus_e_act__spc_Alberto Jos_e_act__spc_Alberto }
josephandrew_male = { Chus_e_act__spc_Andr_e_act_s Jos_e_act__spc_Andr_e_act_s }
josephangel_male = { Chus_e_act__spc__A_act_nchel Jos_e_act__spc__A_act_ngel Joseba_spc_Gotzon Josep_spc__A_grv_ngel }
josephanthony_male = { Chus_e_act__spc_Ant_o_act_n Giuseppantonio Jos_e_act__spc_Antonio Joseba_spc_Andoni Josep_spc_Antoni }
josephcharles_male = { Chus_e_act__spc_Carlos Jos_e_act__spc_Carlos }
josephemmanuel_male = { Chus_e_act__spc_Manuel Jos_e_act__spc_Manuel Joseba_spc_Imanol Josep_spc_Manel }
josephferdinand_male = { Jos_e_act__spc_Fernando }
josephangel_male = { Chus_e_act__spc__A_act_nchel Jos_e_act__spc__A_act_ngel Joseba_spc_Gotzon Josep_spc__A_grv_ngel Xos_e_act__spc_Anxo }
josephanthony_male = { Chus_e_act__spc_Ant_o_act_n Giuseppantonio Jos_e_act__spc_Antonio Joseba_spc_Andoni Josep_spc_Antoni Xos_e_act__spc_Ant_o_act_n }
josephcharles_male = { Chus_e_act__spc_Carlos Jos_e_act__spc_Carlos Xos_e_act__spc_Carlos }
josephemmanuel_male = { Chus_e_act__spc_Manuel Jos_e_act__spc_Manuel Joseba_spc_Imanol Josep_spc_Manel Xos_e_act__spc_Manoel Xos_e_act__spc_Manuel }
josephferdinand_male = { Jos_e_act__spc_Fernando Xos_e_act__spc_Fernando }
josephfrancis_male = { Chus_e_act__spc_Francho Jos_e_act__spc_Francisco }
josephhenry_male = { Chus_e_act__spc_Enrique Jos_e_act__spc_Enrique }
josephignatius_male = { Chus_e_act__spc_Ignacio Jos_e_act__spc_Ignacio Joseba_spc_I_n_tld_aki }
josephignatius_male = { Chus_e_act__spc_Ignacio Jos_e_act__spc_Ignacio Joseba_spc_I_n_tld_aki Xos_e_act__spc_Ignacio }
josephjames_male = { Xos_e_act__spc_Diego }
josephjoachim_male = { Chus_e_act__spc_Chuaqu_i_act_n Joseba_spc_Jokin }
josephlouis_male = { Chus_e_act__spc_Lo_i_act_s Jos_e_act__spc_Luis Joseba_spc_Koldo Josep_spc_Lluís }
josephjohn_male = { Xos_e_act__spc_Xo_a_act_n }
josephlouis_male = { Chus_e_act__spc_Lo_i_act_s Jos_e_act__spc_Luis Joseba_spc_Koldo Josep_spc_Lluís Xos_e_act__spc_Lois }
josephmary_male = { Chus_e_act__spc_Mar_i_act_a Jos_e_act__spc_Mar_i_act_a Jose_spc_Mari Joseba_spc_Mirena Josep_spc_Maria Joxe_spc_Mari Jozeb-Mari Txema }
josephmichael_male = { Chus_e_act__spc_Miguel Jos_e_act__spc_Miguel Joseba_spc_Mikel Josep_spc_Miquel }
josephraymond_male = { Chus_e_act__spc_Ram_o_act_n Jos_e_act__spc_Ram_o_act_n Joseba_spc_Erramun Josep_spc_Ramon }
josephraymond_male = { Chus_e_act__spc_Ram_o_act_n Jos_e_act__spc_Ram_o_act_n Joseba_spc_Erramun Josep_spc_Ramon Xos_e_act__spc_Ram_o_act_n }
josephvincent_male = { Chus_e_act__spc_Viz_e_act_n }
josephxavier_male = { Chus_e_act__spc_Chabier Jos_e_act__spc_Javier Joseba_spc_Xabier }
joshua_male = { Chosu_e_act_ Joschua Josh Joshua Joshuai Josu_e_act_ Josu_e_grv_ }
josiah_male = { Josia }
jost_male = { Jo_s_crn_t Jobst Joost Jost }
judicael_male = { Ithel Judica_e_uml_l Judikael }
jules_male = { Chulio Giulio J_u_act_l_i_act_us J_u_act_lio J_u_grv_li Jule Jules Juli Julio Julius Jullys Julys Yuliy }
jules_male = { Chulio Giulio J_u_act_l_i_act_us J_u_act_lio J_u_grv_li Jule Jules Juli Julio Julius Jullys Julys Xulio Yuliy }
julescaesar_male = { Chulio_spc_C_e_act_sar Julio_spc_C_e_act_sar }
julian_male = { Chuli_a_act_n Giuliano Julen Juli_a_act_n Juli_a_grv__name Juli_a_tld_o Juliain Julian Julien Juluan Julyan Xhuliano }
julian_male = { Chuli_a_act_n Giuliano Julen Juli_a_act_n Juli_a_grv__name Juli_a_tld_o Juliain Julian Julien Juluan Julyan Xhuliano Xi_a_act_n Xiao }
junayd_male = { C_u_uml_neyt }
justin_male = { Giustino Iestyn Just_i_act_n Justin Justino Justyn }
justinian_male = { Iwstinian }
justus_male = { Just Justo Justus }
justus_male = { Just Justo Justus Xusto }
kai_male = { Cai Cay Kai Kaj Kay }
kalevi_male = { Kalev Kalevi }
kamal_male = { Kemal Qemal }
@ -604,7 +608,7 @@ lambert_male = { Lambert Lamberto Lambertus Lammert Lamprecht }
lancelot_male = { Laincelot Lancelot Lanse_l_bar_ut Lanselot Lansuhlot }
latif_male = { Latif Latuf }
lauge_male = { Lage Lauge }
lawrence_male = { _L_stk_awrjenc L_a_act_rus Laiwrence Laora_n_tld_s Lars Lasse Lassi Laur_e_grv_ns Laurence_male Laurens Laurent Laurentius Laurhyncy Lauri Laurie Lawrence Lawrynsy Llauryncy Lloren_c_ced_ Lorenz Lorenzo Lori_e_act_n Louren_c_ced_o Lourens Louw Lovro Renzo Vav_r_crn_inec Vavrinec }
lawrence_male = { _L_stk_awrjenc L_a_act_rus Laiwrence Laora_n_tld_s Lars Lasse Lassi Laur_e_grv_ns Laurence_male Laurens Laurent Laurentius Laurhyncy Lauri Laurie Lawrence Lawrynsy Llauryncy Lloren_c_ced_ Lorenz Lorenzo Lori_e_act_n Louren_c_ced_o Lourens Lourenzo Louw Lovro Renzo Vav_r_crn_inec Vavrinec }
leander_male = { Lander Leander Leandre Leandro }
leif_male = { Leif }
lenaig_male = { L_e_act_na_i_uml_c Lenaig }
@ -619,9 +623,9 @@ linus_male = { Linus }
lionel_male = { Leonel Lionel Liounel Llyonyll Lyonyl }
lloyd_male = { Lloydd Loydd }
lothar_male = { Clotaire Lota_r_act_ Lothar }
louis_male = { _L_crn_udov_i_act_t Alo_i_act_sio Alois Alojz Alojzij Alojs Aloys Aloysius Koldo _L_stk_ud_z_act_ik L_u_act__eth_v_i_act_k Lew Lewis Llu_i_act_s Llywys Lo_i_act_s Lo_i_uml_c Lo_i_uml_g Lo_i_uml_s Lodewijk Loeiz Lojze Lou_i_uml_s Louis Love Lovis Lu_i_act_s Lud_e_crn_k Ludev_i_act_t Ludovic Ludv_i_act_k Ludvig Ludwig Lui Luigi Luis Luiz Lutz Lwddowyyc Lywys }
louis_male = { _L_crn_udov_i_act_t Alo_i_act_sio Alois Alojz Alojzij Alojs Aloys Aloysius Koldo _L_stk_ud_z_act_ik L_u_act__eth_v_i_act_k Lew Lewis Llu_i_act_s Llywys Lo_i_act_s Lo_i_uml_c Lo_i_uml_g Lo_i_uml_s Lodewijk Loeiz Lois_male Lojze Lou_i_uml_s Louis Love Lovis Lu_i_act_s Lud_e_crn_k Ludev_i_act_t Ludovic Ludv_i_act_k Ludvig Ludwig Lui Luigi Luis Luiz Lutz Lwddowyyc Lywys }
louisalbert_male = { Lo_i_act_s_spc_Alberto Luis_spc_Alberto }
louisangel_male = { Lo_i_act_s_spc__A_act_nchel }
louisangel_male = { Lo_i_act_s_spc__A_act_nchel Lois_spc_Anxo }
louisanthony_male = { Lo_i_act_s_spc_Ant_o_act_n Luis_spc_Antonio }
louischarles_male = { Lo_i_act_s_spc_Carlos Luis_spc_Carlos }
louisemmanuel_male = { Lo_i_act_s_spc_Manuel Luis_spc_Manuel }
@ -659,7 +663,7 @@ marinus_male = { Marin Marino Marinus }
marius_male = { M_a_act_rio M_a_act_rius M_a_grv_ri_male M_a_grv_rius Marhyus Mario Marij_o_act_ Marius }
mark_male = { Mairk Marc Marco Marcos Marcus Marek Margh Margo_male Margus Marhc Mark Mark_u_act_s Markko Markku Marko Markos Markus }
markanthony_male = { Marc_spc_Antoni Marco_spc_Antonio }
martial_male = { Mar_c_ced_al Marciau }
martial_male = { Mar_c_ced_al Marcial Marciau }
martin_male = { M_a_uml_rt Maarten Mairtin Marhtyn Maro_s_crn_ Mart Mart_i_act_ Mart_i_act_n Marteinn Marten Martim Martin Martinus Martijn Martti Martyn Mattin M_e_crn_to M_e_crn_r_c_act_in M_e_crn_rko Mertyn Mjertyn Morten }
marwan_male = { Marouane Marwan }
masud_male = { Masoud Mesut }
@ -679,7 +683,7 @@ mercury_male = { Myrhcurhy }
merlin_male = { Merlijn Merlin Myrddin Myrhlyn Myrlyn }
methodius_male = { Metod Metod_e_crn_j }
michael_male = { Chiel Maic Maik Maikel Meical Meik Mich_e_grv_u Michael Michaiel Micha_l_stk_ Micha_s_act_ Michal Michel Michele Michiel Mick Micka_e_uml_l Miguel Miha Mihael Mihajlo Mihal Mihangel Mihhail Mihkel Miho Miika Miikka Mika Mikael Mike Mikel Mikhayl Mikk Mikke Mikkel Mikko Miqu_e_grv_u Miquel Misha Misha_e_uml_l Miska Mitchell Mitxel Mixel Mychayl Mychayll Myghal Myshayl Mytchyll }
michaelangel_male = { Michelangelo Mikel_spc_Anjel Mikel_spc_Gotzon Miguel_spc__A_act_nchel Miguel_spc__A_act_ngel Miquel_spc__A_grv_ngel }
michaelangel_male = { Michelangelo Mikel_spc_Anjel Mikel_spc_Gotzon Miguel_spc__A_act_nchel Miguel_spc__A_act_ngel Miguel_spc_Anxo Miquel_spc__A_grv_ngel }
michaelanthony_male = { Michelantonio Miguel_spc_Ant_o_act_n }
milan_male = { Lan Milan Milijan }
miroslav_male = { M_e_crn_ros_l_stk_aw Mirek Miro Miroslav }
@ -729,7 +733,7 @@ nihad_male = { Nihat }
nimatullah_male = { Nimetullah }
niyazi_male = { Nijazi Niyazi }
nizamuddin_male = { Nizamettin }
noah_male = { N_o_act_i Noah Nou_e_grv_ Nuhi }
noah_male = { N_o_act_i No_e_act_ Noah Nou_e_grv_ Nuhi }
noel_male = { Calendau Noel }
norbert_male = { Norbert Norberto Norbjer_c_act_ Nourbert }
norman_male = { Norhman Norman Normyn Nwrman }
@ -763,7 +767,7 @@ paul_male = { P_a_act_ll P_a_rng_l Paavali Paavo Pablo Paiul Pal Palle Palo Paol
paulinus_male = { Paolino Paul_i_act_ Paulin Paulino }
pauljohn_male = { Paul_spc_Johannes }
pauljoseph_male = { Pablo_spc_Jos_e_act_ }
pelagius_male = { Pel_a_act_gio Pelagius }
pelagius_male = { Paio Pel_a_act_gio Pelagius }
percival_male = { Percivail Percival Percy Pyrcywyall Pyrhcywyal Pyrsyval }
peter_male = { Kepa P_a_uml_r P_e_act_tur P_e_grv_ire P_e_crn_tr P_e_crn_t_s_crn_ P_e_hat_r P_e_uml_ter Peder Pedr Pedro Peedo Peep Peer Peet Peeter Peetu Pehr Peio Pelle Pekka Pello Per Peran Pere Periko Pero Peru Peter Petja Petr Petri Petro Petrok Petrus Petter Petteri Piatro Piatru_s_act_ Pier Piero Pierre Piers Pierrick Piet Pietari Pieter Pietro Pirro Piter Pjet_e_uml_r Pyke Pyrh Pyt Pytyr Pytyrh Pyyrs }
peteranthony_male = { P_e_grv_ire-Ant_o_grv_ni Pero_spc_Ant_o_act_n }
@ -826,8 +830,8 @@ ridwan_male = { R_i_dot_dvan Redouane Ridvan }
robert_male = { Bob Bobby R_o_act_bert Rhobert Rhobyn Rhobyrht Rob Robert Rob_e_crn_rt Roberto Robertus Robin Robyrt Roope Roparzh Roubert Rupert Rupprecht }
robinhood_male = { Raahbinhuwd Robinhood Robynhud Robynud }
roch_male = { Kaljo Kalju Roc Rocco Rochus Rocky Rok }
roderick_male = { Rhodri Rhydderch Rodarik Rodderick Rodehrick Roderic Roderick Roderig Rodrigo Roudrigo Rui Ruy }
roger_male = { R_o_uml_tger R_u_uml_diger Rhogyrh Rog_e_act_rio Rogel_mdn_li Roger Rogier Rogyr Roje Rougi_e_act_ Rutger }
roderick_male = { Rhodri Rhydderch Roi Rodarik Rodderick Rodehrick Roderic Roderick Roderig Rodrigo Roudrigo Rui Ruy }
roger_male = { R_o_uml_tger R_u_uml_diger Rhogyrh Rog_e_act_rio Rogel_mdn_li Roger Rogier Rogyr Roje Rougi_e_act_ Roxelio Rutger }
roland_male = { Orlando Rholandd Roland Rolando Rollandd Rouland Wrlanddo }
roman_male = { Raman Rhoman Rhufon Rom_a_act_n Rom_a_grv_ Romain Roman Romano Romek Rouman }
romeo_male = { Romeo Romeu }
@ -867,7 +871,7 @@ sebastian_male = { _S_crn_ebesti_a_act_n Bas Basti_a_act_n Bastiaan Bastian Bo_s
secundinus_male = { Secundino }
secundus_male = { Secondo Segundo }
seraphin_male = { Seraf_i_act_n Serafim Serafino }
sergius_male = { S_e_grv_rgi Serchio Serge Sergei Sergej Sergi Sergio Serigi Serj Serxhio Siarhiej }
sergius_male = { S_e_grv_rgi Serchio Serge Sergei Sergej Sergi Sergio Serigi Serj Serxhio Serxio Siarhiej }
severinus_male = { S_o_uml_nke S_o_stk_ren S_o_uml_ren Sever_i_act_n Severiano Severin Severino }
severus_male = { Seferus Severi Sywyrhus }
shaban_male = { Shaban }
@ -901,7 +905,7 @@ solomon_male = { S_u_act_leyman Sal_o_act_mon Salomon Seleven Selyf Slimane Soul
spartacus_male = { Spartak Spartakus }
spencer_male = { Spynsyr }
spiridon_male = { Spiro }
stanislaus_male = { Estanislau Stane Stanis_l_stk_a_u_brv_ Staschko Stanij Stanislav Stanislaw }
stanislaus_male = { Estanislau Stane Stanis_l_stk_a_u_brv_ Staschko Stanij Stanislas Stanislav Stanislaw }
stanley_male = { Stainlei Stanlyy }
stavros_male = { Stavri }
stein_male = { Steen Steinn Sten }
@ -993,10 +997,10 @@ wajdi_male = { Vecdi }
walid_male_male = { Veli }
walid_male = { Walid }
walter_male = { Gauchi_e_act_ Gauthier Gualter Gwallter Valter Valtteri Wa_l_stk_tar Wailter Walltyr Walt Walter Walther Waltteri Waltyr Waltyrh Wout Wouter }
wenceslaus_male = { V_a_act_clav V_e_crn_nceslav Viacheslav Viachasla_u_brv_ Vysheslav Wenceslao Wenzel }
wenceslaus_male = { V_a_act_clav V_e_crn_nceslav Venceslau Viacheslav Viachasla_u_brv_ Vysheslav Wenceslao Wenzel }
werner_male = { V_a_uml_rner Verner Werner Wessel }
wilfried_male = { Wilfred Wilfrid Wilfried Vilfred }
william_male = { Bill Billy Gilen Guilherme Guill_e_act_n Guillaume Guillem Gwilym Liam Llyam Lomig Lyam Guih_e_grv_n Guih_e_grv_ume Guillermo Gwilherm Gwillam Jami Pim Vil_e_act_m Vilhelm Vilhj_a_act_lmur Vilho Vili Viliam Viljami Viljem Viljo Vilko Ville Villem Villi Villu Villy Vilyam Wilhelm Wilhelmus Wiljam Wiljo Wilken Will Wille Willem Willi Williaim William Willm Wilm Willy Wim Wylem Wyli Wyllyam }
william_male = { Bill Billy Gilen Guilherme Guill_e_act_n Guillaume Guillem Gwilym Liam Llyam Lomig Lyam Guih_e_grv_n Guih_e_grv_ume Guillerme Guillermo Gwilherm Gwillam Jami Pim Vil_e_act_m Vilhelm Vilhj_a_act_lmur Vilho Vili Viliam Viljami Viljem Viljo Vilko Ville Villem Villi Villu Villy Vilyam Wilhelm Wilhelmus Wiljam Wiljo Wilken Will Wille Willem Willi Williaim William Willm Wilm Willy Wim Wylem Wyli Wyllyam }
wissam_male = { Wissam Wissem }
wittekind_male = { Wittekind Witki_n_act_t }
wojtek_male = { Vojt_e_crn_ch Vojta Vojtech }

View file

@ -268,7 +268,7 @@
Patrice Paul Philippe Pierre
Quentin
Raoul Rapha_e_uml_l Raymond Ren_e_act_ Renaud Richard Roland Robert Robin Roger Romain
S_e_act_bastien Saladin Salomon Serge Simon St_e_act_phane Swann Sylvain
S_e_act_bastien Saladin Salomon Serge Simon St_e_act_phane Stanislas Swann Sylvain
Tanguy Th_e_act_o Thez Thibault Thierry Thomas Timoth_e_act_e Tristan
Ulysse
Vercing_e_act_torix Victor Vincent

View file

@ -0,0 +1,309 @@
name_list_NEOW_galician = {
cadet_dynasty_names = {
"dynn__A_act_lvarez"
"dynn_A_n_tld__o_act_n"
"dynn_Acu_n_tld_a"
"dynn_Agui_o_act_n"
"dynn_Alonso"
"dynn_Ares"
"dynn_Arias"
"dynn_Barreiro"
"dynn_Blanco"
"dynn_Botana"
"dynn_Calvo"
"dynn_Cambeiro"
"dynn_Cancela"
"dynn_Carreira"
"dynn_Carril"
"dynn_Casal"
"dynn_Castro"
"dynn_Codesido"
"dynn_Conde"
"dynn_Costoya"
"dynn_Cotelo"
"dynn_Crujeiras"
"dynn_D_a_act_vila"
"dynn_D_i_act_az"
{ "dynnp_de" "dynn_Dios" }"
{ "dynnp_de" "dynn_Frutos" }"
"dynn_Deiros"
"dynn_Dom_i_act_nguez"
"dynn_Fandi_n_tld_o"
"dynn_Feij_o_act_o"
"dynn_Fern_a_act_ndez"
"dynn_Ferro"
"dynn_Figueroa"
"dynn_Fontal"
"dynn_Fraga"
"dynn_G_o_act_mez"
"dynn_Garc_i_act_a"
"dynn_Garea"
"dynn_Gayoso"
"dynn_Gonz_a_act_lez"
"dynn_Gude"
"dynn_Iglesias"
"dynn_Lema"
"dynn_L_o_act_pez"
"dynn_M_e_act_ndez"
"dynn_M_i_act_guez"
"dynn_Mari_n_tld_o"
"dynn_Mart_i_act_nez"
"dynn_Mato"
"dynn_Mej_i_act_a"
"dynn_Mella"
"dynn_Mera"
"dynn_Montenegro"
"dynn_Montero"
"dynn_Mosquera"
"dynn_Mu_n_tld_iz"
"dynn_N_u_act__n_tld_ez"
"dynn_Neira"
"dynn_Ocampo"
"dynn_Olveira"
"dynn_P_e_act_rez"
"dynn_Pamp_i_act_n"
"dynn_Parada"
"dynn_Pardo"
"dynn_Paz"
"dynn_Pazos"
"dynn_Pena"
"dynn_Pereira"
"dynn_Pombo"
"dynn_Pose"
"dynn_Puga"
"dynn_Quintela"
"dynn_R_u_act_a"
"dynn_Rama"
"dynn_Ramos"
"dynn_Rendo"
"dynn_Rey"
"dynn_Rial"
"dynn_Rivas"
"dynn_Rodr_i_act_guez"
"dynn_Rouco"
"dynn_S_a_act_nchez"
"dynn_Sampedro"
"dynn_Sanda"
"dynn_Sant_i_act_n"
"dynn_Santamarina"
"dynn_Santos"
"dynn_Seoane"
"dynn_Silva"
"dynn_Silvela"
"dynn_Souto"
"dynn_Su_a_act_rez"
"dynn_Taboada"
"dynn_Tojo"
"dynn_V_a_act_zquez"
"dynn_Varela"
"dynn_Veiga"
"dynn_Verdes"
"dynn_Vidal"
"dynn_Villar"
}
dynasty_names = {
"dynn__A_act_lvarez"
"dynn_A_n_tld__o_act_n"
"dynn_Acu_n_tld_a"
"dynn_Agui_o_act_n"
"dynn_Alonso"
"dynn_Ares"
"dynn_Arias"
"dynn_Barreiro"
"dynn_Blanco"
"dynn_Botana"
"dynn_Calvo"
"dynn_Cambeiro"
"dynn_Cancela"
"dynn_Carreira"
"dynn_Carril"
"dynn_Casal"
"dynn_Castro"
"dynn_Codesido"
"dynn_Conde"
"dynn_Costoya"
"dynn_Cotelo"
"dynn_Crujeiras"
"dynn_D_a_act_vila"
"dynn_D_i_act_az"
{ "dynnp_de" "dynn_Dios" }"
{ "dynnp_de" "dynn_Frutos" }"
"dynn_Deiros"
"dynn_Dom_i_act_nguez"
"dynn_Fandi_n_tld_o"
"dynn_Feij_o_act_o"
"dynn_Fern_a_act_ndez"
"dynn_Ferro"
"dynn_Figueroa"
"dynn_Fontal"
"dynn_Fraga"
"dynn_G_o_act_mez"
"dynn_Garc_i_act_a"
"dynn_Garea"
"dynn_Gayoso"
"dynn_Gonz_a_act_lez"
"dynn_Gude"
"dynn_Iglesias"
"dynn_Lema"
"dynn_L_o_act_pez"
"dynn_M_e_act_ndez"
"dynn_M_i_act_guez"
"dynn_Mari_n_tld_o"
"dynn_Mart_i_act_nez"
"dynn_Mato"
"dynn_Mej_i_act_a"
"dynn_Mella"
"dynn_Mera"
"dynn_Montenegro"
"dynn_Montero"
"dynn_Mosquera"
"dynn_Mu_n_tld_iz"
"dynn_N_u_act__n_tld_ez"
"dynn_Neira"
"dynn_Ocampo"
"dynn_Olveira"
"dynn_P_e_act_rez"
"dynn_Pamp_i_act_n"
"dynn_Parada"
"dynn_Pardo"
"dynn_Paz"
"dynn_Pazos"
"dynn_Pena"
"dynn_Pereira"
"dynn_Pombo"
"dynn_Pose"
"dynn_Puga"
"dynn_Quintela"
"dynn_R_u_act_a"
"dynn_Rama"
"dynn_Ramos"
"dynn_Rendo"
"dynn_Rey"
"dynn_Rial"
"dynn_Rivas"
"dynn_Rodr_i_act_guez"
"dynn_Rouco"
"dynn_S_a_act_nchez"
"dynn_Sampedro"
"dynn_Sanda"
"dynn_Sant_i_act_n"
"dynn_Santamarina"
"dynn_Santos"
"dynn_Seoane"
"dynn_Silva"
"dynn_Silvela"
"dynn_Souto"
"dynn_Su_a_act_rez"
"dynn_Taboada"
"dynn_Tojo"
"dynn_V_a_act_zquez"
"dynn_Varela"
"dynn_Veiga"
"dynn_Verdes"
"dynn_Vidal"
"dynn_Villar"
}
male_names = {
2 = {
_A_act_lex _A_act_lvaro
_O_act_scar
Aar_o_act_n Abel Afonso Aitor Alberte_male Alexandre Andr_e_act_ Ant_o_act_n Antonio Anxo
Borxa Brais Bruno
C_e_act_sar Carlos Christian Cristi_a_act_n
Daniel David Diego Duarte
Edgar Eloi
Fernando Francisco Francisco_spc_Xabier Francisco_spc_Xos_e_act_
Gabriel Gael Gonzalo Guillerme
Hadri_a_act_n Heitor Henrique Hugo
Iago Ignacio Isaac Ismael Iv_a_act_n
Jonathan
Kevin
Lois_male Lucas
Manuel Marcos Mario Mart_i_act_n Mateo Miguel Miguel_spc_Anxo
Nicol_a_act_s No_e_act_ Noel
Paulo Pedro
Ra_u_act_l Rafael Ram_o_act_n Ricardo Roi Roberto Rodrigo Rub_e_act_n
Samuel Santiago Serxio
V_i_act_tor
Xabier Xes_u_act_s Xo_a_act_n Xo_a_act_n_spc_Carlos Xo_a_act_n_spc_Lois Xo_a_act_n_spc_Manuel Xo_a_act_n_spc_Xos_e_act_ Xoel Xos_e_act_ Xos_e_act__spc_Ant_o_act_n Xos_e_act__spc_Anxo Xos_e_act__spc_Carlos Xos_e_act__spc_Lois Xos_e_act__spc_Manuel Xos_e_act__spc_Mar_i_act_a Xos_e_act__spc_Ram_o_act_n Xulio Xurxo
Yago
}
1 = {
Agosti_n_tld_o Alberte_spc_Manuel Albino Alfredo Amador Amancio Anacleto Anxo_spc_Mar_i_act_a Armando Armindo Arsenio Artur Avelino
Benigno Bernardino Bieito
C_a_act_ndido Caetano Camilo Carlos_spc_Alberte Casimiro Celestino Celso Ces_a_act_reo Claudio Cosme
Dami_a_act_n Daniel_spc_Xos_e_act_ Dar_i_act_o Delf_i_act_n Delio Den_i_act_s Domingos Donato
Edelmiro Eliseu Emilio Emilio_spc_Xos_e_act_ Estanislau Ezequiel
Federico Fern_a_act_n Fiz Francisco_spc_Manuel
Gregorio Gumersindo Gustavo
Herminio
Ian Ignacio_spc_Xabier Inocencio
Laureano Lois_spc_Anxo Lourenzo Luciano
Manoel Manuel_spc_Antonio Manuel_spc_Henrique Manuel_spc_Xaime Marcelino Marcial Mariano Mauro Maximino Micaela Modesto
Nicasio
Paio Pastor Perfecto
Ram_o_act_n_spc_Anxo Ramiro Rodolfo Roxelio
Seraf_i_act_n Serxio_spc_Xos_e_act_ Severino
Telesforo Telmo Tom_e_act_
Ubaldo Ux_i_act_o
V_i_act_tor_spc_Manuel Valdo Valent_i_act_n Venancio Venceslau Vicente
Wilson
Xacinto Xacobe Xaime Xairo Xaqu_i_act_n Xavier Xenaro Xerm_a_act_n Xes_u_act_s_spc_Mar_i_act_a Xi_a_act_n Xiao Xo_a_act_n_spc_Alberte Xos_e_act__spc_Armando Xos_e_act__spc_Diego Xo_a_act_n_spc_Ignacio Xo_a_act_n_spc_Francisco Xos_e_act__spc_Fernando Xos_e_act__spc_Ignacio Xos_e_act__spc_Manoel Xos_e_act__spc_Xo_a_act_n Xusto
}
}
female_names = {
2 = {
Alba Alexandra Alicia Ana Ant_i_act_a
Beatriz Bel_e_act_n
Carme Carolina Cristina
Estela
Irene
J_e_act_ssica
Lorena
Mar_i_act_a Mar_i_act_a_spc_Tareixa Mar_i_act_a_spc_Xes_u_act_s Marta Mateo
Nerea Noelia
Olalla
Patricia Paula Pilar
Raquel Rosa_spc_Mar_i_act_a
Sara Sof_i_act_a Sonia
Tamara
Ver_o_act_nica Vitoria
}
1 = {
_A_act_nxeles
Antoni_n_tld_a
B_a_act_rbara Bego_n_tld_a Branca
Carmela Coralia
Desir_e_act_e
Edelmira Elisa Emilia Enma Ester
Hayd_e_act_e
Inmaculada
Lu_i_act_sa Lu_i_act_sa_spc_Mar_i_act_a Luz
Maia Malena Mar_i_act_a_spc__A_act_nxeles Mar_i_act_a_spc_Bel_e_act_n Mar_i_act_a_spc_Cristina Mar_i_act_a_spc_Luz Mar_i_act_a_spc_Olga Mar_i_act_a_spc_Paz Mar_i_act_a_spc_Vitoria Maruxa Matilde
Olaia Olga Olimpia Olivia
Paz
Ramona Rosa
Saleta
Tareixa
Xema Ximena Xosefina
}
}
dynasty_of_location_prefix = "dynnp_von"
# Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.
pat_grf_name_chance = 60
mat_grf_name_chance = 10
father_name_chance = 10
# Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100.
pat_grm_name_chance = 10
mat_grm_name_chance = 60
mother_name_chance = 10
mercenary_names = {
}
}

View file

@ -312,7 +312,7 @@
Patrice Paul Philippe Pierre
Quentin
Raoul Rapha_e_uml_l Raymond Ren_e_act_ Renaud Richard Roland Robert Robin Roger Romain
S_e_act_bastien Saladin Salomon Sam Serge Simon St_e_act_phane Swann Sylvain
S_e_act_bastien Saladin Salomon Sam Serge Simon St_e_act_phane Stanislas Swann Sylvain
Tanguy Th_e_act_o Thez Thibault Thierry Thomas Timoth_e_act_e Tristan
Ulysse
Vercing_e_act_torix Victor Vincent

View file

@ -229,3 +229,12 @@ heritage_northwest_caucasian = {
}
audio_parameter = european
}
heritage_northeast_caucasian = {
type = heritage
is_shown = {
heritage_is_shown_trigger = {
HERITAGE = heritage_northeast_caucasian
}
}
audio_parameter = european
}

View file

@ -2225,11 +2225,11 @@ language_kipchak_bulgar = {
color = { 129 45 45 }
}
language_kipchak_cuman = {
NEOW_language_kipchak_cuman = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_kipchak_cuman
LANGUAGE = NEOW_language_kipchak_cuman
}
}
parameters = {
@ -2238,24 +2238,24 @@ language_kipchak_cuman = {
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_kipchak_cuman }
limit = { has_cultural_pillar = NEOW_language_kipchak_cuman }
multiply = 10
}
}
color = { 89 5 65 }
}
language_kipchak_nogai = {
NEOW_language_kipchak_nogai = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_kipchak_nogai
LANGUAGE = NEOW_language_kipchak_nogai
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_kipchak_nogai }
limit = { has_cultural_pillar = NEOW_language_kipchak_nogai }
multiply = 10
}
}
@ -2620,102 +2620,102 @@ language_aromanian = {
color = { 210 120 255 }
}
language_lezgin = {
NEOW_language_lezgin = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_lezgin
LANGUAGE = NEOW_language_lezgin
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_lezgin }
limit = { has_cultural_pillar = NEOW_language_lezgin }
multiply = 10
}
}
color = {0.3 0.8 0.7}
}
language_avar = {
NEOW_language_avar = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_avar
LANGUAGE = NEOW_language_avar
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_avar }
limit = { has_cultural_pillar = NEOW_language_avar }
multiply = 10
}
}
color = {0.2 0.6 0.2}
}
language_dargwa = {
NEOW_language_dargwa = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_dargwa
LANGUAGE = NEOW_language_dargwa
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_dargwa }
limit = { has_cultural_pillar = NEOW_language_dargwa }
multiply = 10
}
}
color = {0.5 1.0 0.5}
}
language_vainakh = {
NEOW_language_vainakh = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_vainakh
LANGUAGE = NEOW_language_vainakh
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_vainakh }
limit = { has_cultural_pillar = NEOW_language_vainakh }
multiply = 10
}
}
color = {0.3 0.8 0.8}
}
language_circassian = {
NEOW_language_circassian = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_circassian
LANGUAGE = NEOW_language_circassian
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_circassian }
limit = { has_cultural_pillar = NEOW_language_circassian }
multiply = 10
}
}
color = {0.2 0.9 0.2}
}
language_ossetian = {
NEOW_language_ossetian = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_ossetian
LANGUAGE = NEOW_language_ossetian
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_ossetian }
limit = { has_cultural_pillar = NEOW_language_ossetian }
multiply = 10
}
}

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@ -945,12 +945,12 @@ tradition_female_only_inheritance = {
has_cultural_pillar = heritage_akan
has_cultural_pillar = heritage_west_african
has_cultural_pillar = heritage_yoruba
any_parent_culture_or_above = {
OR = {
this = culture:nubian
this = culture:daju
}
}
# any_parent_culture_or_above = {
# OR = {
# this = culture:nubian
# this = culture:daju
# }
# }
scope:character.faith = {
has_doctrine_parameter = female_dominated_law
}

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@ -0,0 +1,602 @@
###########################
# FP1 CULTURAL TRADITIONS
###########################
#######################
# Norse Specific
#######################
tradition_fp1_coastal_warriors = {
category = combat
layers = {
0 = martial
1 = western
4 = viking.dds
}
is_shown = {
# DLC check.
has_fp1_dlc_trigger = yes
NOT = { has_cultural_tradition = tradition_hird }
has_cultural_pillar = heritage_north_germanic
}
can_pick = {
# Must be of a suitable heritage.
custom_tooltip = {
text = northern_germanic_heritage_trigger
has_cultural_pillar = heritage_north_germanic
}
# And have a coastal presence.
custom_description = {
text = culture_on_coast_desc
any_culture_county = {
has_coastal_province = yes
}
}
# Shouldn't be combined with the following traditions:
custom_tooltip = {
text = cannot_have_tradition_warrior_culture
NOT = { culture_tradition:tradition_warrior_culture = { is_in_list = traits } }
}
custom_tooltip = {
text = cannot_have_tradition_seafaring
NOT = { culture_tradition:tradition_seafaring = { is_in_list = traits } }
}
custom_tooltip = {
text = cultrad_not_nomadic_government_type
scope:character = {
NOT = {
government_has_flag = government_is_nomadic
}
}
}
custom_tooltip = {
text = cannot_have_tradition_maritime_way_of_life
NOT = { culture_tradition:tradition_maritime_way_of_life = { is_in_list = traits } }
}
}
parameters = {
unlock_maa_bondi = yes
unlock_maa_vigmen = yes
unlock_maa_varangian_veterans = yes
unlock_maa_huscarls = yes
strong_traits_more_valued = yes
strong_traits_more_common = yes
trade_ports_stationed_maa_bonus = yes
trade_ports_enabled_for_tribals = yes
unlock_voluntary_laampdom = yes
more_likely_to_be_laamps = yes
}
character_modifier = {
sea_travel_danger = medium_sea_danger_reduction
coastal_sea_travel_danger = medium_sea_danger_reduction
taiga_provisions_use_mult = -0.1
forest_provisions_use_mult = -0.1
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
}
add = {
value = tradition_incompatible_ethos_penalty
desc = culture_not_bellicose
}
}
# Gotta be a heavily coastal culture not to get a surcharge.
if = {
limit = {
NOT = {
any_culture_county = {
percent >= 0.3
has_coastal_province = yes
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = coastal_percentage_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_fp1_coastal_warriors }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 100
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
percent >= 0.3
has_coastal_province = yes
}
}
}
}
multiply = 0
}
}
}
tradition_fp1_performative_honour = {
category = societal
layers = {
0 = diplo
1 = western
4 = shieldmaiden.dds
}
is_shown = {
# DLC check.
has_fp1_dlc_trigger = yes
has_cultural_pillar = heritage_north_germanic
}
can_pick = {
# Must be of a suitable heritage.
custom_tooltip = {
text = northern_germanic_heritage_trigger
has_cultural_pillar = heritage_north_germanic
}
# Shouldn't be combined with the following traditions:
custom_tooltip = {
text = cannot_have_tradition_fp1_trials_by_combat
NOT = { culture_tradition:tradition_fp1_trials_by_combat = { is_in_list = traits } }
}
custom_tooltip = {
text = cannot_have_tradition_fp1_the_right_to_prove
NOT = { culture_tradition:tradition_fp1_the_right_to_prove = { is_in_list = traits } }
}
}
parameters = {
has_access_to_shieldmaidens = yes
has_access_to_trials_by_combat = yes
craven_trait_costs_prestige = yes
weak_traits_looked_down_upon = yes
}
character_modifier = {
knight_limit = 1
accolade_glory_gain_mult = 0.1
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOT = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
any_courtier = {
count >= 5
prowess >= 10
is_adult = yes
NOT = { can_be_knight_trigger = { ARMY_OWNER = prev } }
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = courtiers_with_prowess_who_cant_be_knight_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_fp1_performative_honour }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = { value = 100 }
}
tradition_fp1_northern_stories = {
category = societal
layers = {
0 = diplo
1 = western
4 = runestone.dds
}
is_shown = {
# DLC check.
has_fp1_dlc_trigger = yes
has_cultural_pillar = heritage_north_germanic
}
can_pick = {
# Must be of a suitable heritage.
custom_tooltip = {
text = northern_germanic_heritage_trigger
has_cultural_pillar = heritage_north_germanic
}
# Shouldn't be combined with the following traditions:
custom_tooltip = {
text = cannot_have_tradition_runestones
NOT = { culture_tradition:tradition_runestones = { is_in_list = traits } }
}
custom_tooltip = {
text = cannot_have_tradition_poetry
NOT = { culture_tradition:tradition_poetry = { is_in_list = traits } }
}
custom_tooltip = {
text = cannot_have_tradition_storytellers
NOT = { culture_tradition:tradition_storytellers = { is_in_list = traits } }
}
}
parameters = {
has_access_to_runestones = yes
poet_trait_gives_bonuses = yes
poet_trait_more_common = yes
better_ward_education = yes
tells_stories = yes
better_court_poets = yes
}
character_modifier = {
owned_scheme_secrecy_add = -15
owned_legend_spread_mult = 0.1
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_bureaucratic_desc
}
}
if = {
limit = {
trigger_if = {
limit = {
scope:character = {
is_ai = no
}
}
NOT = {
any_ruler = {
count >= 3
culture = prev
primary_title.tier >= tier_county
has_trait = lifestyle_poet
}
}
}
trigger_else = {
always = no
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = rulers_with_poet_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_fp1_northern_stories }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = { value = 100 }
}
#######################
# Generic
#######################
tradition_fp1_trials_by_combat = {
category = societal
layers = {
0 = intrigue
1 = western
4 = fight.dds
}
is_shown = {
# DLC check.
has_fp1_dlc_trigger = yes
has_cultural_pillar = heritage_north_germanic
}
can_pick = {
custom_tooltip = {
text = cannot_have_tradition_fp1_performative_honour
NOT = { culture_tradition:tradition_fp1_performative_honour = { is_in_list = traits } }
}
}
parameters = {
has_access_to_trials_by_combat = yes
blademaster_traits_give_learning = yes
craven_trait_costs_prestige = yes
}
character_modifier = {
knight_limit = 1
accolade_glory_gain_mult = 0.1
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_courtly_desc
}
}
if = {
limit = {
trigger_if = {
limit = {
scope:character = {
is_ai = no
}
}
NOT = {
any_ruler = {
count >= 3
culture = prev
primary_title.tier >= tier_county
OR = {
has_trait = education_martial_4
has_trait = education_martial_5
}
learning >= 10
}
}
}
trigger_else_if = {
limit = {
scope:character = {
OR = {
has_trait = education_martial_4
has_trait = education_martial_5
}
learning >= 10
}
}
always = no
}
trigger_else_if = {
limit = {
scope:character.culture = {
OR = {
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_central_germanic
has_cultural_pillar = heritage_frankish
has_cultural_pillar = heritage_goidelic
has_cultural_pillar = heritage_iberian
has_cultural_pillar = heritage_latin
has_cultural_pillar = heritage_west_germanic
}
}
}
always = no
}
trigger_else = {
always = no
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = rulers_with_martial_edu_and_learning_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_fp1_trials_by_combat }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = { value = 100 }
}
tradition_fp1_the_right_to_prove = {
category = societal
layers = {
0 = intrigue
1 = western
4 = shieldmaiden.dds
}
is_shown = {
# DLC check.
has_fp1_dlc_trigger = yes
}
can_pick = {
custom_tooltip = {
text = cannot_have_tradition_fp1_performative_honour
NOT = { culture_tradition:tradition_fp1_performative_honour = { is_in_list = traits } }
}
}
parameters = {
has_access_to_shieldmaidens = yes
}
character_modifier = {
knight_limit = -2
knight_effectiveness_mult = 0.25
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
# Egalitarian, provided you're moving *up* the scale. Somewhat less so when moving down.
culture_pillar:ethos_egalitarian = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_egalitarian_or_communal_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
any_courtier = {
count >= 5
prowess >= 10
is_adult = yes
NOT = { can_be_knight_trigger = { ARMY_OWNER = prev } }
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = courtiers_with_prowess_who_cant_be_knight_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_fp1_the_right_to_prove }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 100
if = {
limit = {
NOT = {
scope:character = {
any_courtier = {
count >= 5
prowess >= 10
is_adult = yes
NOT = { can_be_knight_trigger = { ARMY_OWNER = prev } }
}
}
}
}
multiply = 0
}
}
}

View file

@ -0,0 +1,433 @@
###########################
# FP2 CULTURAL TRADITIONS
###########################
#######################
# Aragonese Specific
#######################
tradition_fp2_state_ransoming = {
category = realm
layers = {
0 = steward
1 = western
4 = state_ransoming.dds
}
is_shown = {
# DLC check.
has_fp2_dlc_trigger = yes
}
# Anyone can take this.
parameters = {
knights_die_less_but_are_captured_more = yes
characters_more_likely_to_be_captured_in_sieges = yes
can_demand_higher_ransoms_from_lower_tiers = yes
}
character_modifier = {
hard_casualty_modifier = -0.5
monthly_war_income_mult = -0.25
}
county_modifier = {
# Naturally, people are more keen to turn up to serve.
levy_size = 0.1
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_communal_desc
}
}
# Heritage or language
if = {
limit = {
NOR = {
has_cultural_pillar = heritage_iberian
culture_head ?= { knows_language = language_iberian }
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = lack_iberian_heritage_or_language_penalty_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_fp2_state_ransoming }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
# General replacement stuff.
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 100
}
}
#######################
# Castilian Specific
#######################
tradition_fp2_strategy_gamers = {
category = ritual
layers = {
0 = diplo
1 = western
4 = board_gamers.dds
}
is_shown = {
# DLC check.
has_fp2_dlc_trigger = yes
}
# Anyone can take this.
parameters = {
commanders_likelier_to_gain_commander_traits = yes
may_challenge_to_board_games = yes
may_wager_land_on_board_games = yes
withering_mind_less_likely = yes
}
character_modifier = {
movement_speed = 0.1
prowess = medium_skill_penalty
martial = medium_skill_bonus
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_courtly_desc
}
}
# Either high martial, high learning, or a chess board required.
if = {
limit = { exists = culture_head }
if = {
limit = {
culture_head = {
NOR = {
martial >= very_high_skill_rating
learning >= very_high_skill_rating
any_character_artifact = { has_variable = can_be_used_for_board_games }
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = lack_martial_learning_or_chess_board_penalty_desc
}
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_fp2_strategy_gamers }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
if = {
limit = { exists = culture_head }
culture_head = {
# Absolute nerds.
if = {
limit = {
martial >= extremely_high_skill_rating
learning >= extremely_high_skill_rating
has_trait = scholar
}
add = 100
}
# People who got suckered in & accidentally started a trend.
if = {
limit = {
any_character_artifact = { has_variable = can_be_used_for_board_games }
}
add = 100
}
}
}
}
}
#######################
# Andalusian Specific
#######################
tradition_fp2_malleable_subjects = {
category = realm
layers = {
0 = intrigue
1 = mena
4 = malleable_subjects.dds
}
is_shown = {
# DLC check.
has_fp2_dlc_trigger = yes
has_cultural_pillar = heritage_iberian
}
can_pick = {
# Must be of a suitable heritage.
custom_tooltip = {
text = iberian_heritage_trigger
has_cultural_pillar = heritage_iberian
}
}
parameters = {
doesnt_care_about_culture_faith_in_factions = yes
wants_to_learn_liege_language = yes
harder_to_convert_county_culture_without_heritage = yes
easier_to_convert_county_culture_with_heritage = yes
powerful_foreign_knights_find_you_attractive = yes
# ^[blushes]
}
character_modifier = {
mercenary_hire_cost_mult = -0.5
vassal_levy_contribution_mult = 0.25
different_culture_opinion = 10
ignore_negative_opinion_of_culture = yes
}
culture_modifier = {
mercenary_count_mult = 2
cultural_acceptance_gain_mult = 0.25
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_egalitarian = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_egalitarian_or_courtly_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_fp2_malleable_subjects }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
# Players might want this, but the AI never does.
}
}
#######################
# Generic
#######################
tradition_fp2_ritualised_friendship = {
category = societal
layers = {
0 = diplo
1 = western
4 = ritualised_friendship.dds
}
is_shown = {
# DLC check.
#has_fp2_dlc_trigger = yes
}
can_pick = {
# Must have at least one friend. No friendless losers. Especially you, Nick.
custom_tooltip = {
text = need_at_least_one_friend
culture_head ?= {
any_relation = { type = friend }
}
}
}
parameters = {
automatic_befriend_access = yes
may_propose_best_friendship = yes
strong_hooks_and_stress_effects_best_friends = yes
may_select_friendship_synergy_bonus = yes
}
character_modifier = {
scheme_phase_duration_against_friend_add = 20
scheme_phase_duration_against_best_friend_add = 40
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# No ethos requirement: everyone likes friends.
# Need at least three friends.
if = {
limit = { exists = culture_head }
if = {
limit = {
culture_head = {
any_relation = {
type = friend
count < 3
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = guess_you_need_more_friends_desc
}
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_fp2_ritualised_friendship }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
if = {
limit = { exists = culture_head }
culture_head = {
# Some traits make you want to codify this more...
if = {
limit = { has_trait = gregarious }
add = 50
}
if = {
limit = { has_trait = just }
add = 25
}
if = {
limit = { has_trait = compassionate }
add = 25
}
# ... but arbitrary characters have zero interest in anything nearly so formal
if = {
limit = { has_trait = arbitrary }
add = -200
}
# We don't modify down for shy because, if anything, you'd expect a shy person to be more serious about the few friends they *do* have.
# Having lots of friends makes you more likely to want this.
if = {
limit = {
any_relation = {
type = friend
count >= 4
}
}
add = 50
}
# As does having a best friend already.
if = {
limit = {
any_relation = { type = best_friend }
}
add = 25
}
# And certain lifestyles also make you want to focus on this.
if = {
limit = { has_focus = martial_chivalry_focus }
add = 10
}
}
}
}
}

View file

@ -0,0 +1,106 @@
###########################
# EP2 CULTURAL TRADITIONS
###########################
#######################
# Generic
#######################
tradition_ep2_avid_falconers = {
category = societal
layers = {
0 = diplo
1 = mena
4 = hunter.dds
}
is_shown = {
# DLC check.
has_dlc_feature = tours_and_tournaments
}
can_pick = {
culture_not_pacifistic_trigger = yes
custom_tooltip = {
text = cannot_have_tradition_vegetarianism
NOT = { culture_tradition:tradition_vegetarianism = { is_in_list = traits } }
}
}
parameters = {
more_frequent_hunts = yes
hunting_traits_more_valued = yes
falconer_traits_more_common = yes
always_unlock_legendary_hunting_lodge = yes
}
province_modifier = {
stationed_maa_pursuit_mult = 0.15
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_courtly = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_stoic_or_courtly_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_ep2_avid_falconers }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
# General replacement stuff.
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 100
if = {
limit = { exists = culture_head }
culture_head = {
# Some traits make you want to codify this more...
if = {
limit = { has_trait = arrogant }
add = 25
}
if = {
limit = { has_trait = diligent }
add = 25
}
# ... and others less.
if = {
limit = { has_trait = lazy }
add = -50
}
if = {
limit = { has_trait = humble }
add = -25
}
}
}
}
}

View file

@ -0,0 +1,122 @@
###########################
# EP2 CULTURAL TRADITIONS
###########################
#######################
# Generic
#######################
tradition_ce1_ritual_washing = {
category = ritual
layers = {
0 = diplo
1 = mena
4 = ritual_washing.dds
}
character_modifier = {
monthly_learning_lifestyle_xp_gain_mult = 0.1
}
parameters = {
better_disease_resistance = yes
diligent_trait_more_common = yes
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_courtly = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_courtly_communal_or_spiritual_desc
}
}
if = {
limit = {
trigger_if = {
limit = {
scope:character = {
is_ai = no
}
}
NOT = {
any_ruler = {
count >= 5
culture = prev
employs_court_position = court_physician_court_position
}
}
}
trigger_else = {
always = no
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = doesnt_employ_court_physician_desc
}
}
#Discounts
if = {
limit = {
scope:character = {
OR = {
has_trait = lifestyle_physician
has_trait = whole_of_body
}
}
}
add = {
value = tradition_trait_discount
desc = cheaper_tradition_physician_or_whole_of_body
}
}
if = {
limit = {
has_cultural_pillar = heritage_north_germanic
}
add = {
value = tradition_heritage_discount
desc = cheaper_tradition_norse_washing
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_ce1_ritual_washing }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 100
if = {
limit = {
scope:character = {
has_perk = wash_your_hands_perk
}
}
add = 100
}
}
}

View file

@ -16,12 +16,13 @@ tradition_ep3_indomitable_azatani = {
}
is_shown = {
OR = {
this = culture:armenian
any_parent_culture_or_above = {
this = culture:armenian
}
}
always = no
# OR = {
# this = culture:armenian
# any_parent_culture_or_above = {
# this = culture:armenian
# }
# }
# DLC check.
has_ep3_dlc_trigger = yes
NOT = {
@ -145,12 +146,13 @@ tradition_ep3_audacious_cadets = {
}
is_shown = {
OR = {
this = culture:norman
any_parent_culture_or_above = {
this = culture:norman
}
}
always = no
# OR = {
# this = culture:norman
# any_parent_culture_or_above = {
# this = culture:norman
# }
# }
# DLC check.
has_ep3_dlc_trigger = yes
NOT = {

View file

@ -0,0 +1,33 @@
#######################
# CULTURAL TRADITIONS #
#######################
######################
# ACH Traditions #
######################
oath_mend_the_fracture_tradition = {
category = regional
is_shown = { #only added from decision
always = no
}
parameters = {
synergy_cultures_counties_development = yes
synergy_cultures_maa_spawn = yes
synergy_cultures_opinion_gain = yes
synergy_cultures_positive_chance_desc = yes
}
character_modifier = {
development_growth_factor = 0.2
diplomacy = 1
}
layers = {
0 = steward
1 = mediterranean
4 = hostages.dds
}
}

View file

@ -0,0 +1,393 @@
#######################
# CULTURAL TRADITIONS #
#######################
######################
# MPO Traditions #
######################
tradition_mpo_iron_cavalry = {
category = regional
layers = {
0 = martial
1 = steppe
4 = iron_cavalry.dds
}
is_shown = {
has_mpo_dlc_trigger = yes
OR = {
has_cultural_pillar = heritage_mongolic
has_cultural_pillar = heritage_turkic
has_cultural_pillar = heritage_magyar
scope:character = {
mpo_can_recruit_nomad_maa_trigger = yes
}
}
}
can_pick = {
culture_not_pacifistic_trigger = yes
custom_tooltip = {
text = culture_head_archer_cavalry_desc
scope:character = {
max_number_maa_soldiers_of_base_type = {
type = archer_cavalry
value >= 600
}
}
}
trigger_if = {
limit = {
scope:character = { government_has_flag = government_is_nomadic }
}
scope:character.domicile ?= {
has_domicile_building_or_higher = paiza_metal_trade_yurt_01
}
}
trigger_else = {
scope:character = {
has_trait = nomadic_philosophy
}
}
}
parameters = {
unlock_maa_cataphract_archers = yes
martial_traits_give_out_hcav_bonus = yes
metalworkers_internal_yurt_unlock = yes
}
character_modifier = {
heavy_cavalry_toughness_mult = 0.2
archer_cavalry_toughness_mult = 0.2
light_cavalry_toughness_mult = 0.1
herd_conversion = -0.01
}
cost = {
prestige = {
add = {
value = tradition_base_cost
multiply = 4
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_mpo_iron_cavalry }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = { # Reduce chance slightly if the culture has access to other "cavalry" types
OR = {
has_innovation = innovation_war_camels
has_innovation = innovation_elephantry
}
}
multiply = 0.4
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 4
}
}
}
tradition_mpo_wolves_of_the_deep_steppe = {
category = regional
layers = {
0 = martial
1 = steppe
4 = wolves_of_the_deep_steppe.dds
}
is_shown = {
has_mpo_dlc_trigger = yes
OR = {
has_cultural_pillar = heritage_mongolic
has_cultural_pillar = heritage_turkic
has_cultural_pillar = heritage_magyar
scope:character = {
mpo_can_recruit_nomad_maa_trigger = yes
}
}
}
can_pick = {
culture_not_pacifistic_trigger = yes
scope:character = {
government_has_flag = government_is_nomadic
}
}
parameters = {
unlock_maa_mangudai = yes
}
character_modifier = {
prowess = 4
herd_capacity_mult = 0.2
herd_conversion = 0.01
nomadic_horde_damage_mult = 0.1
nomadic_horde_pursuit_mult = 0.1
archer_cavalry_damage_mult = 0.15
archer_cavalry_pursuit_mult = 0.2
mountains_fertility_growth_mult = medium_culture_county_fertility_value_mult
mountains_travel_danger = mountains_medium_danger_reduction
hills_travel_danger = hills_medium_danger_reduction
}
cost = {
prestige = {
add = {
value = tradition_base_cost
multiply = 4
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
has_cultural_pillar = heritage_mongolic
}
multiply = {
value = 0.5
desc = heritage_mongolic_name
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_mpo_wolves_of_the_deep_steppe }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = { # Reduce chance slightly if the culture has access to other "cavalry" types
OR = {
has_innovation = innovation_war_camels
has_innovation = innovation_elephantry
}
}
multiply = 0.4
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 4
}
}
}
tradition_devoted_horsemanship = {
category = regional
layers = {
0 = martial
1 = steppe
4 = horses.dds
}
is_shown = {
OR = {
has_cultural_pillar = heritage_mongolic
has_cultural_pillar = heritage_turkic
has_cultural_pillar = heritage_magyar
scope:character = {
mpo_can_recruit_nomad_maa_trigger = yes
}
}
}
can_pick = {
OR = {
has_cultural_pillar = heritage_mongolic
has_cultural_pillar = heritage_turkic
has_cultural_pillar = heritage_magyar
scope:character = {
mpo_can_recruit_nomad_maa_trigger = yes
}
scope:character = {
has_trait = nomadic_philosophy
}
}
}
parameters = {
unlock_maa_horse_archers = yes
can_recruit_open_specialist = yes
unlock_horse_pastures_building = yes
unlock_voluntary_laampdom = yes
stewardship_traits_give_out_cav_bonus = yes
unlock_maa_tarkhan = yes
}
character_modifier = {
movement_speed = 0.1
character_travel_speed_mult = 0.2
movement_speed_land_raiding = 0.2
}
cost = {
prestige = {
add = {
value = tradition_base_cost
multiply = 2
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_communal_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_devoted_horsemanship }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
}
}
tradition_mpo_northern_tribes = {
category = regional
layers = {
0 = steward
1 = steppe
4 = northern_tribes.dds
}
can_pick_for_hybridization = {
custom_tooltip = {
text = cannot_hybridize_northern_tribes
always = no
}
}
is_shown = {
has_mpo_dlc_trigger = yes
any_culture_county = {
OR = {
has_county_modifier = mpo_siberian_permafrost_modifier
has_county_modifier = mpo_siberian_permafrost_modifier_bad
}
}
}
can_pick = {
any_culture_county = {
percent >= 0.2
has_county_modifier = mpo_siberian_permafrost_modifier_bad
}
}
parameters = {
unlock_maa_maturkan_warriors = yes
permafrost_modifier_mechanic = yes
permafrost_modifier_removal_condition = yes
permafrost_unlock_tribal_building = yes
permafrost_cannot_become_feudal = yes
}
character_modifier = {
taiga_advantage = 4
winter_advantage = 4
taiga_travel_danger = taiga_medium_danger_reduction
hills_travel_danger = hills_medium_danger_reduction
taiga_construction_gold_cost = -0.2
forest_construction_gold_cost = -0.2
}
cost = {
prestige = {
add = {
value = tradition_base_cost
multiply = 2
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_mpo_northern_tribes }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
if = {
limit = {
NOT = {
any_culture_county = {
percent >= 0.5
OR = {
has_county_modifier = mpo_siberian_permafrost_modifier
has_county_modifier = mpo_siberian_permafrost_modifier_bad
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = mpo_northern_tribes_percentage_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0 #ai either has it on game start or should not pursue it
}
}

File diff suppressed because it is too large Load diff

View file

@ -182,21 +182,21 @@ GetFaithSacredLanguageCharacter = {
localization_key = language_pali_name #Pali
}
text = {
trigger = {
OR = {
faith = faith:lamaism
religion = religion:bon_religion
AND = {
faith = faith:vajrayana
culture = {
has_cultural_pillar = heritage_tibetan
}
}
}
}
localization_key = language_classical_tibetan_name #Classical Tibetan
}
# text = {
# trigger = {
# OR = {
# faith = faith:lamaism
# religion = religion:bon_religion
# AND = {
# faith = faith:vajrayana
# culture = {
# has_cultural_pillar = heritage_tibetan
# }
# }
# }
# }
# localization_key = language_classical_tibetan_name #Classical Tibetan
# }
text = {
trigger = {

View file

@ -1106,13 +1106,13 @@ HeirMessageInterface = {
NOT = { government_has_flag = government_is_theocracy }
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_HEIR_TRAIT_VARANGIAN
trigger = {
is_adult = yes
has_trait = varangian
}
}
# text = {
# localization_key = SUCCESSION_EVENT_WINDOW_HEIR_TRAIT_VARANGIAN
# trigger = {
# is_adult = yes
# has_trait = varangian
# }
# }
text = {
localization_key = SUCCESSION_EVENT_WINDOW_HEIR_TRAIT_LUNATIC
trigger = {

View file

@ -1,100 +1,100 @@
### Embrace Tengriism ###
embrace_tengriism_decision = {
picture = {
reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
}
decision_group_type = nomad_minor
desc = embrace_tengriism_decision_desc
selection_tooltip = embrace_tengriism_decision_tooltip
is_shown = {
is_playable_character = yes
government_has_flag = government_is_nomadic
OR = {
culture = { has_cultural_pillar = heritage_mongolic }
culture = { has_cultural_pillar = heritage_turkic }
domicile.domicile_culture = { has_cultural_pillar = heritage_mongolic }
domicile.domicile_culture = { has_cultural_pillar = heritage_turkic }
}
NOT = {
faith = faith:tengri_pagan
}
#Cheaper to just switch to domicile's tengriism
trigger_if = {
limit = {
exists = domicile.domicile_faith
}
NOT = { domicile.domicile_faith = faith:tengri_pagan }
}
}
is_valid_showing_failures_only = {
is_physically_able_adult = yes
is_at_war = no
custom_tooltip = {
text = not_of_a_steppe_faith_tt
NOT = {
religion = religion:tengrism_religion
}
}
}
cost = {
piety = {
value = {
add = major_piety_value
if = { # Cost increases if you're reverting to pagan
limit = {
faith = {
NOT = {
has_doctrine_parameter = unreformed
}
}
}
multiply = 4
}
}
}
}
effect = {
root.domicile.domicile_culture = { save_scope_as = domicile_culture }
set_character_faith = faith:tengri_pagan
domicile = {
set_domicile_faith = faith:tengri_pagan
}
every_held_title = {
limit = {
tier = tier_county
is_landless_type_title = no
culture = scope:domicile_culture
}
set_county_faith = faith:tengri_pagan
}
# Spouses convert
every_spouse = {
limit = {
is_courtier_of = root
NOT = { faith = root.faith }
}
add_to_list = spouses_and_family_to_convert
}
# Family at court also convert
every_close_or_extended_family_member = {
limit = {
is_courtier_of = root
NOT = { faith = root.faith }
}
add_to_list = spouses_and_family_to_convert
}
every_in_list = {
list = spouses_and_family_to_convert
set_character_faith = faith:tengri_pagan
}
}
ai_check_interval = 0
}
#### Embrace Tengriism ###
#embrace_tengriism_decision = {
# picture = {
# reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
# }
# decision_group_type = nomad_minor
# desc = embrace_tengriism_decision_desc
# selection_tooltip = embrace_tengriism_decision_tooltip
#
# is_shown = {
# is_playable_character = yes
# government_has_flag = government_is_nomadic
# OR = {
# culture = { has_cultural_pillar = heritage_mongolic }
# culture = { has_cultural_pillar = heritage_turkic }
# domicile.domicile_culture = { has_cultural_pillar = heritage_mongolic }
# domicile.domicile_culture = { has_cultural_pillar = heritage_turkic }
# }
# NOT = {
# faith = faith:tengri_pagan
# }
# #Cheaper to just switch to domicile's tengriism
# trigger_if = {
# limit = {
# exists = domicile.domicile_faith
# }
# NOT = { domicile.domicile_faith = faith:tengri_pagan }
# }
# }
#
# is_valid_showing_failures_only = {
# is_physically_able_adult = yes
# is_at_war = no
# custom_tooltip = {
# text = not_of_a_steppe_faith_tt
# NOT = {
# religion = religion:tengrism_religion
# }
# }
# }
#
# cost = {
# piety = {
# value = {
# add = major_piety_value
# if = { # Cost increases if you're reverting to pagan
# limit = {
# faith = {
# NOT = {
# has_doctrine_parameter = unreformed
# }
# }
# }
# multiply = 4
# }
# }
# }
# }
#
# effect = {
# root.domicile.domicile_culture = { save_scope_as = domicile_culture }
# set_character_faith = faith:tengri_pagan
# domicile = {
# set_domicile_faith = faith:tengri_pagan
# }
# every_held_title = {
# limit = {
# tier = tier_county
# is_landless_type_title = no
# culture = scope:domicile_culture
# }
# set_county_faith = faith:tengri_pagan
# }
# # Spouses convert
# every_spouse = {
# limit = {
# is_courtier_of = root
# NOT = { faith = root.faith }
# }
# add_to_list = spouses_and_family_to_convert
# }
# # Family at court also convert
# every_close_or_extended_family_member = {
# limit = {
# is_courtier_of = root
# NOT = { faith = root.faith }
# }
# add_to_list = spouses_and_family_to_convert
# }
# every_in_list = {
# list = spouses_and_family_to_convert
# set_character_faith = faith:tengri_pagan
# }
# }
#
# ai_check_interval = 0
#}
### Spread [ROOT.Char.GetFaith.GetNameNoTooltip] to your People ###
proselytize_to_your_people_decision = {

View file

@ -3214,80 +3214,80 @@ set_de_jure_capital_decision = {
base = 100
}
}
# Restore Carthage
restore_carthage_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 0
hegemony = 0
}
desc = restore_carthage_decision_desc
selection_tooltip = restore_carthage_decision_tooltip
is_shown = {
is_ruler = yes
is_playable_character = yes
OR = {
culture = { has_cultural_pillar = heritage_syriac }
culture = culture:levantine
}
# Not repeatable.
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_restored_carthage
}
}
}
is_valid = {
is_independent_ruler = yes
highest_held_title_tier < tier_empire
prestige_level >= 4
completely_controls_region = custom_carthage
completely_controls_region = custom_tripolitania
completely_controls_region = custom_mauretania
completely_controls_region = custom_carthago_nova
}
is_valid_showing_failures_only = {
top_liege = this
is_available_adult = yes
}
cost = {
gold = {
value = 1200
}
}
effect = {
save_scope_as = founder
show_as_tooltip = { restore_carthage_scripted_effect = yes }
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_restored_carthage
}
}
trigger_event = major_decisions.3300
}
}
#
## Restore Carthage
#
#restore_carthage_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
# }
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 120
# empire = 0
# hegemony = 0
# }
#
# desc = restore_carthage_decision_desc
# selection_tooltip = restore_carthage_decision_tooltip
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
#
# OR = {
# culture = { has_cultural_pillar = heritage_syriac }
# culture = culture:levantine
# }
#
# # Not repeatable.
# NOT = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_restored_carthage
# }
# }
# }
#
# is_valid = {
# is_independent_ruler = yes
# highest_held_title_tier < tier_empire
#
# prestige_level >= 4
#
# completely_controls_region = custom_carthage
# completely_controls_region = custom_tripolitania
# completely_controls_region = custom_mauretania
# completely_controls_region = custom_carthago_nova
#
# }
#
# is_valid_showing_failures_only = {
# top_liege = this
# is_available_adult = yes
# }
#
# cost = {
# gold = {
# value = 1200
# }
# }
#
# effect = {
# save_scope_as = founder
# show_as_tooltip = { restore_carthage_scripted_effect = yes }
#
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_restored_carthage
# }
# }
#
# trigger_event = major_decisions.3300
# }
#}

View file

@ -70,7 +70,7 @@ reforge_crown_wenceslas_decision = {
}
}
ai_check_interval = { 500 }
ai_check_interval = 500
ai_will_do = {
value = 15
}

View file

@ -0,0 +1,99 @@
tells_attrition_mult = {
decimals = 0
color = bad
percent = yes
}
tells_cancel_negative_supply = {
prefix = MOD_SUPPLY_PREFIX
decimals = 0
}
tells_advantage = {
prefix = MOD_ADVANTAGE_PREFIX
decimals = 0
}
tells_min_combat_roll = {
decimals = 0
}
tells_max_combat_roll = {
decimals = 0
}
tells_development_growth = {
prefix = MOD_DEVELOPMENT_PREFIX
decimals = 1
}
tells_development_growth_factor = {
prefix = MOD_DEVELOPMENT_PREFIX
decimals = 1
percent = yes
}
tells_construction_gold_cost = {
decimals = 0
color = bad
prefix = MOD_GOLD_PREFIX
percent = yes
}
tells_holding_construction_gold_cost = {
decimals = 0
color = bad
prefix = MOD_GOLD_PREFIX
percent = yes
}
tells_construction_piety_cost = {
decimals = 0
color = bad
prefix = MOD_PIETY_PREFIX
percent = yes
}
tells_holding_construction_piety_cost = {
decimals = 0
color = bad
prefix = MOD_PIETY_PREFIX
percent = yes
}
tells_construction_prestige_cost = {
decimals = 0
color = bad
prefix = MOD_PRESTIGE_PREFIX
percent = yes
}
tells_holding_construction_prestige_cost = {
decimals = 0
color = bad
prefix = MOD_PRESTIGE_PREFIX
percent = yes
}
tells_supply_limit = {
prefix = MOD_SUPPLY_PREFIX
decimals = 0
}
tells_supply_limit_mult = {
prefix = MOD_SUPPLY_PREFIX
decimals = 0
percent = yes
}
tells_tax_mult = {
decimals = 0
prefix = MOD_GOLD_PREFIX
percent = yes
}
tells_levy_size = {
decimals = 0
prefix = MOD_SOLDIER_PREFIX
percent = yes
}

View file

@ -0,0 +1,945 @@

##Gun Cavalry
gun_cavalry_max_size_add = {
decimals = 0
}
gun_cavalry_max_size_mult = {
decimals = 0
percent = yes
}
gun_cavalry_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
gun_cavalry_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
gun_cavalry_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
gun_cavalry_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
gun_cavalry_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
gun_cavalry_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
gun_cavalry_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
gun_cavalry_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
gun_cavalry_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
gun_cavalry_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
gun_cavalry_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
gun_cavalry_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_gun_cavalry_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_gun_cavalry_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_gun_cavalry_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_gun_cavalry_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_gun_cavalry_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_gun_cavalry_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_gun_cavalry_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_gun_cavalry_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_gun_cavalry_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_gun_cavalry_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
###Super Heavy
chemical_weapons_max_size_add = {
decimals = 0
}
chemical_weapons_max_size_mult = {
decimals = 0
percent = yes
}
chemical_weapons_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
chemical_weapons_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
chemical_weapons_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
chemical_weapons_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
chemical_weapons_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
chemical_weapons_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
chemical_weapons_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_chemical_weapons_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_chemical_weapons_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_chemical_weapons_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_chemical_weapons_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_chemical_weapons_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_chemical_weapons_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
##Chemical
chemical_weapons_max_size_add = {
decimals = 0
}
chemical_weapons_max_size_mult = {
decimals = 0
percent = yes
}
chemical_weapons_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
chemical_weapons_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
chemical_weapons_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
chemical_weapons_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
chemical_weapons_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
chemical_weapons_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
chemical_weapons_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_chemical_weapons_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_chemical_weapons_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_chemical_weapons_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_chemical_weapons_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_chemical_weapons_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_chemical_weapons_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
##Airship
airship_max_size_add = {
decimals = 0
}
airship_max_size_mult = {
decimals = 0
percent = yes
}
airship_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
airship_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
airship_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
airship_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
airship_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
airship_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
airship_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
airship_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
airship_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
airship_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
airship_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
airship_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_airship_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_airship_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_airship_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_airship_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_airship_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_airship_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_airship_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_airship_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_airship_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_airship_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
##Peasant Militia
peasant_militia_max_size_add = {
decimals = 0
}
peasant_militia_max_size_mult = {
decimals = 0
percent = yes
}
peasant_militia_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
peasant_militia_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
peasant_militia_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
peasant_militia_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
peasant_militia_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
peasant_militia_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
peasant_militia_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
peasant_militia_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
peasant_militia_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
peasant_militia_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
peasant_militia_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
peasant_militia_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_peasant_militia_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_peasant_militia_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_peasant_militia_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_peasant_militia_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_peasant_militia_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_peasant_militia_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_peasant_militia_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_peasant_militia_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_peasant_militia_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_peasant_militia_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
horse_archers_max_size_add = {
decimals = 0
}
horse_archers_max_size_mult = {
decimals = 0
percent = yes
}
horse_archers_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
horse_archers_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
horse_archers_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
horse_archers_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
horse_archers_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
horse_archers_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
horse_archers_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
horse_archers_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
horse_archers_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
horse_archers_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
horse_archers_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
horse_archers_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_horse_archers_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_horse_archers_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_horse_archers_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_horse_archers_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_horse_archers_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_horse_archers_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_horse_archers_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_horse_archers_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_horse_archers_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_horse_archers_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_max_size_add = {
decimals = 0
}
nomadic_horde_max_size_mult = {
decimals = 0
percent = yes
}
nomadic_horde_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
nomadic_horde_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
nomadic_horde_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
nomadic_horde_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
nomadic_horde_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
nomadic_horde_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
nomadic_horde_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_nomadic_horde_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_nomadic_horde_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_nomadic_horde_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_nomadic_horde_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_nomadic_horde_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_nomadic_horde_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_nomadic_horde_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_nomadic_horde_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_nomadic_horde_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_nomadic_horde_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}

File diff suppressed because it is too large Load diff

View file

@ -279,91 +279,91 @@ on_county_occupied = {
}
}
# Mongol Devastation
if = {
limit = {
# Check that it's relevant so we don't fire it *all* the time
OR = {
AND = {
exists = global_var:mongol_empire_has_spawned
NOT = { exists = global_var:mongol_story_has_ended }
any_owned_story = {
type = story_mongol_invasion
}
}
any_owned_story = {
type = story_greatest_of_khans
}
}
NOT = { exists = scope:county.var:looted_by_mongols }
}
# Each County should only be devastated once
scope:county = {
set_variable = {
name = looted_by_mongols
value = yes
years = 25
}
}
# Send a message (and gold!) to the Mongol Emperor
send_interface_message = {
type = event_war_good
title = mongols_sieged_county.t
left_icon = scope:previous_controller
right_icon = scope:county
#Herd from nomad counties if nomadic
if = {
limit = {
scope:county = {
any_county_province = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
government_has_flag = government_is_nomadic
}
domicile = {
change_herd = miniscule_herd_gain
}
}
else = {
if = {
limit = {
scope:county.development_level >= 1
}
add_gold = {
add = scope:county.development_level
multiply = 5
}
}
}
if = {
limit = {
dread < 150
}
add_dread = 2
}
show_as_tooltip = {
scope:county = {
mongols_devastate_county_effect = yes
}
}
}
save_scope_as = mongol_emperor
# Send a message to the County's owner
scope:county.holder = {
send_interface_message = {
type = event_war_bad
title = mongols_sieged_county.t
left_icon = scope:mongol_emperor
right_icon = scope:county
scope:county = {
mongols_devastate_county_effect = yes
}
}
}
}
# if = {
# limit = {
# # Check that it's relevant so we don't fire it *all* the time
# OR = {
# AND = {
# exists = global_var:mongol_empire_has_spawned
# NOT = { exists = global_var:mongol_story_has_ended }
# any_owned_story = {
# type = story_mongol_invasion
# }
# }
# any_owned_story = {
# type = story_greatest_of_khans
# }
# }
# NOT = { exists = scope:county.var:looted_by_mongols }
# }
# # Each County should only be devastated once
# scope:county = {
# set_variable = {
# name = looted_by_mongols
# value = yes
# years = 25
# }
# }
# # Send a message (and gold!) to the Mongol Emperor
# send_interface_message = {
# type = event_war_good
# title = mongols_sieged_county.t
# left_icon = scope:previous_controller
# right_icon = scope:county
# #Herd from nomad counties if nomadic
# if = {
# limit = {
# scope:county = {
# any_county_province = {
# OR = {
# has_holding_type = nomad_holding
# has_holding_type = herder_holding
# }
# }
# }
# government_has_flag = government_is_nomadic
# }
# domicile = {
# change_herd = miniscule_herd_gain
# }
# }
# else = {
# if = {
# limit = {
# scope:county.development_level >= 1
# }
# add_gold = {
# add = scope:county.development_level
# multiply = 5
# }
# }
# }
# if = {
# limit = {
# dread < 150
# }
# add_dread = 2
# }
# show_as_tooltip = {
# scope:county = {
# mongols_devastate_county_effect = yes
# }
# }
# }
# save_scope_as = mongol_emperor
# # Send a message to the County's owner
# scope:county.holder = {
# send_interface_message = {
# type = event_war_bad
# title = mongols_sieged_county.t
# left_icon = scope:mongol_emperor
# right_icon = scope:county
# scope:county = {
# mongols_devastate_county_effect = yes
# }
# }
# }
# }
# Admin house power bonus for getting influence
if = {
limit = {
@ -789,7 +789,7 @@ on_raid_action_completion = {
raiding.0013 # Chance to kidnap prisoners
raiding.0014 # Chance to steal an artifact
bp2_yearly.8031 # Steal a doll
raiding.0031 # Hereward adds XP
# raiding.0031 # Hereward adds XP
raiding.0040 # Raid Intent Effects
}
effect = {

View file

@ -0,0 +1,34 @@
######################################################
####
#### El Cid Story Cycle On-Actions
####
#### el_cid_landless_on_action
#### el_cid_landless_or_landed_on_action
####
######################################################
#
## Landless
#el_cid_landless_on_action = {
# random_events = {
# # No one opens the door to you
# 200 = cid.1000
# # You have no money to pay your men
# 100 = cid.1010
# # You have to leave your spouse/children behind
# 200 = cid.1020
# }
#}
#
## Landless or Landed
#el_cid_landless_or_landed_on_action = {
# random_events = {
# # You have some money - send gift?
# 100 = cid.1030
# # You pray for your liege
# 100 = cid.1040
# # cid.2000 triggered from the combat on_action
# # cid.2001 triggered from the combat on_action
# # Your liege offers you a favourable marriage
# 250 = cid.2010
# }
#}

View file

@ -0,0 +1,42 @@
##Events for William/Norman King of England
#ongoing_harrying_owner_events = {
# random_events = {
# chance_of_no_event = 90
# delay = { days = { 60 90 } }
#
# 100 = ep3_story_cycle_harrying.1000
# 100 = ep3_story_cycle_harrying.1005
# 100 = ep3_story_cycle_harrying.1010
# 100 = ep3_story_cycle_harrying.1015
# }
#}
#
##Events for Anglo-Saxon lords in England
#ongoing_harrying_aetheling_events = {
# random_events = {
# chance_of_no_event = 90
# delay = { days = { 60 90 } }
#
# 100 = ep3_story_cycle_harrying.2000
# 100 = ep3_story_cycle_harrying.2005
# 100 = ep3_story_cycle_harrying.2010
# 100 = ep3_story_cycle_harrying.2015
# }
#}
#
##Events specifically for Hereward the Wake
#ongoing_harrying_hereward_events = {
# random_events = {
# chance_of_no_event = 90
# delay = { days = { 60 90 } }
#
# 100 = ep3_story_cycle_harrying.3000
# 100 = ep3_story_cycle_harrying.3005
# 100 = ep3_story_cycle_harrying.3010
# 100 = ep3_story_cycle_harrying.3015
# 100 = ep3_story_cycle_harrying.3020
# 50 = ep3_story_cycle_harrying.3050
# 100 = ep3_laamps.7001
# }
#}
#

View file

@ -0,0 +1,18 @@
##Events for Violet Poet
#ongoing_violet_poet_owner_events = {
# random_events = {
# chance_of_no_event = 50
# delay = { days = { 40 80 } }
#
# 100 = ep3_story_cycle_violet_poet.1005%
# 100 = ep3_story_cycle_violet_poet.1010
# 100 = ep3_story_cycle_violet_poet.1015
# 100 = ep3_story_cycle_violet_poet.1020
# 100 = ep3_story_cycle_violet_poet.1025
# 100 = ep3_story_cycle_violet_poet.1030
#
# #Ibn Zaydun chain
# 100 = ep3_story_cycle_violet_poet.2000
# }
#}
#

View file

@ -0,0 +1,168 @@
#fp2_lyonese_monk_events_cycle = {
# effect = {
# # Should things invalidate?
# if = {
# limit = { fp2_lyonese_monk_0000_valid_for_events_trigger = no }
# # Scope:acolyte has died or is no longer your courtier or vassal.
# if = {
# limit = { fp2_lyonese_monk_0000_out_of_realm_trigger = yes }
# trigger_event = fp2_lyonese_monk.0021
# }
# # Your incarceration causes scope:acolyte to disappear - and the story along with HerHim.
# else_if = {
# limit = { fp2_lyonese_monk_0000_out_of_freedom_trigger = yes }
# trigger_event = fp2_lyonese_monk.0051
# }
# # The destruction of the Papacy leaves little room in everyone's hearts for the minutiae of doctrine.
# else_if = {
# limit = { fp2_lyonese_monk_0000_out_of_popes_trigger = yes }
# trigger_event = fp2_lyonese_monk.0041
# }
# # You or scope:acolyte are no longer the correct faith.
# else_if = {
# limit = { fp2_lyonese_monk_0000_out_of_faith_trigger = yes }
# trigger_event = fp2_lyonese_monk.0031
# }
# }
# # If not, run the usual.
# else = {
# # Phase: Private Teachings
# ## Gateway event
# if = {
# limit = { scope:story.var:lm_phase_tally = 0 }
# trigger_event = fp2_lyonese_monk.0201
# }
# ## Random events
# else_if = {
# limit = {
# scope:story.var:lm_phase_tally >= 1
# scope:story.var:lm_phase_tally <= 3
# }
# trigger_event = { on_action = fp2_lyonese_monk_events_phase_teachings_events }
# }
# ## Gateway event
# else_if = {
# limit = { scope:story.var:lm_phase_tally = 4 }
# trigger_event = fp2_lyonese_monk.0241
# }
# # Phase: Public Controversy
# ## Gateway event
# else_if = {
# limit = { scope:story.var:lm_phase_tally = 5 }
# trigger_event = fp2_lyonese_monk.0401
# }
# ## Random events
# else_if = {
# limit = {
# scope:story.var:lm_phase_tally >= 6
# scope:story.var:lm_phase_tally <= 8
# }
# trigger_event = { on_action = fp2_lyonese_monk_events_phase_controversy_events }
# }
# ## Gateway event
# else_if = {
# limit = { scope:story.var:lm_phase_tally = 9 }
# trigger_event = fp2_lyonese_monk.0441
# }
# # Phase: Schism
# ## Gateway event
# else_if = {
# limit = { scope:story.var:lm_phase_tally = 10 }
# trigger_event = fp2_lyonese_monk.0601
# }
# ## Random events
# else_if = {
# limit = {
# scope:story.var:lm_phase_tally >= 11
# scope:story.var:lm_phase_tally <= 13
# }
# trigger_event = { on_action = fp2_lyonese_monk_events_phase_schism_events }
# }
# ## Gateway event
# else = { trigger_event = fp2_lyonese_monk.0641 }
# }
# }
#}
#
#fp2_lyonese_monk_events_phase_teachings_events = {
# random_events = {
# 100 = fp2_lyonese_monk.0211
# 100 = fp2_lyonese_monk.0221
# 100 = fp2_lyonese_monk.0231
# }
# fallback = fp2_lyonese_monk_events_cycle_no_valid_events_fallback
#}
#
#fp2_lyonese_monk_events_phase_controversy_events = {
# random_events = {
# 100 = fp2_lyonese_monk.0411
# 100 = fp2_lyonese_monk.0421
# 100 = fp2_lyonese_monk.0431
# }
# fallback = fp2_lyonese_monk_events_cycle_no_valid_events_fallback
#}
#
#fp2_lyonese_monk_events_phase_schism_events = {
# random_events = {
# 100 = fp2_lyonese_monk.0611
# 100 = fp2_lyonese_monk.0621
# 100 = fp2_lyonese_monk.0631
# }
# fallback = fp2_lyonese_monk_events_cycle_no_valid_events_fallback
#}
#
#fp2_lyonese_monk_events_cycle_no_valid_events_fallback = {
# effect = {
# # Should things invalidate?
# if = {
# limit = { fp2_lyonese_monk_0000_valid_for_events_trigger = no }
# # Scope:acolyte has died or is no longer your courtier or vassal.
# if = {
# limit = { fp2_lyonese_monk_0000_out_of_realm_trigger = yes }
# trigger_event = fp2_lyonese_monk.0021
# }
# # Your incarceration causes scope:acolyte to disappear - and the story along with HerHim.
# else_if = {
# limit = { fp2_lyonese_monk_0000_out_of_freedom_trigger = yes }
# trigger_event = fp2_lyonese_monk.0051
# }
# # The destruction of the Papacy leaves little room in everyone's hearts for the minutiae of doctrine.
# else_if = {
# limit = { fp2_lyonese_monk_0000_out_of_popes_trigger = yes }
# trigger_event = fp2_lyonese_monk.0041
# }
# # You or scope:acolyte are no longer the correct faith.
# else_if = {
# limit = { fp2_lyonese_monk_0000_out_of_faith_trigger = yes }
# trigger_event = fp2_lyonese_monk.0031
# }
# }
# # If not, run the usual.
# else = {
# # Increment the incident tally by 1 if we're not at a cap event.
# if = {
# limit = {
# NOR = {
# scope:story.var:lm_phase_tally = 0
# scope:story.var:lm_phase_tally = 4
# scope:story.var:lm_phase_tally = 5
# scope:story.var:lm_phase_tally = 9
# scope:story.var:lm_phase_tally = 10
# }
# }
# scope:story = {
# change_variable = {
# name = lm_phase_tally
# add = 1
# }
# }
# }
# # Run the cycle again.
# trigger_event = {
# on_action = fp2_lyonese_monk_events_cycle
# months = { 2 5 }
# }
# }
# }
#}
#

View file

@ -0,0 +1,74 @@
# On actions for knight events, triggered automatically by the game
# Called for commanders when combat ends
# root is the commander
# scope:combat_side is the side of combat the commander is on
# scope:victory is whether the commander's side won
on_commander_combat_finished = {
trigger = {
scope:victory = no
}
events = {
# DISABLED as how this is handled is undergoing a rework.
#commanders.0011 # Commander captured after combat.
}
}
# called on every unique owner of an army on combat end
# root is the owning character
# scope:combat_side is the side of combat the commander is on
# scope:victory is whether the commander's side won
# commanders is a list of all commanders in the combat
# knights is a list of all knights in the combat
on_army_combat_finished = {
}
# Used for handling the Varangian guard
varangian_ongoing = {
trigger = {
has_character_flag = is_currently_varangian
}
effect = {
#Verify if the character became landed: in that case, remove the flag
if = {
limit = {
is_ruler = yes
}
remove_character_flag = is_currently_varangian
}
else = {
#debug_log = "Fired the varangian_ongoing pulse"
#debug_log_scopes = yes
change_variable = { # NOTE: Will *not* be relevant to non-delayed trigger evaluations for the events below
name = years_as_varangian
add = 1
}
trigger_event = {
on_action = varangian_ongoing
days = { 340 380 }
}
}
}
random_events = {
500 = 0
# 500 = varangian.1001 # Return home
# 100 = varangian.2001 # Become Best Friends with another Varangian
# 100 = varangian.2002 # Become Lover with another Varangian
# 100 = varangian.2003 # Become Friends with a local ruler
# 100 = varangian.2004 # Become Rival with a local ruler
# 300 = varangian.2005 # Marry Lover
# 100 = varangian.2008 # Get wounded
# 100 = varangian.2011 # Get local Lover
# 200 = varangian.2012 # Increase Prowess
# 200 = varangian.2013 # Increase Martial
# 200 = varangian.2014 # Increase Learning
# 200 = varangian.2015 # Increase Diplomacy
# 50 = varangian.2016 # Become Brave
# 50 = varangian.2017 # Become Ambitious
# 50 = varangian.2018 # Become Diligent
}
}

View file

@ -0,0 +1,875 @@
# root: The province in which the building was completed
# scope:character: The character that paid for the construction, if available
on_building_completed = {
effect = {
#save the county holder as the character in case the construction wasn't started through GUI or by the AI
if = {
limit = {
NOT = { exists = scope:character }
}
root.county.holder = {
save_scope_as = character
}
}
root = {
# Preservation tenet
if = {
limit = {
scope:character.faith = { has_doctrine_parameter = building_temples_gives_development }
OR = {
has_holding_type = church_holding
has_holding_type = temple_citadel_holding
}
NOT = { county = { has_variable = dev_gain_cooldown } }
}
scope:character = {
send_interface_toast = {
title = building_temples_gives_development_toast
left_icon = root
root.county = {
change_development_progress_with_overflow = minor_development_progress_gain
set_variable = {
name = dev_gain_cooldown
value = yes
days = 365
}
}
}
}
}
# Hard working Tradition
if = {
limit = {
culture = { has_cultural_parameter = development_gain_on_building_complete }
NOT = { county = { has_variable = dev_gain_cooldown } }
}
county = {
change_development_progress_with_overflow = 25
set_variable = {
name = dev_gain_cooldown
value = yes
days = 365
}
}
}
# Metal crafting Tradition
if = {
limit = {
culture = { has_cultural_parameter = prestige_gain_on_building_complete_in_mountains }
OR = {
terrain = mountains
terrain = desert_mountains
}
}
scope:character = {
if = {
limit = {
is_alive = yes
}
add_prestige = medium_prestige_value
}
}
}
# Yashima
if = {
limit = {
culture = { has_cultural_parameter = prestige_gain_on_building_complete_in_mountains_forest }
OR = {
terrain = mountains
terrain = forest
}
}
scope:character = {
if = {
limit = {
is_alive = yes
}
add_prestige = medium_prestige_value
}
}
}
# Sacred Mountains Tradition
if = {
limit = {
scope:character.culture = { has_cultural_parameter = piety_gain_on_building_complete_in_mountains }
OR = {
terrain = mountains
terrain = desert_mountains
}
}
scope:character = {
if = {
limit = {
is_alive = yes
}
add_piety = minor_piety_value
}
}
}
# Sacred Groves Tradition
if = {
limit = {
scope:character.culture = { has_cultural_parameter = piety_gain_on_building_complete_in_forest_taiga }
OR = {
terrain = forest
terrain = taiga
terrain = jungle
}
}
scope:character = {
if = {
limit = {
is_alive = yes
}
add_piety = minor_piety_value
}
}
}
# FP2 Dynasty perk
if = {
limit = {
has_holding_type = city_holding
exists = scope:character.dynasty
scope:character.dynasty = {
has_dynasty_perk = fp2_urbanism_legacy_4
}
}
county = {
holder = {
if = {
limit = {
is_alive = yes
}
send_interface_toast = {
type = event_toast_effect_good
title = prestige_gained_from_building_completion
left_icon = root.barony
add_prestige = medium_prestige_gain
}
}
}
#### Chance to add super guest!
# Set variables
random = {
chance = 10
modifier = {
add = county.development_level
}
set_variable = {
name = number_prestigious_new_guests
value = 1
}
if = {
limit = { county.development_level >= max_development_level }
set_variable = {
name = holding_quality
value = 3
}
}
else_if = {
limit = { county.development_level >= great_development_level }
set_variable = {
name = holding_quality
value = 3
}
}
else_if = {
limit = { county.development_level >= good_development_level }
set_variable = {
name = holding_quality
value = 2
}
}
else_if = {
limit = { county.development_level >= medium_development_level }
set_variable = {
name = holding_quality
value = 2
}
}
else_if = {
limit = { county.development_level >= bad_development_level }
set_variable = {
name = holding_quality
value = 1
}
}
else = {
set_variable = {
name = holding_quality
value = 1
}
}
}
holder = {
# Trigger the hidden event
if = {
limit = {
is_alive = yes
}
trigger_event = fp2_other_decisions.0001
}
}
}
}
# Struggle parameters
if = {
limit = {
has_holding_type = castle_holding
scope:character = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = completing_building_in_castle_gives_development
}
}
}
county = { change_development_progress_with_overflow = 10 }
}
if = {
limit = {
has_holding_type = church_holding
scope:character = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = completing_building_in_temple_gives_piety
}
}
}
scope:character = { add_piety = medium_piety_gain }
}
# Struggle catalysts
if = {
limit = {
has_holding_type = castle_holding
scope:character = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_new_building_in_castle
}
}
}
scope:character = {
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_new_building_in_castle
character = scope:character
}
}
}
}
else_if = {
limit = {
has_holding_type = city_holding
scope:character = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_new_building_in_city
}
}
}
scope:character = {
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_new_building_in_city
character = scope:character
}
}
}
}
else_if = {
limit = {
has_holding_type = church_holding
scope:character = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_new_building_in_temple
}
}
}
scope:character = {
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_new_building_in_temple
character = scope:character
}
}
}
}
if = {
limit = {
has_holding_type = church_holding
county.faith.religion = religion:islam_religion
scope:character = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_new_islamic_temple_construction
}
}
}
scope:character = {
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_new_islamic_temple_construction
character = scope:character
}
}
}
}
if = {
limit = {
scope:character = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_new_building_in_holdings
}
}
}
scope:character = {
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_new_building_in_holdings
character = scope:character
}
}
}
}
# Points of Interest
# Apply them here directly so they are more promptly added than monthly via the POI update
if = {
limit = {
has_special_building = no
}
}
else_if = {
limit = {
OR = {
has_building_with_flag = { flag = travel_point_of_interest_martial }
has_building_with_flag = { flag = travel_point_of_interest_martial_minor }
}
NOT = { has_travel_point_of_interest = poi_special_buildings_martial }
}
add_travel_point_of_interest = poi_special_buildings_martial
}
else_if = {
limit = {
has_building_with_flag = { flag = travel_point_of_interest_learning }
NOT = { has_travel_point_of_interest = poi_special_buildings_learning }
}
add_travel_point_of_interest = poi_special_buildings_learning
}
else_if = {
limit = {
has_building_with_flag = { flag = travel_point_of_interest_religious }
NOT = { has_travel_point_of_interest = poi_special_buildings_religious }
}
add_travel_point_of_interest = poi_special_buildings_religious
}
else_if = {
limit = {
has_building_with_flag = { flag = travel_point_of_interest_diplomatic }
NOT = { has_travel_point_of_interest = poi_special_buildings_diplomatic }
}
add_travel_point_of_interest = poi_special_buildings_diplomatic
}
else_if = {
limit = {
has_building_with_flag = { flag = travel_point_of_interest_wonder }
NOT = { has_travel_point_of_interest = poi_special_buildings_wonder }
}
add_travel_point_of_interest = poi_special_buildings_wonder
}
else_if = {
limit = {
has_building_with_flag = { flag = travel_point_of_interest_economic }
NOT = { has_travel_point_of_interest = poi_special_buildings_economic }
}
add_travel_point_of_interest = poi_special_buildings_economic
}
# The Builder event chain
if = {
limit = {
has_variable = the_builder_holding
NOT = { has_variable = the_builder_finished }
}
var:the_builder_holding = { save_scope_as = holding_initiator }
#Did the Builder actually finish the holding, or was it cancelled?
scope:holding_initiator = {
if = {
limit = {
is_alive = yes
is_landed_or_landless_administrative = yes
is_available = yes
}
#Then remove the safeguard event that would clean up the Builder
if = {
limit = { has_variable = the_builder_holding_cancelled_safeguard }
remove_variable = the_builder_holding_cancelled_safeguard
}
#And trigger reward event
trigger_event = bp2_yearly.1071
}
}
set_variable = { name = the_builder_finished }
}
# Every time the Builder builds in their holding...
if = {
limit = {
scope:character ?= {
OR = {
has_character_modifier = the_city_builder_modifier
has_character_modifier = the_castle_builder_modifier
has_character_modifier = the_temple_builder_modifier
}
}
}
county = { change_development_progress = minor_development_progress_gain }
if = {
limit = {
scope:character ?= { has_character_modifier = the_city_builder_modifier }
}
scope:character = { add_gold = minor_gold_value }
}
if = {
limit = {
scope:character ?= { has_character_modifier = the_castle_builder_modifier }
}
scope:character = { add_prestige = minor_prestige_gain }
}
if = {
limit = {
scope:character ?= { has_character_modifier = the_temple_builder_modifier }
}
scope:character = { add_piety = minor_piety_gain }
}
}
#end any landless adventurer's construction task contract
if = {
limit = {
any_player = {
any_character_active_contract = {
task_contract_type = laamp_construction_contract
task_contract_employer = scope:character
save_temporary_scope_as = construction_contract
}
}
}
scope:construction_contract = {
if = {
limit = {
task_contract_taker.capital_province.county = root.county
}
complete_task_contract = success_critical
}
else = {
complete_task_contract = failure_standard
}
}
}
# Inspection - Has Holding Modifier
if = {
limit = {
has_province_modifier = inspection_empty_lands_domain_modifier
}
remove_province_modifier = inspection_empty_lands_domain_modifier
add_random_economic_building_effect = yes
}
else_if = {
limit = {
has_province_modifier = inspection_empty_lands_border_modifier
}
remove_province_modifier = inspection_empty_lands_border_modifier
add_random_fortification_building_effect = yes
}
# Admin - Governors get rewards for constructing buildings in governed counties
if = {
limit = {
scope:character = {
OR = {
is_governor = yes
AND = {
min_appointment_tier = tier_county
is_governor_or_admin_count = yes
}
tgp_is_any_minister = yes
}
}
}
scope:character = {
send_interface_message = {
type = msg_governor_duties
title = msg_governor_duties_t
desc = admin_construction_completed_desc
right_icon = root.barony
if = {
limit = {
government_allows = merit
}
change_merit = building_construction_merit_gain_value
if = {
limit = {
tgp_is_any_minister = yes
government_has_flag = government_has_influence
}
change_influence = estate_construction_influence_gain_value
}
}
else = {
change_influence = estate_construction_influence_gain_value
}
if = {
limit = {
building_construction_dynasty_prestige_gain_value > 0
}
dynasty = {
add_dynasty_prestige = building_construction_dynasty_prestige_gain_value
}
}
increase_governance_effect = { VALUE = 4 }
}
}
}
# # Harrying of the North - Pacification Gain
# if = {
# limit = {
# scope:character.culture = culture:norman
# has_global_variable = harrying_of_the_north
# exists = global_var:harrying_of_the_north.story_owner.var:pacification
# }
# global_var:harrying_of_the_north.story_owner = {
# change_variable = {
# name = pacification
# add = 2
# }
# }
# }
# Devaraja consecration event
if = {
limit = {
OR = {
has_building_with_flag = { flag = temple_citadel }
has_building_with_flag = { flag = temple }
has_building_with_flag = { flag = mandala_capital_building }
}
NOT = { has_variable = mandala_consecrated_walls }
scope:character = {
is_available_for_activity_trigger = yes
government_has_flag = government_is_mandala
has_mandala_aspect_trigger = yes
}
}
scope:character = {
trigger_event = devaraja.0005
}
set_variable = {
name = mandala_consecrated_walls
years = 30
}
}
# Brewery counter
brewery_counter_effect = yes
# Coronation Promise
if = {
limit = {
scope:character = root.province_owner.liege
scope:character = { has_character_modifier = coronation_vassal_building_modifier }
}
scope:character = {
send_interface_toast = {
title = coronation_vassal_building_tt
left_icon = root
add_prestige = medium_prestige_gain
}
}
}
}
#####################
# Mandala Government
#####################
scope:character = {
if = {
limit = { government_has_flag = government_is_mandala }
if = {
limit = {
exists = house
house = { has_house_aspiration_parameter = aspect_of_creation }
}
mandala_upgrade_creator_effect = yes
house = {
increment_variable_effect = {
VAR = num_buildings_built
VAL = 1
}
}
}
}
}
# Building Oath
scope:character = {
if = {
limit = {
is_alive = yes
has_variable = stewardship_oath_2_buildings
}
change_variable = {
name = stewardship_oath_2_buildings
add = 1
}
add_to_variable_list = {
name = stewardship_oath_2_building_list
target = root
}
}
}
}
}
# root: The province in which the building was started
# scope:character: The character that paid for the construction, if available
on_building_started = {
effect = {
#save the county holder as the character in case the construction wasn't started through GUI or by the AI
if = {
limit = {
NOT = { exists = scope:character }
}
root.county.holder = {
save_scope_as = character
}
}
if = {
limit = {
OR = {
has_construction_with_flag = temple
has_construction_with_flag = castle
has_construction_with_flag = city
}
any_player = {
has_government = landless_adventurer_government
in_diplomatic_range = scope:character
can_create_task_contract = {
type_name = laamp_construction_contract
employer = scope:character
}
save_temporary_scope_as = player_laamp
}
}
scope:player_laamp = {
create_task_contract = {
task_contract_employer = scope:character
task_contract_type = laamp_construction_contract
task_contract_tier = scope:character.task_contract_tier_value
location = scope:character.capital_province
save_scope_as = new_contract
}
scope:new_contract = {
set_variable = {
name = task_contract_employer
value = scope:character
}
set_variable = {
name = task_contract_destination
value = root
}
}
}
}
if = {
limit = {
has_province_modifier = travel_extra_building_resources_modifier
}
if = {
limit = {
has_variable = extra_building_resources
var:extra_building_resources > 1
}
change_variable = {
name = extra_building_resources
subtract = 1
}
remove_province_modifier = travel_extra_building_resources_modifier
add_province_modifier = travel_extra_building_resources_modifier
}
else = {
remove_province_modifier = travel_extra_building_resources_modifier
remove_variable = extra_building_resources
}
}
}
}
# root: The province in which the building was cancelled
# scope:character: The character that paid for the construction, if available
on_building_cancelled = {
effect = {}
}
# root: The holder of the province doing the razing
# province: The province in which the holding exists
on_holding_razed = {
effect = {
scope:province.county = { set_variable = was_razed }
send_interface_toast = {
title = province_razed_toast_title
left_icon = scope:province.barony
add_gold = {
value = minor_gold_value
add = scope:province.county.development_level
}
scope:province = {
if = {
limit = {
this = county.title_province
county.development_level >= 1
}
county = {
change_development_progress_with_overflow = {
value = scope:province.county.development_level
multiply = 10
multiply = -1
}
}
}
if = {
limit = {
this = county.title_province
county = {
uses_county_fertility = yes
}
}
county = {
change_county_fertility = medium_county_fertility_level_gain
}
}
if = {
limit = {
has_university_building_trigger = yes
}
if = {
limit = {
has_building_or_higher = generic_university
}
remove_building = generic_university
}
else_if = {
limit = {
has_building_or_higher = al_azhar_university
}
remove_building = al_azhar_university
}
else_if = {
limit = {
has_building_or_higher = sankore_university
}
remove_building = sankore_university
}
else_if = {
limit = {
has_building_or_higher = siena_university
}
remove_building = siena_university
}
else_if = {
limit = {
has_building_or_higher = nalanda_university
}
remove_building = nalanda_university
}
else_if = {
limit = {
has_building_or_higher = house_of_wisdom_01
}
remove_building = house_of_wisdom_01
}
else_if = {
limit = {
has_building_or_higher = al_qarawiyyin_university_01
}
remove_building = al_qarawiyyin_university_01
}
else_if = {
limit = {
has_building_or_higher = somapura_university_01
}
remove_building = somapura_university_01
}
else_if = {
limit = {
has_building_or_higher = cluny_abbey_01
}
remove_building = cluny_abbey_01
}
}
}
}
}
}
# root: The holder of the province doing the rebuilding
# province: The province in which the great building exists
on_great_building_rebuilt = {
effect = {
add_piety_experience = {
add = minor_piety_gain
multiply = piety_level
}
hidden_effect = {
if = {
limit = { has_character_modifier = mandala_rise_from_the_ashes_modifier }
remove_character_modifier = mandala_rise_from_the_ashes_modifier
}
if = {
limit = {
NOT = { has_character_flag = devaraja_flag }
has_mandala_aspect_trigger = yes
}
add_character_flag = devaraja_flag
}
}
add_character_modifier = {
modifier = mandala_rise_from_the_ashes_modifier
years = 10
}
#Memory
create_character_memory = { type = rebuilt_mandala_temple_memory }
scope:new_memory ?= {
set_variable = {
name = mandala_capital_rebuilt_location
value = scope:province
}
if = {
limit = { exists = var:mandala_capital_rebuilt_location }
#To prevent 'unused except in loc' errors :catto:
}
}
}
}

View file

@ -0,0 +1,53 @@
# root: is involved (or interloper) character
# Scope:struggle is the currently pulsing struggle.
yearly_struggle_playable_pulse = {
effect = {
}
}
# root: is involved (or interloper) character
# Scope:struggle is the currently pulsing struggle.
five_year_struggle_playable_pulse = {
trigger = {
basic_is_valid_for_yearly_events_trigger = yes
OR = {
fp2_character_interloper_in_struggle_trigger = yes
fp2_character_involved_in_struggle_trigger = yes
}
}
on_actions = {
fp2_iberian_struggle_random_events
}
}
fp2_iberian_struggle_random_events = {
trigger = {
alwasys = no
# fp2_character_involved_in_struggle_trigger = yes
}
random_events = {
chance_to_happen = 95
1 = 0
# 80 = fp2_struggle.1000 #Stoking the Fire
# 50 = fp2_struggle.1001 #War Widows
# 50 = fp2_struggle.1010 #Soul of Iron
# 45 = fp2_struggle.1020 #Death of a Councilman
# 70 = fp2_struggle.2001 #Desperate Villagers Seek New Lord
# #80 = fp2_struggle.2003 #Band of Lost Birds removed for FP3
# 25 = fp2_struggle.2004 #The weights inside this event are a bit high, but since the event is struggle-exclusive it will probably not be an issue
# 70 = fp2_struggle.2006 #The Borders of Faith
# 70 = fp2_struggle.2007 #Castle Worthy of Iberia
# 5 = fp2_struggle.2009 #Catching Thieves of Myth
# 90 = fp2_struggle.3001 #The Price of War Not particularly struggle related, but making it only appear during the struggle makes it more unique and special
# 50 = fp2_struggle.3011 #Order of the Hatchet
# 25 = fp2_struggle.3021 #The Wrath of Heaven Usually the lower chance is because the effects are too great, in this case it is to ensure people don't think every other iberian had discovered han powder.
}
}
fp2_iberian_struggle_starting_events = {
events = {
# neutral_struggle.0001
# fp2_struggle.0003
}
}

View file

@ -2990,7 +2990,7 @@ on_title_gain_inheritance = {
save_scope_as = change
add_claim_on_loss = no
}
scope:root = {
root = {
becomes_independent = { change = scope:change }
}
resolve_title_and_vassal_change = scope:change
@ -3080,16 +3080,6 @@ on_title_gain_usurpation = {
}
}
scope:title = {
limit = {
is_nomad_title = no
tier = tier_county
scope:title.title_province = {
NOR = {
has_holding_type = monotown_holding
has_holding_type = city_holding
}
}
}
scope:title.title_province = {
set_holding_type = city_holding
}
@ -3185,7 +3175,7 @@ on_title_gain_usurpation = {
save_scope_as = change
add_claim_on_loss = no
}
scope:root = {
root = {
becomes_independent = { change = scope:change }
}
resolve_title_and_vassal_change = scope:change
@ -3279,7 +3269,7 @@ on_title_lost = {
save_scope_as = change
add_claim_on_loss = no
}
scope:root = {
root = {
becomes_independent = { change = scope:change }
}
resolve_title_and_vassal_change = scope:change

View file

@ -0,0 +1,425 @@
fp1_yearly_events = {
trigger = { fp1_eligible_for_yearly_events_trigger = yes }
weight_multiplier = {
base = 1
modifier = { # Reduces frequency for characters with non-matching cultures
factor = 0.33
religion = religion:folkgerman_religion
NOT = {
culture = { has_cultural_pillar = heritage_north_germanic }
}
}
modifier = { # Reduces frequency for having both sets of FP events valid
factor = 0.5
OR = {
fp2_eligible_for_yearly_events_trigger = yes
fp3_eligible_for_yearly_events_trigger = yes
}
}
}
random_events = {
chance_to_happen = 65
200 = 0
# Other Events
# 100 = varangian.0001
200 = trait_specific.9001 # Become Poet
#FP1 Events
## Shieldmaidens
100 = fp1_shieldmaiden.0001 # A wrong-gender courtier wishes to fight for you.
400 = fp1_shieldmaiden.0032 # Your shieldmaiden improves their skills.
## General Yearlies
200 = fp1_yearly.0001 # Escaped Thrall - A thrall leaves your court in the night.
200 = fp1_yearly.0011 # Calls for Courtier to be Declared Nithing - Locals call for one of your courtiers to be exiled.
200 = fp1_yearly.0021 # A Matter of Life and Death - Two knights fight to the death over nothing.
200 = fp1_yearly.0031 # Tall Tales at the Table - A deceitful warrior is telling tall-tales at court.
100 = fp1_yearly.0041 # Explorers from the South - An Islamic explorer stops by for a visit.
200 = fp1_yearly.0051 # The Unquiet Dead - You are informed of a reputed-draugr.
200 = fp1_yearly.0071 # In the Deep Places of the World - locals in your Scandi capital report a troll.
200 = fp1_yearly.0091 # A Vessel fit for a Ruler - commissioning a personal longship.
200 = fp1_yearly.0101 # A Game of Riddles - a courtier challenges you to a game of riddles.
200 = fp1_yearly.0111 # Accursed - one of your courtiers is the victim of a nithing pole.
200 = fp1_yearly.2000 # A Child wants to run away to marry their beloved
300 = fp1_yearly.2100 # Two lovers duel for your love
200 = fp1_yearly.2200 # Berserker rampages though court
200 = fp1_yearly.2300 # Convince a group of soldiers to join you
200 = fp1_yearly.2400 # Invest in something that'll aid in your hunts
200 = fp1_yearly.2600 # Become a Berserker
## Flavour Yearlies
200 = fp1_yearly.0501 # Out for a Sail - you spot a ship in distress.
200 = fp1_yearly.0511 # The Stench of Success - a courtier won't let an old trophy go.
200 = fp1_yearly.0521 # Blood on the Snow - your child wishes to snowball fight.
200 = fp1_yearly.0531 # [Dynasty] on Ice - your child wants to learn how to ice skate.
200 = fp1_yearly.0541 # The Beast of [Capital] - your child is playing pranks on courtiers.
200 = fp1_yearly.0551 # Fishy Business - a courtier won't stop eating rotten fish.
200 = fp1_yearly.0561 # My Arm Against Yours - a knight challenges you to arm-wrestling.
200 = fp1_yearly.0571 # Petty Vandalism - your child has vandalised a runestone.
200 = fp1_yearly.0581 # When I Grow Up - your child wishes to be a shieldperson.
200 = fp1_yearly.0591 # Raised Voices at the Thing - two of your counties are fighting at a regional thing.
200 = fp1_yearly.0601 # The Hardest Part of Ruling - you're incredibly bored in a protracted thing session.
200 = fp1_yearly.0611 # Leading by Example - one of your children hurts another whilst imitating you.
200 = fp1_yearly.0641 # Worthy of the Ocean - your longships are in disrepair.
200 = fp1_yearly.0651 # Leviathan - you spot a whale whilst sailing.
200 = fp1_yearly.0661 # A Novel Challenge - a knight challenges you to skiing.
200 = fp1_yearly.0671 # A Slippery Slope - your child wants to go sledding.
200 = fp1_yearly.0681 # Why Can't I Come? - your child wants to come raiding.
200 = fp1_yearly.0691 # Attempted Atonement - a knight has converted after raiding a reformed faith.
## Special Yearlies
50 = fp1_yearly.1001 # You notice a stranger has been hanging around the court.
50 = fp1_yearly.1071 # Sparklingly Clean
50 = fp1_yearly.1081 # An explorer of the Atlantic wishes to share their tales with you.
5 = fp1_yearly.2500 # What's that deviant up to this time!?
1000 = fp1_major_decisions.1001 # Canute & the Tide
## Jomsvikings
# 500 = fp1_jomsvikings.0001 # FP1 - Jomsvikings offer a Retainer
# 500 = fp1_jomsvikings.0021 # FP1 - Jomsvikings send Event Troops
# 1000 = fp1_jomsvikings.0041 # FP1 - Jomsvikings move to execute a stain on the faith.
}
}
fp2_yearly_events = {
trigger = {
# has_fp2_dlc_trigger = yes
always = no
# Most events are geographical in nature
# capital_province ?= { geographical_region = world_europe_west_iberia }
}
weight_multiplier = {
base = 1
modifier = { # Reduces frequency for characters with non-matching cultures
factor = 0.33
NOT = {
culture = { has_cultural_pillar = heritage_iberian }
}
}
modifier = { # Reduces chance after recently having had an event from this pulse
factor = 0.2
has_character_flag = recently_got_fp2_event
}
modifier = { # Reduces frequency for having both sets of FP events valid
factor = 0.5
OR = {
fp1_eligible_for_yearly_events_trigger = yes
fp3_eligible_for_yearly_events_trigger = yes
}
}
}
random_events = {
200 = 0
# FP2 - Fate of Iberia Events
# 160 = fp2_yearly.1001 # Chess Two
# 10 = fp2_yearly.1002 # A Compromising Position
# 160 = fp2_yearly.1003 # Tilting at...Giants?
# 160 = fp2_yearly.1004 # The Hawk of Quraysh
# 160 = fp2_yearly.1005 # Lost Viking
# 80 = fp2_yearly.1006 # Viking Cheese?
# 180 = fp2_yearly.2020 # Horchata colonialism event
# 160 = fp2_yearly.4004 # The Wandering Master
# 160 = fp2_yearly.4005 # Establishing Enclaves
# 160 = fp2_yearly.4006 # God's Architect
# 160 = fp2_yearly.8000 # Burning the Vineyards
# 180 = fp2_yearly.8001 # Assembling the Cortes
# 160 = fp2_yearly.8002 # A Dietary Dilemma
# 160 = fp2_yearly.8003 # Flight of Fancy
# 160 = fp2_yearly.8004 # The Toledo School of Translation
# 160 = fp2_yearly.8005 # Under the Stone Pine
# 160 = fp2_yearly.8006 # Saqaliba Settlers
# 180 = fp2_struggle.1002 # Xenophilic Advancment
# 160 = fp2_struggle.1050 # Dreams of Destruction
# 150 = fp2_struggle.2000 # Disorderly Market
# 140 = fp2_struggle.2008 # Misdeeds of the Councillor
# 350 = fp2_struggle.2013 # The Secret to Freedom
# 130 = fp2_struggle.2015 # Letter on the Back
# 180 = fp2_yearly.2025 # Suffering from Success
# 150 = fp2_yearly.4001 # You fancy a little siesta
# 150 = fp2_yearly.4002 # A county is increasingly religiously intertwined
# 150 = fp2_yearly.4003 # The road to Santiago is under threat from bandits
# 150 = fp2_yearly.4007 # Finding a shell on the road to Santiago
# 150 = fp2_yearly.4008 # Folk stories around the fireside
# 300 = fp2_yearly.4009 # Visiting the Malato Tree
# 150 = fp2_yearly.4010 # Finding a Verraco
# 300 = fp2_yearly.3000 # Neighboring Muslims are growing rice, adopt the practice yourself?
# 100 = bell_special_yearly.1000 # The bell of Huesca yearly
# 150 = fp2_yearly.9000 # Thriving Jewish Community
# 150 = fp2_yearly.9001 # Suspect Conversos of secretly praciticing Judaism
# 150 = fp2_yearly.9002 # Jewish people come fleeing persecution from a nearby realm
# 150 = fp2_yearly.9005 # Toledan Nights
# 50 = fp2_yearly.9006 # Local bishop mad his church faces the wrong way
}
effect = {
root = {
add_character_flag = {
flag = recently_got_fp2_event
days = 1095 # 3 years
}
}
}
}
bp1_yearly_events = { # Disabled in yearly_on_actions
trigger = {
has_dlc_feature = friends_and_foes
OR = {
any_relation = { type = friend }
any_relation = { type = rival }
}
}
weight_multiplier = {
base = 1
modifier = { # Increase frequency the more you fit the conditions
add = 0.25
any_relation = { type = friend }
}
modifier = { # Increase frequency the more you fit the conditions
add = 0.25
any_relation = { type = rival }
}
modifier = { # Increase frequency the more you fit the conditions
add = 0.25
any_relation = { type = best_friend }
}
modifier = { # Increase frequency the more you fit the conditions
add = 0.25
any_relation = { type = nemesis }
}
}
random_events = {
200 = 0
#BP1 Events
100 = bp1_yearly.1000 # Best friend introduces you to a new hobby
200 = bp1_yearly.1010 # A friend offers to mediate with your HoF who has excommunicated you
500 = bp1_yearly.1020 # A friend visits you on your dying bed
500 = bp1_yearly.1021 # You visit a friend on their dying bed
500 = bp1_yearly.1030 # A rival visits you on your dying bed
500 = bp1_yearly.1031 # You visit a rival on their dying bed
100 = bp1_yearly.1040 # You make a new friend at the bathhouse
50 = bp1_yearly.1050 # You make a new rival at the bathhouse
100 = bp1_yearly.1060 # React to a superstitious friend
150 = bp1_yearly.1061 # Make someone superstitious - hidden
100 = bp1_yearly.1070 # Rival is superstitious - take advantage?
100 = bp1_yearly.1080 # Married off relative writes home
400 = bp1_yearly.1082 # Married off relative writes home to share a secret
100 = bp1_yearly.2000 # Spoil your partner(s), learn a secret/hook followup
400 = bp1_yearly.2010 # Two of your spouses/concubines are lovers!
100 = bp1_yearly.2020 # A consort attempts to influence you into changing your heir
100 = bp1_yearly.2030 # Mopey consort wants some guidance
100 = bp1_yearly.2040 # Consort is upset with other consort
100 = bp1_yearly.2050 # Friendly consorts wants to start a study circle
200 = bp1_yearly.2060 # Friendly consorts want to tutor other consort's child
100 = bp1_yearly.2070 # Childless older soulmate spouse ponders your relationship
100 = bp1_yearly.3001 # Friend spots you some cash
100 = bp1_yearly.3002 # You spot your friend some cash
100 = bp1_yearly.3007 # Spouse's family member wants you to sponsor their inspiration
100 = bp1_yearly.3100 # Your vassal/friend/family member offers you a skilled courtier
20 = bp1_yearly.3101 # Friend offers to sell you a county you have a claim on
100 = bp1_yearly.3201 # Fake feast invite from rival/nemesis
100 = bp1_yearly.3300 # Remembering a pilgrimage
200 = bp1_yearly.3301 # Remembering a pilgrimage w/ a friend
100 = bp1_yearly.4000 # Reflect over a family memory
100 = bp1_yearly.4010 # Spouse demands their child gets a better guardian
100 = bp1_yearly.4020 # Friend writes poetry about a war memory
250 = bp1_yearly.4030 # Rival nestles their way into marrying one of your vassals, turns them disloyal
10 = bp1_yearly.4040 # Kindly grandmother won't stop feeding you snacks; suffer the consequences of overeating, or break her heart?
50 = bp1_yearly.5301 # Your friend is concerned about your physique
150 = bp1_yearly.5100 # Chadsplaining to a plain courtier
150 = bp1_yearly.5701 # Your Friend's Spouse Is Keeping Them Away From You
100 = bp1_yearly.5702 # You ask a friend for help with skill
200 = bp1_yearly.5703 # Your lover/rival threatens you in bed
100 = bp1_yearly.5704 # Your rival seems strangely... attractive?
200 = bp1_yearly.5705 # Your friend tries to talk you out of a bad relationship
100 = bp1_yearly.5706 # You sleep with your rival's offspring
400 = bp1_yearly.5707 # Your rival catches you sleeping with their offspring
100 = bp1_yearly.5708 # You empathise with a friend's faith
100 = bp1_yearly.5709 # Tempers flare between you and your rival
70 = bp1_yearly.5713 # Your lover asks for money
100 = bp1_yearly.5715 # You and a friend argue about pronunciation
100 = bp1_yearly.5716 # Your zealous wife burns books
100 = bp1_yearly.5717 # Your rival and your friend get into a drunken brawl
100 = bp1_yearly.5719 # Your disloyal vassal is trying to embezzle
100 = bp1_yearly.5720 # You and your rival armwrestle
200 = bp1_yearly.5722 # Your nemesis launches your pet out of a catapult
100 = bp1_yearly.5725 # You search for Khutulun
50 = bp1_yearly.5728 # Rival steals and burns one of your artifacts
10 = bp1_yearly.5740 # Scrambling for Answers
80 = bp1_yearly.5800 # You make a perfume
125 = bp1_yearly.6000 # Attacked by Rival's Child / Family Feud
100 = bp1_yearly.7000 # Go on a picnic
100 = bp1_yearly.7001 # Go fishing
10 = bp1_yearly.7002 # Throw chamberpot at rival
25 = bp1_yearly.7003 # Orgy Tapestry
100 = bp1_yearly.7004 # Friend offers to talk about bad memory
100 = bp1_yearly.7010 # Loyalty test
100 = bp1_yearly.7050 # Memory of a war
100 = bp1_yearly.7051 # Memory of Battle
100 = bp1_yearly.7052 # Telling a story of a memory
100 = bp1_yearly.7053 # A memory of revenge
100 = bp1_yearly.7054 # Forgetting a memory
100 = bp1_yearly.7055 # Recording a memory
100 = bp1_yearly.7056 # Intimidating someone
150 = bp1_yearly.7057 # Yearning
100 = bp1_yearly.7058 # Friend eats all your food
100 = bp1_yearly.8000 # Claimant moving towards rivalry
200 = bp1_yearly.8010 # Best friend offers you a negotiated alliance
100 = bp1_yearly.8020 # Rival of your rival offers friendship
100 = bp1_yearly.8040 # Friend with conflicting personality falls out with you
100 = bp1_yearly.9001 # Bully/guardian destroys your favourite toy
100 = bp1_yearly.9005 # You get revenge for your destroyed toy
100 = bp1_yearly.9006 # Becoming friends over a common sin
10 = bp1_yearly.9007 # You find a peasant who looks exactly like you
50 = bp1_yearly.9016 # Uppity second-in-line wants the throne
50 = bp1_yearly.9017 # Uppity child is insecure about culture
200 = bp1_yearly.9018 # Illegitimate child feels excluded
100 = bp1_yearly.9019 # Spouse proposes a gay threesome
200 = bp1_yearly.9020 # Spouse wants to do something kinky
100 = bp1_yearly.9021 # Rival spouse is good in the bedroom
100 = bp1_yearly.9022 # Friend holds an intervention
200 = bp1_yearly.9023 # You realise you don't speak the same language
100 = bp1_yearly.9024 # A friend visits you while you're sick
150 = bp1_yearly.9025 # You realise you hate your friend
100 = bp1_yearly.9026 # You're haunted by an old friend who convinces you to make amends before you die
100 = bp1_yearly.9040 # The ghost of your dead lover wants to have sex again
100 = bp1_yearly.9042 # Your chaplain finds a dessert that looks like HealthGodName
100 = bp1_yearly.9043 # Your chaplain admits to being a deviant and a cannibal who eats babies
100 = bp1_yearly.9047 # Lover wants you to wear their hair
100 = bp1_yearly.9048 # Nemesis wants to end your rivalry by wrestling
100 = bp1_yearly.9050 # You and a friend share war stories
20 = bp1_yearly.7100 # Excreta incident, gain Nemesis
# Family Feud
5 = bp1_house_feud.0001 # Consider starting feud against own rival's house
5 = bp1_house_feud.0002 # Consider starting feud against house family member rivals
5 = bp1_house_feud.0003 # Consider starting feud against house who killed close family
5 = bp1_house_feud.0006 # Consider starting feud against house with competing claims
5 = bp1_house_feud.0007 # Consider starting feud against house who imprisoned you a while
5 = bp1_house_feud.0008 # Consider starting feud against house who imprisoned family a while
5 = bp1_house_feud.0012 # Consider starting feud against house who cuckolded you
}
}
fp3_yearly_events = {
trigger = {
has_fp3_dlc_trigger = yes
# Most events are geographical in nature
capital_province = { geographical_region = world_persian_empire }
}
weight_multiplier = {
base = 1
modifier = { # Reduces frequency for characters with non-matching cultures
factor = 0.33
NOR = {
culture = { has_cultural_pillar = heritage_iranian }
culture = { has_cultural_pillar = heritage_turkic }
culture = { has_cultural_pillar = heritage_mongolic }
culture = { has_cultural_pillar = heritage_arabic }
}
}
modifier = { # Reduces chance after recently having had an event from this pulse
factor = 0.2
has_character_flag = recently_got_fp3_event
}
modifier = { # Reduces frequency for having other sets of FP events valid
factor = 0.5
OR = {
fp1_eligible_for_yearly_events_trigger = yes
fp2_eligible_for_yearly_events_trigger = yes
}
}
}
random_events = {
200 = 0
# Frontier Events
250 = fp3_yearly.8000 # Ghazi Gone Bad
250 = fp3_yearly.8001 # Frontier Fortress Benefactor
250 = fp3_yearly.8002 # Faith at the Frontier
350 = fp3_yearly.8003 # Exotic Espand
350 = fp3_yearly.8004 # The Frontier Beckons
350 = fp3_yearly.8009 # Caliphal Concerns
250 = fp3_yearly.8010 # Abode of War
250 = fp3_yearly.8014 # Secrets of the Teapot
250 = fp3_yearly.8016 # Forgotten Stones & Hyrcanian Havoc
500 = fp3_yearly.8018 # Heavenly Horses
# The Nomads Story Cycle
100 = fp3_yearly.8888 #Grazing Grievances
# Heritage Events
250 = fp3_yearly.8019 # Refuge of Light
250 = fp3_yearly.8020 # The Lady of the Land
350 = fp3_yearly.8021 # An Acidic Accident
500 = fp3_yearly.8024 # The Return to the Sky
350 = fp3_yearly.8027 # Nine-Hundred Ninety Chapters of Gold
250 = fp3_yearly.8033 # Frozen Delights
550 = fp3_yearly.8034 # The Hephthalite Hoard
250 = fp3_yearly.8035 # The Heart and the Creator
250 = fp3_yearly.8036 # The City of the Mouthless
500 = fp3_yearly.8037 # A Cure for Acedia (the Melancholia Chain)
#FP3 - Extra Yearly Events
150 = fp3_yearly.8045 #The Mysterious Bundle (the Buzina Chain)
# Zoroastrian Events
200 = fp3_yearly.8050 #The Fate of the Dead
200 = fp3_yearly.8051 #The Purest Fire
# Guardianship Events
200 = childhood.2400 # Ward approaches guardian with theological doubts
# Clan Events
250 = fp3_clan.8000 # Usury against Unity
250 = fp3_clan.8001 # Clan Quarrel
250 = fp3_clan.8002 # Bonds of Faith
250 = fp3_clan.8003 # The Power of a Name
250 = fp3_clan.8004 # Bonds of Fear
250 = fp3_clan.8005 # A Proper Position
250 = fp3_clan.8006 # Small Spies
125 = fp3_clan.3000 # Ravaged Tulips
# Tax Collector / Clan Events
250 = fp3_clan.1000 # Worth more than Gold?
250 = fp3_clan.1010 # GetHerHis Cup Runneth Over
250 = fp3_clan.1020 # Practical Learning
250 = fp3_clan.1030 # Tax Dispute
250 = fp3_clan.1040 # Mismanaged Land
250 = fp3_clan.8008 #Bleeding them Dry
250 = fp3_clan.8009 #Popular with the People
250 = fp3_clan.8010 #Competent Qadis / More Magistrates
250 = fp3_clan.8011 #A Proper Paymaster
250 = fp3_clan.8012 #Auspicious Avarice
240 = fp3_clan.8013 #The Burden of Tax Farming
250 = fp3_clan.8015 #Scandalous Scion
250 = fp3_clan.8016 #Hammam Havoc
250 = fp3_clan.8017 #A Questionable Position
# Eren events
250 = fp3_yearly.2000 # Daylight Censors
250 = fp3_yearly.2001 # Public Intoxication
100 = fp3_yearly.2011 # Maunds of Wheat for non-royal court users
250 = fp3_yearly.2020 # Set the Scale, Vassal Version
500 = fp3_yearly.2040 # Commander of the Faithful
500 = false_conversion.2000 # A Moment of Weakness
250 = fp3_scholarship.1000 # A Second Aryabhata
}
effect = {
root = {
add_character_flag = {
flag = recently_got_fp3_event
days = 1095
}
}
}
}

View file

@ -3292,11 +3292,11 @@
is_shown = {
OR = {
religion_tag = west_african_bori_religion
religion_tag = akom_religion
religion_tag = muism_religion
religion_tag = dab_qhuas_religion
religion_tag = shamanism_religion
# religion_tag = west_african_bori_religion
# religion_tag = akom_religion
# religion_tag = muism_religion
# religion_tag = dab_qhuas_religion
# religion_tag = shamanism_religion
has_doctrine = tenet_sun_worship #If you already have it
}
}

View file

@ -1287,76 +1287,76 @@ great_holy_war_target_kingdom_weight = {
}
add = ghw_target_fringe
}
# Bon/Qiangicism/Donyipoloism/Mundhumism heartlands
else_if = {
limit = {
scope:the_faith.religion = {
OR = {
this = religion:bon_religion
this = religion:tani_religion
this = religion:mundhum_religion
this = religion:qiangic_religion
}
}
title_capital_county.title_province = { geographical_region = ghw_region_tibet }
}
add = ghw_target_heartlands
}
# # Bon/Qiangicism/Donyipoloism/Mundhumism heartlands
# else_if = {
# limit = {
# scope:the_faith.religion = {
# OR = {
# this = religion:bon_religion
# this = religion:tani_religion
# this = religion:mundhum_religion
# this = religion:qiangic_religion
# }
# }
# title_capital_county.title_province = { geographical_region = ghw_region_tibet }
# }
# add = ghw_target_heartlands
# }
# Bon/Qiangicism/Donyipoloism/Mundhumism frontier
else_if = {
limit = {
scope:the_faith.religion = {
OR = {
this = religion:bon_religion
this = religion:tani_religion
this = religion:mundhum_religion
this = religion:qiangic_religion
}
}
title_capital_county.title_province = {
OR = {
geographical_region = ghw_region_northern_india
geographical_region = ghw_region_khotan
}
}
}
add = ghw_target_frontier
}
# else_if = {
# limit = {
# scope:the_faith.religion = {
# OR = {
# this = religion:bon_religion
# this = religion:tani_religion
# this = religion:mundhum_religion
# this = religion:qiangic_religion
# }
# }
# title_capital_county.title_province = {
# OR = {
# geographical_region = ghw_region_northern_india
# geographical_region = ghw_region_khotan
# }
# }
# }
# add = ghw_target_frontier
# }
# Bon/Qiangicism/Donyipoloism/Mundhumism fringe
else_if = {
limit = {
scope:the_faith.religion = {
OR = {
this = religion:bon_religion
this = religion:tani_religion
this = religion:mundhum_religion
this = religion:qiangic_religion
}
}
title_capital_county.title_province = {
OR = {
geographical_region = ghw_region_mongolia
geographical_region = ghw_region_transoxiana
}
}
}
add = ghw_target_fringe
}
# else_if = {
# limit = {
# scope:the_faith.religion = {
# OR = {
# this = religion:bon_religion
# this = religion:tani_religion
# this = religion:mundhum_religion
# this = religion:qiangic_religion
# }
# }
# title_capital_county.title_province = {
# OR = {
# geographical_region = ghw_region_mongolia
# geographical_region = ghw_region_transoxiana
# }
# }
# }
# add = ghw_target_fringe
# }
# Bon/Qiangicism/Donyipoloism/Mundhumism stretch goal
else_if = {
limit = {
scope:the_faith.religion = {
OR = {
this = religion:bon_religion
this = religion:tani_religion
this = religion:mundhum_religion
this = religion:qiangic_religion
}
}
title_capital_county.title_province = { geographical_region = ghw_region_southern_india }
}
add = ghw_target_stretch
}
# else_if = {
# limit = {
# scope:the_faith.religion = {
# OR = {
# this = religion:bon_religion
# this = religion:tani_religion
# this = religion:mundhum_religion
# this = religion:qiangic_religion
# }
# }
# title_capital_county.title_province = { geographical_region = ghw_region_southern_india }
# }
# add = ghw_target_stretch
# }
# Mande Paganism & Senegambian Paganism heartlands
else_if = {
limit = {
@ -2032,29 +2032,29 @@ great_holy_war_target_kingdom_weight = {
}
}
# Bon/Qiangicism/Donyipoloism/Mundhumism
else_if = {
limit = {
scope:the_faith.religion = {
OR = {
this = religion:bon_religion
this = religion:tani_religion
this = religion:mundhum_religion
this = religion:qiangic_religion
}
}
}
if = {
limit = {
title_capital_county = {
squared_distance = {
target = title:c_khotan
value >= ghw_target_distance_01_threshold
}
}
}
multiply = ghw_target_distance_01_reduction
}
}
# else_if = {
# limit = {
# scope:the_faith.religion = {
# OR = {
# this = religion:bon_religion
# this = religion:tani_religion
# this = religion:mundhum_religion
# this = religion:qiangic_religion
# }
# }
# }
# if = {
# limit = {
# title_capital_county = {
# squared_distance = {
# target = title:c_khotan
# value >= ghw_target_distance_01_threshold
# }
# }
# }
# multiply = ghw_target_distance_01_reduction
# }
# }
# Mande Paganism
else_if = {
limit = { scope:the_faith.religion = religion:west_african_religion }
@ -2442,29 +2442,29 @@ great_holy_war_target_kingdom_weight = {
}
}
# Bon/Qiangicism/Donyipoloism/Mundhumism
else_if = {
limit = {
scope:the_faith.religion = {
OR = {
this = religion:bon_religion
this = religion:tani_religion
this = religion:mundhum_religion
this = religion:qiangic_religion
}
}
}
if = {
limit = {
title_capital_county = {
squared_distance = {
target = title:c_khotan
value >= ghw_target_distance_02_threshold
}
}
}
multiply = ghw_target_distance_02_reduction
}
}
# else_if = {
# limit = {
# scope:the_faith.religion = {
# OR = {
# this = religion:bon_religion
# this = religion:tani_religion
# this = religion:mundhum_religion
# this = religion:qiangic_religion
# }
# }
# }
# if = {
# limit = {
# title_capital_county = {
# squared_distance = {
# target = title:c_khotan
# value >= ghw_target_distance_02_threshold
# }
# }
# }
# multiply = ghw_target_distance_02_reduction
# }
# }
# Mande Paganism
else_if = {
limit = { scope:the_faith.religion = religion:west_african_religion }
@ -2852,29 +2852,29 @@ great_holy_war_target_kingdom_weight = {
}
}
# Bon/Qiangicism/Donyipoloism/Mundhumism
else_if = {
limit = {
scope:the_faith.religion = {
OR = {
this = religion:bon_religion
this = religion:tani_religion
this = religion:mundhum_religion
this = religion:qiangic_religion
}
}
}
if = {
limit = {
title_capital_county = {
squared_distance = {
target = title:c_khotan
value >= ghw_target_distance_03_threshold
}
}
}
multiply = ghw_target_distance_03_reduction
}
}
# else_if = {
# limit = {
# scope:the_faith.religion = {
# OR = {
# this = religion:bon_religion
# this = religion:tani_religion
# this = religion:mundhum_religion
# this = religion:qiangic_religion
# }
# }
# }
# if = {
# limit = {
# title_capital_county = {
# squared_distance = {
# target = title:c_khotan
# value >= ghw_target_distance_03_threshold
# }
# }
# }
# multiply = ghw_target_distance_03_reduction
# }
# }
# Mande Paganism
else_if = {
limit = { scope:the_faith.religion = religion:west_african_religion }

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View file

@ -353,9 +353,9 @@ pool_repopulate_martial = {
}
random_list = {
65 = {}
15 = {
add_trait = varangian
}
# 15 = {
# add_trait = varangian
# }
15 = {
add_trait = berserker
}

View file

@ -111,7 +111,7 @@ varangian_template = {
}
gender_female_chance = root_soldier_female_chance
after_creation = {
add_trait = varangian
# add_trait = varangian
add_trait = tourney_participant
add_trait_xp = {
trait = tourney_participant

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@ -1805,24 +1805,24 @@ generate_religion_descent_effect = {
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:basque_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = basque
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:bon_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = bon
GOD = $GOD$
}
}
# else_if = {
# limit = {
# $RELIGION$ = religion:basque_religion
# }
# generate_godly_descent_seed_support_effect = {
# FAITH = basque
# GOD = $GOD$
# }
# }
# else_if = {
# limit = {
# $RELIGION$ = religion:bon_religion
# }
# generate_godly_descent_seed_support_effect = {
# FAITH = bon
# GOD = $GOD$
# }
# }
else_if = {
limit = {
$RELIGION$ = religion:buddhism_religion
@ -1832,15 +1832,15 @@ generate_religion_descent_effect = {
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:tani_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = tani
GOD = $GOD$
}
}
# else_if = {
# limit = {
# $RELIGION$ = religion:tani_religion
# }
# generate_godly_descent_seed_support_effect = {
# FAITH = tani
# GOD = $GOD$
# }
# }
# else_if = {
# limit = {
# $RELIGION$ = religion:dualism_religion
@ -1852,19 +1852,19 @@ generate_religion_descent_effect = {
# }
else_if = {
limit = {
$RELIGION$ = religion:finno_ugric_religion
$RELIGION$ = religion:finnic_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = finno_ugric
FAITH = finnic
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:germanic_religion
$RELIGION$ = religion:folkgerman_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = germanic
FAITH = folkgerman
GOD = $GOD$
}
}
@ -1873,7 +1873,7 @@ generate_religion_descent_effect = {
$RELIGION$ = religion:theomach_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = hellenism
FAITH = theomach
GOD = $GOD$
}
}
@ -1967,69 +1967,69 @@ generate_religion_descent_effect = {
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:tengrism_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = tengrism
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:waaqism_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = waaqism
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:west_african_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = west_african
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:west_african_bori_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = west_african_bori
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:west_african_orisha_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = west_african_orisha
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:west_african_roog_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = west_african_roog
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:yazidi_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = yazidi
GOD = $GOD$
}
}
# else_if = {
# limit = {
# $RELIGION$ = religion:tengrism_religion
# }
# generate_godly_descent_seed_support_effect = {
# FAITH = tengrism
# GOD = $GOD$
# }
# }
# else_if = {
# limit = {
# $RELIGION$ = religion:waaqism_religion
# }
# generate_godly_descent_seed_support_effect = {
# FAITH = waaqism
# GOD = $GOD$
# }
# }
# else_if = {
# limit = {
# $RELIGION$ = religion:west_african_religion
# }
# generate_godly_descent_seed_support_effect = {
# FAITH = west_african
# GOD = $GOD$
# }
# }
# else_if = {
# limit = {
# $RELIGION$ = religion:west_african_bori_religion
# }
# generate_godly_descent_seed_support_effect = {
# FAITH = west_african_bori
# GOD = $GOD$
# }
# }
# else_if = {
# limit = {
# $RELIGION$ = religion:west_african_orisha_religion
# }
# generate_godly_descent_seed_support_effect = {
# FAITH = west_african_orisha
# GOD = $GOD$
# }
# }
# else_if = {
# limit = {
# $RELIGION$ = religion:west_african_roog_religion
# }
# generate_godly_descent_seed_support_effect = {
# FAITH = west_african_roog
# GOD = $GOD$
# }
# }
# else_if = {
# limit = {
# $RELIGION$ = religion:yazidi_religion
# }
# generate_godly_descent_seed_support_effect = {
# FAITH = yazidi
# GOD = $GOD$
# }
# }
else_if = {
limit = {
$RELIGION$ = religion:zoroastrianism_religion
@ -2039,21 +2039,21 @@ generate_religion_descent_effect = {
GOD = $GOD$
}
}
else_if = {
limit = {
$RELIGION$ = religion:zunism_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = zunism
GOD = $GOD$
}
}
else = { # Generic Pagan, fallback
generate_godly_descent_seed_support_effect = {
FAITH = paganism
GOD = $GOD$
}
}
# else_if = {
# limit = {
# $RELIGION$ = religion:zunism_religion
# }
# generate_godly_descent_seed_support_effect = {
# FAITH = zunism
# GOD = $GOD$
# }
# }
# else = { # Generic Pagan, fallback
# generate_godly_descent_seed_support_effect = {
# FAITH = paganism
# GOD = $GOD$
# }
# }
}
# Mythical Legends guaranteed access to Legendary Buildings

View file

@ -1488,11 +1488,11 @@ ep3_become_landed_transfer_effect = {
$TITLE_RECEIVER$ = { laamp_clear_domicile_buildings_liquidator_effect = yes }
}
$TITLE_RECEIVER$ = {
if = {
limit = { character:90028 ?= this }
custom_tooltip = ep3_story_cycle_harrying.3053.b.tt
add_character_flag = hereward_settled_flag
}
# if = {
# limit = { character:90028 ?= this }
# custom_tooltip = ep3_story_cycle_harrying.3053.b.tt
# add_character_flag = hereward_settled_flag
# }
set_variable = {
name = ascended_throne_reason
value = $REASON$
@ -7734,43 +7734,43 @@ remove_dead_charioteer_from_race = {
### END CHARIOT RACE
ep3_send_akolouthos_message_loyal = {
send_interface_message = {
type = msg_akolouthos_steels_varangians
title = ep3_akolouthos_events.1000
desc = ep3_akolouthos_events.1000_loyal_notification_tooltip
left_icon = scope:trait_getter
scope:trait_getter = {
add_trait = loyal
add_opinion = {
target = root
modifier = loyalty_opinion
opinion = 40
}
}
custom_tooltip = akolouthos_effect_tooltip
}
}
ep3_send_akolouthos_message_varangian = {
send_interface_message = {
type = msg_akolouthos_steels_varangians
title = ep3_akolouthos_events.1000
desc = ep3_akolouthos_events.1000_varangian_notification_tooltip
left_icon = scope:trait_getter
scope:trait_getter = {
add_trait = varangian
add_opinion = {
target = root
modifier = loyalty_opinion
opinion = 40
}
}
custom_tooltip = akolouthos_effect_tooltip
}
}
#ep3_send_akolouthos_message_loyal = {
# send_interface_message = {
# type = msg_akolouthos_steels_varangians
# title = ep3_akolouthos_events.1000
# desc = ep3_akolouthos_events.1000_loyal_notification_tooltip
#
# left_icon = scope:trait_getter
# scope:trait_getter = {
# add_trait = loyal
# add_opinion = {
# target = root
# modifier = loyalty_opinion
# opinion = 40
# }
# }
# custom_tooltip = akolouthos_effect_tooltip
# }
#}
#
#ep3_send_akolouthos_message_varangian = {
# send_interface_message = {
# type = msg_akolouthos_steels_varangians
# title = ep3_akolouthos_events.1000
# desc = ep3_akolouthos_events.1000_varangian_notification_tooltip
#
# left_icon = scope:trait_getter
# scope:trait_getter = {
# add_trait = varangian
# add_opinion = {
# target = root
# modifier = loyalty_opinion
# opinion = 40
# }
# }
# custom_tooltip = akolouthos_effect_tooltip
# }
#}
ep3_palace_looting_random_malus_effect = {
if = {

View file

@ -18,9 +18,9 @@ coa_african_culture_trigger = {
}
coa_african_religion_trigger = {
scope:faith.religion = {
save_temporary_scope_as = religion
}
# scope:faith.religion = {
# save_temporary_scope_as = religion
# }
always = no
# scope:religion = {
# OR = {
@ -87,24 +87,26 @@ coa_cross_trigger = {
}
coa_england_switches_to_france_coa_trigger = {
holder = {
OR = {
has_title = title:k_france
has_claim_on = title:k_france
has_title = title:e_france
has_claim_on = title:e_france
}
}
always = no
# holder = {
# OR = {
# has_title = title:k_france
# has_claim_on = title:k_france
# has_title = title:e_france
# has_claim_on = title:e_france
# }
# }
}
coa_switch_to_norman_trigger = {
holder.culture = {
OR = {
has_coa_gfx = english_coa_gfx
has_coa_gfx = frankish_group_coa_gfx
has_coa_gfx = latin_group_coa_gfx
has_coa_gfx = iberian_group_coa_gfx
}
}
always = no
# holder.culture = {
# OR = {
# has_coa_gfx = english_coa_gfx
# has_coa_gfx = frankish_group_coa_gfx
# has_coa_gfx = latin_group_coa_gfx
# has_coa_gfx = iberian_group_coa_gfx
# }
# }
}
coa_switch_to_norse_trigger = {

View file

@ -54,35 +54,35 @@ any_laamp_portion_at_sea_trigger = {
}
}
}
character_is_valid_for_harrying_of_the_north_trigger = {
title:k_england.holder ?= { owns_story_of_type = story_cycle_harrying_of_the_north }
trigger_if = {
limit = { is_ruler = yes }
OR = {
this = title:k_england.holder
any_liege_or_above = { this = title:k_england.holder }
}
}
trigger_else = {
domicile ?= {
domicile_location = {
county ?= {
holder = {
OR = {
this = title:k_england.holder
any_liege_or_above = { this = title:k_england.holder }
}
}
}
}
}
}
OR = {
character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes
character_is_valid_norman_for_harrying_of_the_north_trigger = yes
}
}
#
#character_is_valid_for_harrying_of_the_north_trigger = {
# title:k_england.holder ?= { owns_story_of_type = story_cycle_harrying_of_the_north }
# trigger_if = {
# limit = { is_ruler = yes }
# OR = {
# this = title:k_england.holder
# any_liege_or_above = { this = title:k_england.holder }
# }
# }
# trigger_else = {
# domicile ?= {
# domicile_location = {
# county ?= {
# holder = {
# OR = {
# this = title:k_england.holder
# any_liege_or_above = { this = title:k_england.holder }
# }
# }
# }
# }
# }
# }
# OR = {
# character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes
# character_is_valid_norman_for_harrying_of_the_north_trigger = yes
# }
#}
#character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = {
# culture = {
@ -110,30 +110,30 @@ character_is_valid_for_harrying_of_the_north_trigger = {
# }
#}
disable_interaction_for_hereward_trigger = {
trigger_if = {
limit = { scope:recipient = character:90028 }
custom_tooltip = {
text = owns_a_story_trigger
scope:actor = {
NOR = {
owns_story_of_type = story_cycle_harrying_of_the_north
any_liege_or_above = { owns_story_of_type = story_cycle_harrying_of_the_north }
}
}
}
}
}
disable_interaction_for_hasan_trigger = {
trigger_if = {
limit = { scope:recipient = character:41702 }
custom_tooltip = {
text = owns_a_story_trigger
scope:recipient = { owns_story_of_type = story_hasan }
}
}
}
#disable_interaction_for_hereward_trigger = {
# trigger_if = {
# limit = { scope:recipient = character:90028 }
# custom_tooltip = {
# text = owns_a_story_trigger
# scope:actor = {
# NOR = {
# owns_story_of_type = story_cycle_harrying_of_the_north
# any_liege_or_above = { owns_story_of_type = story_cycle_harrying_of_the_north }
# }
# }
# }
# }
#}
#
#disable_interaction_for_hasan_trigger = {
# trigger_if = {
# limit = { scope:recipient = character:41702 }
# custom_tooltip = {
# text = owns_a_story_trigger
# scope:recipient = { owns_story_of_type = story_hasan }
# }
# }
#}
laamp_request_likely_marriable_woman_trigger = {
is_available_quick = {

View file

@ -364,12 +364,6 @@ can_have_single_heir_dynasty_house_trigger = {
OR = {
this = culture:czech
this = culture:NEOW_slovak
any_parent_culture_or_above = {
this = culture:czech
}
any_parent_culture_or_above = {
this = culture:NEOW_slovak
}
NOT = { has_innovation = innovation_heraldry }
}
}

View file

@ -289,7 +289,7 @@ gruesome_sacrifices_grand_blot_can_continue_trigger = {
}
fp1_valid_norse_faith_for_jomsvikings_trigger = {
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_doctrine_parameter = unreformed
}

View file

@ -609,118 +609,118 @@ struggle_can_access_unlocks_bargain_fealty_interaction_trigger = {
##################################################
# Multi-File Event Triggers
fp2_lyonese_monk_0002_papal_hof_trigger = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
exists = faith.religious_head
faith.religious_head_title = title:k_papal_state
}
fp2_lyonese_monk_0002_valid_character_configuration_trigger = {
OR = {
has_trait = scholar
has_trait = theologian
has_trait = lifestyle_mystic
AND = {
is_ai = no
learning >= very_high_skill_rating
has_lifestyle = learning_lifestyle
}
}
}
fp2_lyonese_monk_0002_valid_court_trigger = {
# Must have the Pope as a HoF.
fp2_lyonese_monk_0002_papal_hof_trigger = yes
# Filter out anyone not able to be at home when the monk comes a'knockin'.
is_physically_able = yes
# Must be into bookish discussions.
## Narratively, this is what attracts them to your court.
## Mechanically, this is how players can opt in for the chain so it's not completely random.
fp2_lyonese_monk_0002_valid_character_configuration_trigger = yes
# Remove non-playables.
NOR = {
government_has_flag = government_is_theocracy
government_has_flag = government_is_republic
}
# Plus, for various reasons, we don't want Lyon _itself_.
NOT = {
any_held_title = { this = title:c_lyon }
}
}
fp2_lyonese_monk_0000_valid_for_events_trigger = {
fp2_lyonese_monk_0000_out_of_realm_trigger = no
fp2_lyonese_monk_0000_out_of_freedom_trigger = no
fp2_lyonese_monk_0000_out_of_popes_trigger = no
fp2_lyonese_monk_0000_out_of_faith_trigger = no
}
fp2_lyonese_monk_0000_out_of_realm_trigger = {
scope:acolyte = {
OR = {
is_alive = no
is_imprisoned = yes
AND = {
is_landed_or_landless_administrative = no
NOT = {
host = scope:acolyte_host
# Make an exception if you're in prison, since that should give a different event.
scope:acolyte_host = { is_imprisoned = no }
}
}
AND = {
is_landed_or_landless_administrative = yes
NOT = {
any_liege_or_above = { this = scope:acolyte_host }
}
}
}
}
}
fp2_lyonese_monk_0000_out_of_freedom_trigger = { is_imprisoned = yes }
fp2_lyonese_monk_0000_out_of_popes_trigger = {
NOT = { exists = scope:story.var:base_faith.religious_head }
}
fp2_lyonese_monk_0000_out_of_faith_trigger = {
OR = {
scope:acolyte.faith.religious_head != scope:story.var:base_faith.religious_head
scope:acolyte_host.faith.religious_head != scope:story.var:base_faith.religious_head
}
}
fp2_does_this_player_care_about_the_fate_of_iberia = {
this != root
OR = {
location = {
OR = { # Is in region
geographical_region = world_europe_west
geographical_region = world_africa_north
geographical_region = world_europe_south_italy
}
}
struggle:iberian_struggle = { is_culture_involved_in_struggle = prev.culture }
}
}
fp2_eligible_for_yearly_events_trigger = {
has_fp2_dlc_trigger = yes
OR = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
culture = {
has_cultural_pillar = heritage_iberian
}
capital_province ?= {
geographical_region = world_europe_west_iberia
}
}
}
#
#fp2_lyonese_monk_0002_papal_hof_trigger = {
# OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
# exists = faith.religious_head
# faith.religious_head_title = title:k_papal_state
#}
#
#fp2_lyonese_monk_0002_valid_character_configuration_trigger = {
# OR = {
# has_trait = scholar
# has_trait = theologian
# has_trait = lifestyle_mystic
# AND = {
# is_ai = no
# learning >= very_high_skill_rating
# has_lifestyle = learning_lifestyle
# }
# }
#}
#
#fp2_lyonese_monk_0002_valid_court_trigger = {
# # Must have the Pope as a HoF.
# fp2_lyonese_monk_0002_papal_hof_trigger = yes
# # Filter out anyone not able to be at home when the monk comes a'knockin'.
# is_physically_able = yes
# # Must be into bookish discussions.
# ## Narratively, this is what attracts them to your court.
# ## Mechanically, this is how players can opt in for the chain so it's not completely random.
# fp2_lyonese_monk_0002_valid_character_configuration_trigger = yes
# # Remove non-playables.
# NOR = {
# government_has_flag = government_is_theocracy
# government_has_flag = government_is_republic
# }
# # Plus, for various reasons, we don't want Lyon _itself_.
# NOT = {
# any_held_title = { this = title:c_lyon }
# }
#}
#
#fp2_lyonese_monk_0000_valid_for_events_trigger = {
# fp2_lyonese_monk_0000_out_of_realm_trigger = no
# fp2_lyonese_monk_0000_out_of_freedom_trigger = no
# fp2_lyonese_monk_0000_out_of_popes_trigger = no
# fp2_lyonese_monk_0000_out_of_faith_trigger = no
#}
#
#fp2_lyonese_monk_0000_out_of_realm_trigger = {
# scope:acolyte = {
# OR = {
# is_alive = no
# is_imprisoned = yes
# AND = {
# is_landed_or_landless_administrative = no
# NOT = {
# host = scope:acolyte_host
# # Make an exception if you're in prison, since that should give a different event.
# scope:acolyte_host = { is_imprisoned = no }
# }
# }
# AND = {
# is_landed_or_landless_administrative = yes
# NOT = {
# any_liege_or_above = { this = scope:acolyte_host }
# }
# }
# }
# }
#}
#
#fp2_lyonese_monk_0000_out_of_freedom_trigger = { is_imprisoned = yes }
#
#fp2_lyonese_monk_0000_out_of_popes_trigger = {
# NOT = { exists = scope:story.var:base_faith.religious_head }
#}
#
#fp2_lyonese_monk_0000_out_of_faith_trigger = {
# OR = {
# scope:acolyte.faith.religious_head != scope:story.var:base_faith.religious_head
# scope:acolyte_host.faith.religious_head != scope:story.var:base_faith.religious_head
# }
#}
#
#fp2_does_this_player_care_about_the_fate_of_iberia = {
# this != root
# OR = {
# location = {
# OR = { # Is in region
# geographical_region = world_europe_west
# geographical_region = world_africa_north
# geographical_region = world_europe_south_italy
# }
# }
# struggle:iberian_struggle = { is_culture_involved_in_struggle = prev.culture }
# }
#}
#
#fp2_eligible_for_yearly_events_trigger = {
# has_fp2_dlc_trigger = yes
# OR = {
# any_character_struggle = {
# involvement = involved
# is_struggle_type = iberian_struggle
# }
# culture = {
# has_cultural_pillar = heritage_iberian
# }
# capital_province ?= {
# geographical_region = world_europe_west_iberia
# }
# }
#}
fp2_purchase_truce_interaction_soft_requirements_trigger = {
OR = {

View file

@ -176,7 +176,7 @@ mpo_important_beheaded_warrior_trigger = {
mpo_keep_prisoners_heads_trigger = {
OR = {
faith.religion = faith:tengri_pagan.religion
# faith.religion = faith:tengri_pagan.religion
has_trait = greatest_of_khans
has_trait = nomadic_philosophy
}
@ -744,7 +744,7 @@ mpo_valid_widow_marrier_trigger = {
culture = {
has_cultural_pillar = heritage_turkic
}
faith.religion = faith:tengri_pagan.religion
# faith.religion = faith:tengri_pagan.religion
}
#Can have multiple wives or concubines
faith = {

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@ -0,0 +1,193 @@
story_cycle_black_death = {
# by Nick Meredith
on_setup = { #check if the plague is close enough
story_owner = {
trigger_event = {
id = epidemic_events.5998
days = { 21 37 }
}
}
}
on_end = {
debug_log = "Black Death story ended on:"
debug_log_date = yes
}
on_owner_death = {
# Should be inherited, so transfer to heir
if = {
limit = {
exists = story_owner.player_heir
}
make_story_owner = story_owner.player_heir
}
# Or destroy
else = {
end_story = yes
}
}
#check if the plague is close enough
effect_group = {
months = { 2 4 }
trigger = {
has_global_variable = black_death
story_owner = {
NOR = {
has_character_flag = black_death_nearby
has_character_flag = black_death_splash
}
}
}
first_valid = {
triggered_effect = {
trigger = { always = yes }
effect = {
story_owner = {
trigger_event = {
id = epidemic_events.5998
days = { 2 4 }
}
}
}
}
}
}
#IT IS GETTING CLOSER!
effect_group = {
months = { 4 8 }
trigger = {
has_global_variable = black_death
story_owner = {
has_character_flag = black_death_closer
NOR = {
has_character_flag = black_death_nearby
has_character_flag = black_death_splash
}
}
}
first_valid = {
triggered_effect = {
trigger = { always = yes }
effect = {
save_scope_as = story_scope
story_owner = {
trigger_event = {
on_action = ongoing_black_death_events
}
}
}
}
}
}
#ALMOST THERE!
effect_group = {
months = { 1 2 }
trigger = {
has_global_variable = black_death
story_owner = {
has_character_flag = black_death_closer
NOR = {
has_character_flag = black_death_splash
has_character_flag = black_death_nearby
}
}
}
first_valid = {
triggered_effect = {
trigger = { always = yes }
effect = {
save_scope_as = story_scope
story_owner = {
trigger_event = {
id = epidemic_events.5998
days = { 4 8 }
}
}
}
}
}
}
#YIKES, IT IS NEAR
effect_group = {
days = { 21 37 }
trigger = {
has_global_variable = black_death
story_owner = {
has_character_flag = black_death_nearby
}
}
first_valid = {
triggered_effect = {
trigger = { always = yes }
effect = {
save_scope_as = story_scope
story_owner = {
trigger_event = {
on_action = ongoing_black_death_events
}
}
}
}
}
}
# We can stop worrying about black plague coming to us, because...
effect_group = {
days = { 30 60 }
trigger = {
OR = {
NOT = { #...the black plague is gone...
has_global_variable = black_death
}
story_owner = {
has_character_flag = black_death_splash #... IT IS HERE OH GOD OH HECK
}
}
}
first_valid = {
triggered_effect = {
trigger = { always = yes }
effect = {
end_story = yes
}
}
}
}
#Maintenance group
effect_group = {
days = 1
trigger = {
story_owner = { is_landed = no }
}
triggered_effect = {
trigger = { always = yes }
effect = {
#You became a landless adventurer/administrative! Ending story prematurely.
story_owner = { save_scope_as = story_owner }
debug_log = "Black Death invalidated"
debug_log_scopes = yes
end_story = yes
}
}
}
}

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plague_witch_hunt = {
# by James Beaumont
on_setup = {
}
on_end = {
debug_log = "Witch hunt story ended on:"
debug_log_date = yes
}
on_owner_death = {
# Should be inherited, people won't stop the witch trials just because the ruler died
}
# The plague is over, end the story
effect_group = {
days = { 40 60 }
trigger = {
NOT = {
story_owner = {
any_sub_realm_county = {
any_county_province_epidemic = {
this = root.var:plague
}
}
}
}
}
first_valid = {
triggered_effect = {
trigger = { always = yes }
effect = {
end_story = yes
}
}
}
}
# Something happens - random events
effect_group = {
days = { 365 600 }
chance = 50
trigger = {
story_owner = {
any_sub_realm_county = {
any_county_province_epidemic = {
this = root.var:plague
}
}
}
}
first_valid = {
triggered_effect = {
trigger = { always = yes }
effect = {
save_scope_as = story_scope
var:plague = { save_scope_as = epidemic_scope }
var:faith_blamed ?= { save_scope_as = faith_blamed }
var:trait_blamed ?= { save_scope_as = trait_blamed }
story_owner = {
trigger_event = {
on_action = ongoing_witch_hunt_events
}
}
}
}
}
}
#Maintenance group
effect_group = {
days = 1
trigger = {
story_owner = { is_landed = no }
}
triggered_effect = {
trigger = { always = yes }
effect = {
#You became a landless adventurer/administrative! Ending story prematurely.
story_owner = { save_scope_as = story_owner }
debug_log = "Plague Witches invalidated"
debug_log_scopes = yes
end_story = yes
}
}
}
}

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##################################################
###
### The Song of El Cid
### by Veronica Pazos
###
##################################################
story_el_cid = {
visible = yes
icon = {
reference = "gfx/interface/icons/artifact/artefact_icons_unique_artifact_excalibur.dds"
}
background = {
reference = "gfx/interface/illustrations/event_scenes/fp2_courtyard.dds"
}
visualization = {
character = {
variable_name = "cid_liege"
label = "CID_LIEGE"
}
custom_string_key = "EL_CID_CUSTOM_STRING_KEY"
traits = {
campeador
}
tug_of_war_counter = {
label = "cid_loyalty_counter_label"
variable_name = "cid_loyalty_counter"
tooltip = EL_LOYALTY_COUNTER_TOOLTIP
min_label = CID_LOYALTY_MIN_LABEL
max_label = CID_LOYALTY_MAX_LABEL
min = -5
max = 5
}
}
on_setup = {
story_owner = {
top_liege = { save_scope_as = liege }
}
}
on_end = {
debug_log = "El Cid's story ended on:"
debug_log_date = yes
#We clean up all variables
remove_variable = cid_liege
remove_variable = cid_enemy
remove_variable = cid_loyalty_counter
story_owner = {
remove_variable = ongoing_cid_story_cycle
remove_variable = cid_title_to_give
#And you can never have this again
set_variable = had_cid_story_cycle
}
}
on_owner_death = {
end_story = yes
}
# Liege dies
effect_group = {
months = 1
first_valid = {
triggered_effect = { #If your liege dies
trigger = {
story_owner = {
OR = {
any_owned_story = {
has_variable = cid_liege
var:cid_liege = {
is_alive = no
}
}
NOT = {
any_owned_story = {
has_variable = cid_liege
}
}
}
}
}
effect = {
save_scope_as = story
story_owner = {
trigger_event = cid.5000
}
}
}
}
}
effect_group = {
months = { 6 12 }
chance = 100
random_valid = {
triggered_effect = {
trigger = { # Landless events
story_owner = {
has_government = landless_adventurer_government
}
}
effect = {
save_scope_as = story
var:cid_liege = { save_scope_as = liege }
var:cid_enemy = { save_scope_as = enemy }
story_owner = {
trigger_event = { on_action = el_cid_landless_on_action }
}
}
}
triggered_effect = {
trigger = { # Landless OR Landed events
always = yes
}
effect = {
save_scope_as = story
var:cid_liege = { save_scope_as = liege }
var:cid_enemy = { save_scope_as = enemy }
story_owner = {
trigger_event = { on_action = el_cid_landless_or_landed_on_action }
}
}
}
}
}
# Endings
effect_group = {
months = 3
first_valid = { #Your liege takes you back
triggered_effect = {
trigger = {
var:cid_loyalty_counter >= 5
story_owner = {
has_government = landless_adventurer_government
}
}
effect = {
save_scope_as = story
story_owner = {
trigger_event = cid.2020
}
}
}
triggered_effect = { #Your liege hates you
trigger = {
var:cid_loyalty_counter <= -5
story_owner = {
has_government = landless_adventurer_government
}
}
effect = {
save_scope_as = story
story_owner = {
trigger_event = cid.4010
}
}
}
triggered_effect = { #Neutral ending
trigger = {
var:cid_loyalty_counter > -5
var:cid_loyalty_counter < 5
story_owner = {
has_variable = had_cid_1000
has_variable = had_cid_1030
has_variable = had_cid_1040
trigger_if = {
limit = {
any_courtier = {
is_adult = yes
NOR = {
is_close_family_of = prev
is_spouse_of = prev
}
count >= 2
}
}
has_variable = had_cid_1010
}
trigger_if = {
limit = {
any_courtier = {
is_spouse_of = prev
}
}
has_variable = had_cid_1020
}
trigger_if = {
limit = {
any_child = {
is_betrothed = no
}
}
has_variable = had_cid_2010
}
}
}
effect = {
save_scope_as = story
story_owner = {
trigger_event = cid.4000
}
}
}
}
}
}

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#frankokratia_story = {
# # by Jason Cantalini
# visible = yes
#
# icon = {
# trigger = {
# always = yes
# }
# reference = "gfx/interface/icons/story_cycles/story_icon_despoiler.dds"
# }
#
# visualization = {
# custom_string_key = "FRANKOKRATIA_STORY_PRACTICAL_INFORMATION_STRING"
# character = { variable_name = "byz_claimant" label = "claimant" }
# character_list = { variable_name = "frankokratia_leaders" label = "diverted_crusaders" }
# }
#
# on_setup = {
# set_variable = {
# name = crusader_kingdom
# value = story_owner.faith.great_holy_war.ghw_target_title
# }
# set_global_variable = {
# name = byz_claimant_champion
# value = story_owner
# }
# add_to_variable_list = {
# name = frankokratia_leaders
# target = story_owner
# }
# }
##
# on_end = {
# debug_log = "Frankokratia story ended on:"
# debug_log_date = yes
# remove_global_variable = byz_claimant_champion
# if = {
# limit = {
# var:byz_claimant = {
# is_alive = yes
# }
# }
# var:byz_claimant = {
# remove_character_flag = byz_claimant_flag
# }
# }
# }
##
# on_owner_death = {
# story_owner = {
# save_scope_as = dead_owner
# }
# if = {
# limit = {
# exists = story_owner.player_heir
# story_owner.player_heir = {
# faith = faith:catholic
# }
# }
# set_global_variable = {
# name = byz_claimant_champion
# value = story_owner.player_heir
# }
# remove_list_variable = {
# name = frankokratia_leaders
# target = story_owner
# }
# add_to_variable_list = {
# name = frankokratia_leaders
# target = story_owner.player_heir
# }
# make_story_owner = story_owner.player_heir
# }
# else_if = {
# limit = {
# exists = story_owner.primary_heir
# story_owner.primary_heir = {
# faith = faith:catholic
# highest_held_title_tier <= scope:dead_owner.highest_held_title_tier
# }
# }
# set_global_variable = {
# name = byz_claimant_champion
# value = story_owner.primary_heir
# }
# remove_list_variable = {
# name = frankokratia_leaders
# target = story_owner
# }
# add_to_variable_list = {
# name = frankokratia_leaders
# target = story_owner.primary_heir
# }
# make_story_owner = story_owner.primary_heir
# }
# else_if = {
# limit = {
# any_in_list = {
# variable = frankokratia_leaders
# OR = {
# exists = primary_heir
# exists = player_heir
# }
# age >= 13
# this != scope:dead_owner
# }
# }
# ordered_in_list = {
# variable = frankokratia_leaders
# order_by = current_military_strength
# limit = {
# OR = {
# exists = primary_heir
# exists = player_heir
# }
# age >= 13
# this != scope:dead_owner
# }
# save_scope_as = new_franko
#
# set_global_variable = {
# name = byz_claimant_champion
# value = scope:new_franko
# }
# }
# remove_list_variable = {
# name = frankokratia_leaders
# target = story_owner
# }
# add_to_variable_list = {
# name = frankokratia_leaders
# target = scope:new_franko
# }
# make_story_owner = scope:new_franko
# }
# # Or destroy
# else = {
# end_story = yes
# every_in_list = {
# variable = frankokratia_leaders
# limit = {
# is_ai = no
# }
# trigger_event = ep3_frankokratia_events.0005
# }
# }
# }
#
# #Claimant dies... story cycle is over
# effect_group = {
# days = { 20 40 }
#
# trigger = {
# var:byz_claimant = { is_alive = no }
# NOT = {
# has_variable = franko_war_complete
# }
# }
#
# first_valid = {
# triggered_effect = {
# trigger = {
# var:byz_claimant = { is_alive = no }
# NOT = {
# has_variable = franko_war_complete
# }
# }
# effect = {
# every_in_list = {
# variable = frankokratia_leaders
# limit = {
# is_ai = no
# }
# trigger_event = ep3_frankokratia_events.0005
# }
# }
# }
# }
# }
#
# #Owner's other wars should be wrapped up if they're not going well... by force
# effect_group = {
# days = { 20 40 }
#
# trigger = {
# #It's not post-war era
# NOT = {
# has_variable = franko_war_complete
# }
# global_var:byz_claimant_champion = {
# #Is not in frankokratia war
# any_character_war = {
# NOT = {
# using_cb = crusading_claim_cb
# }
# }
# #Is risking losing a war
# any_character_war = {
# OR = {
# AND = {
# primary_attacker = {
# this = global_var:byz_claimant_champion
# }
# attacker_war_score <= -50
# }
# AND = {
# primary_defender = {
# this = global_var:byz_claimant_champion
# }
# defender_war_score <= -50
# }
# }
# NOR = {
# any_war_defender = {
# is_ai = no
# }
# any_war_attacker = {
# is_ai = no
# }
# }
# }
# is_ai = yes
# }
# var:financier_title.holder = {
# save_temporary_scope_as = financier
# }
# any_in_list = {
# variable = frankokratia_leaders
# NOR = {
# this = global_var:byz_claimant_champion
# this = scope:financier
# }
# }
# }
#
# first_valid = {
# triggered_effect = {
# trigger = {
# #It's not post-war era
# NOT = {
# has_variable = franko_war_complete
# }
# global_var:byz_claimant_champion = {
# #Is not in frankokratia war
# any_character_war = {
# NOT = {
# using_cb = crusading_claim_cb
# }
# }
# #Is risking losing a war
# any_character_war = {
# OR = {
# AND = {
# primary_attacker = {
# this = global_var:byz_claimant_champion
# }
# attacker_war_score <= -50
# }
# AND = {
# primary_defender = {
# this = global_var:byz_claimant_champion
# }
# defender_war_score <= -50
# }
# }
# NOR = {
# any_war_defender = {
# is_ai = no
# }
# any_war_attacker = {
# is_ai = no
# }
# }
# }
# is_ai = yes
# }
# var:financier_title.holder = {
# save_temporary_scope_as = financier
# }
# any_in_list = {
# variable = frankokratia_leaders
# NOR = {
# this = global_var:byz_claimant_champion
# this = scope:financier
# }
# }
# }
# effect = {
# global_var:byz_claimant_champion = {
# every_character_war = {
# limit = {
# NOT = {
# using_cb = crusading_claim_cb
# }
# OR = {
# AND = {
# primary_attacker = {
# this = global_var:byz_claimant_champion
# }
# attacker_war_score <= -50
# }
# AND = {
# primary_defender = {
# this = global_var:byz_claimant_champion
# }
# defender_war_score <= -50
# }
# }
# NOR = {
# any_war_defender = {
# is_ai = no
# }
# any_war_attacker = {
# is_ai = no
# }
# }
# }
# end_war = white_peace
# }
# }
# }
# }
# }
# }
#
# #Re-save war attackers
# effect_group = {
# days = { 30 50 }
#
# trigger = {
# always = yes
# }
# first_valid = {
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# save_scope_as = frank_story
# story_owner = {
# random_character_war = {
# limit = { using_cb = crusading_claim_cb }
# every_war_attacker = {
# limit = {
# faith = faith:catholic
# }
# scope:frank_story = {
# add_to_variable_list = {
# name = frankokratia_leaders
# target = prev
# }
# }
# }
# }
# }
# }
# }
# }
# }
#
# #Need to find successor to byz emperor
# effect_group = {
# days = { 10 20 }
#
# trigger = {
# exists = title:e_byzantium.holder
# NOR = {
# var:byz_emperor ?= title:e_byzantium.holder
# var:byz_claimant ?= title:e_byzantium.holder
# global_var:byz_claimant_champion ?= title:e_byzantium.holder
# var:financier_title.holder ?= title:e_byzantium.holder
# var:ghw_sponsor ?= title:e_byzantium.holder
# }
# }
# first_valid = {
# triggered_effect = {
# trigger = {
# exists = title:e_byzantium.holder
# NOR = {
# var:byz_emperor ?= title:e_byzantium.holder
# var:byz_claimant ?= title:e_byzantium.holder
# global_var:byz_claimant_champion ?= title:e_byzantium.holder
# var:financier_title.holder ?= title:e_byzantium.holder
# var:ghw_sponsor ?= title:e_byzantium.holder
# }
# }
# effect = {
# set_variable = {
# name = byz_emperor
# value = title:e_byzantium.holder
# }
# }
# }
# }
# }
#
# #Fire events for pledged attackers for them to commit to leaving crusade when it launches
# effect_group = {
# days = { 10 20 }
#
# trigger = {
# exists = story_owner.faith.great_holy_war
# story_owner.faith = faith:catholic
# story_owner.faith.religious_head = {
# NOT = {
# any_character_war = {
# using_cb = undirected_great_holy_war
# }
# }
# }
# story_owner.faith.great_holy_war = {
# any_pledged_attacker = {
# ep3_frankokratia_valid_joiner_trigger = yes
# }
# }
# }
#
# first_valid = {
# triggered_effect = {
# trigger = {
# exists = story_owner.faith.great_holy_war
# story_owner.faith.religious_head = {
# NOT = {
# any_character_war = {
# using_cb = undirected_great_holy_war
# }
# }
# }
# story_owner.faith.great_holy_war = {
# any_pledged_attacker = {
# ep3_frankokratia_valid_joiner_trigger = yes
# }
# }
# }
# effect = {
# story_owner.faith.great_holy_war = {
# #trigger join event for important players first
# if = {
# limit = {
# any_pledged_attacker = {
# is_ai = no
# highest_held_title_tier >= tier_kingdom
# ep3_frankokratia_valid_joiner_trigger = yes
# }
# }
# random_pledged_attacker = {
# limit = {
# is_ai = no
# highest_held_title_tier >= tier_kingdom
# ep3_frankokratia_valid_joiner_trigger = yes
# }
# trigger_event = ep3_frankokratia_events.0020
# }
# }
# #Then players
# else_if = {
# limit = {
# any_pledged_attacker = {
# is_ai = no
# ep3_frankokratia_valid_joiner_trigger = yes
# }
# }
# random_pledged_attacker = {
# limit = {
# is_ai = no
# ep3_frankokratia_valid_joiner_trigger = yes
# }
# trigger_event = ep3_frankokratia_events.0020
# }
# }
# #Then others
# else = {
# random_pledged_attacker = {
# limit = {
# ep3_frankokratia_valid_joiner_trigger = yes
# }
# trigger_event = ep3_frankokratia_events.0020
# }
# }
# }
# }
# }
# }
# }
#
# #save player war contribution to see if they get to be emp
# effect_group = {
# days = { 10 20 }
#
# trigger = {
# story_owner = {
# any_character_war = {
# using_cb = crusading_claim_cb
# any_war_attacker = {
# is_ai = no
# save_temporary_scope_as = player_temp
# }
# war_contribution = {
# target = scope:player_temp
# value > 100
# }
# }
# }
# }
# first_valid = {
# triggered_effect = {
# trigger = {
# story_owner = {
# any_character_war = {
# using_cb = crusading_claim_cb
# any_war_attacker = {
# is_ai = no
# save_temporary_scope_as = player_temp
# }
# war_contribution = {
# target = scope:player_temp
# value > 100
# }
# }
# }
# }
# effect = {
# story_owner = {
# random_character_war = {
# limit = {
# using_cb = crusading_claim_cb
# }
# save_scope_as = franko_war
# every_war_attacker = {
# limit = {
# is_ai = no
# scope:franko_war = {
# war_contribution = {
# target = prev
# value > 100
# }
# }
# }
# add_character_flag = {
# flag = frankokratia_sufficient_warscore
# years = 30
# }
# }
# every_war_attacker = {
# limit = {
# is_ai = no
# scope:franko_war = {
# war_contribution = {
# target = prev
# value > 1000
# }
# }
# }
# add_character_flag = {
# flag = frankokratia_high_warscore
# years = 30
# }
# }
# }
# }
# }
# }
# }
# }
#
# #Maintenance group
# effect_group = {
# days = 1
# trigger = {
# story_owner = { is_playable_character = no }
# }
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# story_owner = { save_scope_as = story_owner }
# debug_log = "4th Crusader invalidated"
# debug_log_scopes = yes
# end_story = yes
# }
# }
# }
#}
#

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##################################################
###
### Grand Ambitions
### by Chad Uhl
###
### The head of a Powerful Family has ambitions for the throne.
###
##################################################
grand_ambitions_story_cycle = {
on_setup = {
set_variable = {
name = eunuch
value = no
}
}
on_end = {
story_owner = {
if = {
limit = { has_character_flag = had_event_ga_0100 }
remove_character_flag = had_event_ga_0100
}
}
var:target_char ?= {
capital_county ?= {
if = {
limit = { has_county_modifier = ep3_grand_ambitions_rioting_county_modifier }
}
remove_county_modifier = ep3_grand_ambitions_rioting_county_modifier
}
}
if = {
limit = {
exists = global_var:current_grand_ambitions_counter
global_var:current_grand_ambitions_counter > 0
}
change_global_variable = {
name = current_grand_ambitions_counter
subtract = 1
}
}
}
# Maintenance Events
effect_group = {
months = 1
# Check if the old emperor is still holds the right title during the beginning
triggered_effect = {
trigger = {
exists = var:target_char
var:target_char = {
NOT = { any_held_title = { this = root.var:target_title } }
}
}
effect = {
story_owner = {
trigger_event = grand_ambitions.0500
}
}
}
# Death maintenance is handled in the death on_action
}
effect_group = {
months = 1
chance = 100
random_valid = {
triggered_effect = {
trigger = { # Claimant Faction Route
var:method = flag:coup
}
effect = {
scope:story = {
var:target_title = { save_scope_as = target_title }
var:target_char = { save_scope_as = target_char }
}
story_owner = {
scope:target_char = {
if = {
limit = {
any_targeting_faction = {
faction_type = claimant_faction
faction_leader = scope:story.story_owner
}
}
random_targeting_faction = {
faction_type = claimant_faction
limit = {
faction_leader = scope:story.story_owner
}
save_scope_as = story_faction
}
}
}
trigger_event = { on_action = grand_ambitions_powerful_family_coup_on_action }
}
}
}
triggered_effect = {
trigger = { # Scheme Route
var:method = flag:scheme
}
effect = {
story_owner = {
random_scheme = {
type = depose
save_scope_as = depose_scheme_scope
}
scope:story = {
var:target_title = { save_scope_as = target_title }
var:target_char = { save_scope_as = target_char }
}
trigger_event = { on_action = grand_ambitions_powerful_family_scheme_on_action }
}
}
}
}
}
effect_group = {
months = 1
chance = 100
random_valid = {
triggered_effect = {
trigger = {
story_owner = {
any_character_war = {
primary_attacker = scope:story.story_owner
primary_defender = scope:story.var:target_char
claimant = scope:story.story_owner
save_temporary_scope_as = story_war
}
}
var:method = flag:coup
var:promised_foreign_ruler_claim = {
NOT = { is_at_war_with = scope:story.var:target_char }
}
scope:story_war = {
NOT = {
any_war_attacker = {
this = scope:story.var:promised_foreign_ruler_claim
}
}
}
}
effect = {
story_owner = {
random_character_war = {
limit = {
primary_attacker = scope:story.story_owner
primary_defender = scope:story.var:target_char
claimant = scope:story.story_owner
}
save_scope_as = story_war
}
scope:story.var:promised_foreign_ruler_claim = { save_scope_as = joiner }
send_interface_message = {
type = event_war_good
title = grand_ambitions_ally_joins_war
right_icon = scope:joiner
scope:story_war = {
add_attacker = scope:joiner
}
}
}
}
}
triggered_effect = {
trigger = {
story_owner = {
any_character_war = {
primary_attacker = scope:story.story_owner
primary_defender = scope:story.var:target_char
claimant = scope:story.story_owner
save_temporary_scope_as = story_war
}
}
var:method = flag:coup
has_variable = powerful_family
scope:story_war = {
NOT = {
any_war_attacker = {
this = scope:story.var:powerful_family.house_head
}
}
}
}
effect = {
story_owner = {
random_character_war = {
limit = {
primary_attacker = scope:story.story_owner
primary_defender = scope:story.var:target_char
claimant = scope:story.story_owner
}
save_scope_as = story_war
}
scope:story.var:powerful_family.house_head = { save_scope_as = joiner }
send_interface_message = {
type = event_war_good
title = grand_ambitions_ally_joins_war
right_icon = scope:joiner
scope:story_war = {
add_attacker = scope:joiner
}
}
}
}
}
}
}
}

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#story_cycle_harrying_of_the_north = {
# # by Nick Meredith
#
# on_setup = {
# set_variable = {
# name = ruler_england
# value = story_owner
# }
# set_global_variable = {
# name = ruler_england
# value = story_owner
# }
# set_variable = {
# name = pacification
# value = 0
# }
# set_variable = {
# name = resistance
# value = 5
# }
# set_global_variable = {
# name = harrying_of_the_north
# value = this
# }
# }
#
# on_end = {
# debug_log = "Harrying of the North ended on:"
# debug_log_date = yes
# }
#
# on_owner_death = {
# if = {
# limit = {
# exists = story_owner.player_heir
# }
# set_global_variable = {
# name = ruler_england
# value = story_owner.player_heir
# }
# make_story_owner = story_owner.player_heir
# }
# ## This shouldn't be needed; should be handled by the effect group below
# #else = {
# # end_story = yes
# # remove_global_variable = harrying_of_the_north
# #}
# }
#
# #End the Story Cycle if there are no longer any Anglo-Saxon lords left, or if Normans no longer rule England
# #Put it on a long timer so William player can't just kick them all out and weather the storm for a month
# effect_group = {
# months = 1
#
# trigger = {
# OR = { #Either of these can be untrue
# story_owner = {
# any_vassal = {
# NOR = {
# culture = culture:anglo_saxon
# primary_title.tier >= tier_duchy
# }
# }
# }
# NOT = {
# var:ruler_england = {
# culture = culture:norman
# }
# }
# }
# }
#
# first_valid = {
# triggered_effect = { #The Aethelings are no more - Norman victory
# trigger = {
# story_owner = {
# NOR = {
# any_vassal = {
# culture = culture:anglo_saxon
# primary_title.tier >= tier_duchy
# }
# }
# }
# }
# effect = {
# remove_global_variable = harrying_of_the_north
# every_ruler = {
# limit = {
# capital_province = {
# geographical_region = world_europe_west_britannia
# }
# }
# trigger_event = ep3_story_cycle_harrying.0001
# }
# end_story = yes
# }
# }
# triggered_effect = { #An Anglo-Saxon rules - Aetheling victory
# trigger = {
# story_owner = {
# culture = culture:anglo_saxon
# }
# }
# effect = {
# remove_global_variable = harrying_of_the_north
# every_ruler = {
# limit = {
# capital_province = {
# geographical_region = world_europe_west_britannia
# }
# }
# trigger_event = ep3_story_cycle_harrying.0002
# }
# end_story = yes
# }
# }
# triggered_effect = { #The Normans no longer rule - Aethelings avoid defeat
# trigger = {
# story_owner = {
# NOR = {
# culture = culture:norman
# culture = culture:english
# }
# }
# }
# effect = {
# remove_global_variable = harrying_of_the_north
# every_ruler = {
# limit = {
# capital_province = {
# geographical_region = world_europe_west_britannia
# }
# }
# trigger_event = ep3_story_cycle_harrying.0003
# }
# end_story = yes
# }
# }
# }
# }
#
# effect_group = {
# years = 50
#
# triggered_effect = { #The Normans still rule, but it has been generations - Norman victory by attrition
# trigger = {
# var:ruler_england = {
# culture = culture:norman
# }
# }
# effect = {
# remove_global_variable = harrying_of_the_north
# every_ruler = {
# limit = {
# capital_province = {
# geographical_region = world_europe_west_britannia
# }
# }
# trigger_event = ep3_story_cycle_harrying.0004
# }
# end_story = yes
# }
# }
# }
#
# # Events for William/King of England
# effect_group = {
# days = { 20 40 }
#
# trigger = {
# story_owner = {
# is_alive = yes
# }
# }
#
# first_valid = {
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# save_scope_as = story_scope
# story_owner = {
# trigger_event = {
# on_action = ongoing_harrying_owner_events
# }
# }
# }
# }
# }
# }
#
# # Events for Aethelings
# effect_group = {
# days = { 20 40 }
#
# trigger = {
# story_owner = {
# any_vassal = {
# culture = culture:anglo_saxon
# }
# }
# }
#
# first_valid = {
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# save_scope_as = story_scope
# story_owner = {
# random_vassal= {
# limit = {
# culture = culture:anglo_saxon
# }
# trigger_event = {
# on_action = ongoing_harrying_aetheling_events
# }
# }
# }
# }
# }
# }
# }
#
# # Events for Hereward the Wake
# effect_group = {
# days = { 20 40 }
#
# trigger = {
# character:90028 = {
# is_alive = yes
# NOT = {
# has_character_flag = hereward_settled_flag
# }
# }
# }
#
# first_valid = {
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# save_scope_as = story_scope
# character:90028 = {
# trigger_event = {
# on_action = ongoing_harrying_hereward_events
# }
# }
# }
# }
# }
# }
#
# ### Harrying ongoing effects
# # Set the Pacification variable every month if possible
# # This checks for the Embrace English Culture decision
# effect_group = {
# months = 1
# first_valid = {
# triggered_effect = {
# trigger = {
# var:pacification > 15
# var:pacification > var:resistance
# }
# effect = {
# if = {
# limit = {
# AND = {
# NOT = {
# has_variable = embrace_culture_decision_counter
# }
# var:pacification > 15
# var:pacification > var:resistance
# }
# }
# set_variable = {
# name = embrace_culture_decision_counter
# value = 0
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# OR = {
# var:pacification < 15
# var:pacification < var:resistance
# }
# }
# effect = {
# if = {
# limit = {
# has_variable = embrace_culture_decision_counter
# }
# remove_variable = embrace_culture_decision_counter
# }
# }
# }
# }
# }
#
# # Check to see if you've had pacification over resistance for a year
# effect_group = {
# months = 1
# triggered_effect = {
# trigger = {
# var:pacification > 15
# var:pacification > var:resistance
# has_variable = embrace_culture_decision_counter
# }
# effect = {
# if = {
# limit = {
# AND = {
# has_variable = embrace_culture_decision_counter
# var:pacification > 15
# var:pacification > var:resistance
# }
# }
# change_variable = {
# name = embrace_culture_decision_counter
# add = 1
# }
# }
# }
# }
# }
#
# # Tick cultural acceptance every three months
# effect_group = {
# months = 3
#
# first_valid = {
# triggered_effect = {
# trigger = {
# var:resistance > 16
# var:resistance > var:pacification
# }
# effect = {
# story_owner = {
# culture = {
# change_cultural_acceptance = {
# target = culture:anglo_saxon
# value = major_cultural_acceptance_loss
# desc = harrying_of_the_north_tt_resistance_level_4
# }
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:resistance > 13
# var:resistance > var:pacification
# }
# effect = {
# story_owner = {
# culture = {
# change_cultural_acceptance = {
# target = culture:anglo_saxon
# value = medium_cultural_acceptance_loss
# desc = harrying_of_the_north_tt_resistance_level_3
# }
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:resistance > 10
# var:resistance > var:pacification
# }
# effect = {
# story_owner = {
# culture = {
# change_cultural_acceptance = {
# target = culture:anglo_saxon
# value = minor_cultural_acceptance_loss
# desc = harrying_of_the_north_tt_resistance_level_2
# }
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:resistance > 7
# var:resistance > var:pacification
# }
# effect = {
# story_owner = {
# culture = {
# change_cultural_acceptance = {
# target = culture:anglo_saxon
# value = miniscule_cultural_acceptance_loss
# desc = harrying_of_the_north_tt_resistance_level_1
# }
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:pacification > 14
# var:pacification > var:resistance
# }
# effect = {
# story_owner = {
# culture = {
# change_cultural_acceptance = {
# target = culture:anglo_saxon
# value = major_cultural_acceptance_gain
# desc = harrying_of_the_north_tt_pacification_level_4
# }
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:pacification > 11
# var:pacification > var:resistance
# }
# effect = {
# story_owner = {
# culture = {
# change_cultural_acceptance = {
# target = culture:anglo_saxon
# value = medium_cultural_acceptance_gain
# desc = harrying_of_the_north_tt_pacification_level_3
# }
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:pacification > 8
# var:pacification > var:resistance
# }
# effect = {
# story_owner = {
# culture = {
# change_cultural_acceptance = {
# target = culture:anglo_saxon
# value = minor_cultural_acceptance_gain
# desc = harrying_of_the_north_tt_pacification_level_2
# }
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:pacification > 5
# var:pacification > var:resistance
# }
# effect = {
# story_owner = {
# culture = {
# change_cultural_acceptance = {
# target = culture:anglo_saxon
# value = miniscule_cultural_acceptance_gain
# desc = harrying_of_the_north_tt_pacification_level_1
# }
# }
# }
# }
# }
# }
# }
#
# # Tick dread every month
# effect_group = {
# months = 1
#
# first_valid = {
# triggered_effect = {
# trigger = {
# var:pacification > 14
# var:pacification > var:resistance
# }
# effect = {
# story_owner = {
# add_dread = 3
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:pacification > 13
# var:pacification > var:resistance
# }
# effect = {
# story_owner = {
# add_dread = 2
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:pacification > 10
# var:pacification > var:resistance
# }
# effect = {
# story_owner = {
# add_dread = 1
# }
# }
# }
# }
# }
#
# # Add discontent to targeting factions every 2 months
# effect_group = {
# months = 2
#
# first_valid = {
# triggered_effect = {
# trigger = {
# var:resistance > 16
# var:resistance > var:pacification
# }
# effect = {
# story_owner = {
# if = {
# limit = {
# has_targeting_faction = yes
# }
# add_targeting_factions_discontent = 5
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:resistance > 13
# var:resistance > var:pacification
# }
# effect = {
# story_owner = {
# if = {
# limit = {
# has_targeting_faction = yes
# }
# add_targeting_factions_discontent = 3
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:resistance > 10
# var:resistance > var:pacification
# }
# effect = {
# story_owner = {
# if = {
# limit = {
# has_targeting_faction = yes
# }
# add_targeting_factions_discontent = 1
# }
# }
# }
# }
# }
# }
#
# # Erode Norman County Control every 3 months
# effect_group = {
# months = 3
#
# first_valid = {
# triggered_effect = {
# trigger = {
# var:resistance > 16
# var:resistance > var:pacification
# }
# effect = {
# story_owner = {
# every_sub_realm_county = {
# limit = {
# holder = {
# NOT = {
# culture = culture:anglo_saxon
# }
# }
# }
# change_county_control = medium_discontent_loss
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:resistance > 13
# var:resistance > var:pacification
# }
# effect = {
# story_owner = {
# every_sub_realm_county = {
# limit = {
# holder = {
# NOT = {
# culture = culture:anglo_saxon
# }
# }
# }
# change_county_control = minor_discontent_loss
# }
# }
# }
# }
# }
# }
#
# # Add Norman County Control every 3 months
# effect_group = {
# months = 3
#
# first_valid = {
# triggered_effect = {
# trigger = {
# var:pacification > 14
# var:pacification > var:resistance
# }
# effect = {
# story_owner = {
# every_sub_realm_county = {
# limit = {
# holder = {
# NOT = {
# culture = culture:anglo_saxon
# }
# }
# }
# change_county_control = medium_discontent_gain
# }
# }
# }
# }
# triggered_effect = {
# trigger = {
# var:pacification > 11
# var:pacification > var:resistance
# }
# effect = {
# story_owner = {
# every_sub_realm_county = {
# limit = {
# holder = {
# NOT = {
# culture = culture:anglo_saxon
# }
# }
# }
# change_county_control = minor_discontent_gain
# }
# }
# }
# }
# }
# }
#
# #Maintenance group
# effect_group = {
# days = 1
# #Give the story cycle to any Norman ruler of England if the original one sods off
# triggered_effect = {
# trigger = {
# story_owner = {
# NOT = {
# has_title = title:k_england
# }
# }
# }
# effect = {
# title:k_england.holder = {
# save_scope_as = new_ruler
# }
# make_story_owner = scope:new_ruler
# set_variable = {
# name = ruler_england
# value = story_owner
# }
# set_global_variable = {
# name = ruler_england
# value = story_owner
# }
# }
# }
# }
#}
#

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story_hasan = {
# by James Beaumont
visible = yes
icon = {
trigger = {
always = yes
}
reference = "gfx/interface/icons/regimenttypes/mubarizun.dds"
}
visualization = {
decisions = {
hasan_evangelize_the_faith
hasan_agitate_the_populace
hasan_ignite_the_flames
hasan_found_the_assassins
hasan_expand_the_assassins
zealous_missionary_prep_decision
}
basic_counter = {
variable_name = "radical_points"
min = 0
max = 15
label = "PROGRESS_TOWARDS_ASSASSIN_PATH"
}
character = {
variable_name = "ultimate_foe"
label = "ULTIMATE_FOE"
}
}
on_setup = {
}
#
on_end = {
debug_log = "Hasan i Sabbah story ended on:"
debug_log_date = yes
}
#
on_owner_death = {
end_story = yes
}
# Progress on Assassing path Events
effect_group = {
months = 6
first_valid = {
triggered_effect = {
trigger = {
exists = var:radical_points
var:radical_points >= 5
story_owner = {
OR = {
faith = faith:ismaili
faith = faith:nizari
}
NOR = {
has_character_flag = arrived_in_egypt
has_character_flag = had_hasan_sabah_20
}
}
}
effect = {
story_owner = {
trigger_event = hasan_sabbah.1020
}
}
}
triggered_effect = {
trigger = {
exists = var:radical_points
var:radical_points >= 15
NOT = { exists = var:ultimate_foe }
}
effect = {
story_owner = {
trigger_event = hasan_sabbah.1031
}
}
}
triggered_effect = {
trigger = {
exists = var:story_phase
var:story_phase >= 2
NOT = { exists = var:ultimate_foe }
story_owner.domicile.domicile_location.county.holder ?= {
save_temporary_scope_as = county_holder
}
faith:ismaili = {
religious_head = {
save_temporary_scope_as = ismaili_hof
NOR = {
this = scope:county_holder
scope:county_holder = {
any_liege_or_above = {
this = scope:ismaili_hof
}
}
}
}
}
faith:nizari = {
religious_head = {
save_temporary_scope_as = nizari_hof
NOR = {
this = scope:county_holder
scope:county_holder = {
any_liege_or_above = {
this = scope:nizari_hof
}
}
}
}
}
}
effect = {
story_owner = {
domicile.domicile_location = {
save_scope_as = location
}
trigger_event = hasan_sabbah.1031
}
}
}
}
}
# Hasan dies or stops being muslim, end the story
effect_group = {
days = { 40 60 }
first_valid = {
triggered_effect = {
trigger = {
OR = {
# Standard checks
NOT = { exists = story_owner }
story_owner = {
is_alive = no
}
# Must be Muslim
NOT = { story_owner = { religion = religion:islam_religion } }
# Must be landless
NOT = { story_owner = { has_government = landless_adventurer_government } }
# Must not be Sunni
story_owner = { faith = { has_doctrine = muhammad_succession_sunni_doctrine } }
}
}
effect = {
end_story = yes
}
}
}
}
}

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### Byzantine-focused Restore Rome Story Cycle
### by Chad Uhl
ep3_story_cycle_restoring_rome = {
on_setup = {
story_owner = {
trigger_event = {
id = ep3_roman_restoration.0001
days = 2
}
}
}
# We only pass on the story if the title heir is the Player
on_owner_death = {
if = {
limit = {
story_owner = { has_title = title:h_roman_empire }
title:h_roman_empire.current_heir = { is_ai = no }
}
make_story_owner = title:h_roman_empire.current_heir
}
else_if = {
limit = {
story_owner = { has_title = title:h_eastern_roman_empire }
title:h_eastern_roman_empire.current_heir = { is_ai = no }
}
make_story_owner = title:h_eastern_roman_empire.current_heir
}
else_if = {
limit = {
story_owner = { has_title = title:e_byzantium }
title:e_byzantium.current_heir = { is_ai = no }
}
make_story_owner = title:e_byzantium.current_heir
}
}
# Rome = New Game +
# aka ramp up difficulty
effect_group = {
days = 120
trigger = {
story_owner = {
is_ai = no
is_roman_emperor_excluding_byzantium_trigger = yes
}
has_variable = roman_empire_hard_mode
}
triggered_effect = {
trigger = { always = yes }
effect = {
story_owner = {
trigger_event = { on_action = ep3_restored_rome_on_action }
}
}
}
}
#Maintenance group
effect_group = {
days = 1
trigger = {
story_owner = { is_landed = no }
}
triggered_effect = {
trigger = { always = yes }
effect = {
#You became a landless adventurer with different lifestyles! Ending story prematurely.
story_owner = { save_scope_as = story_owner }
debug_log = "Roman Restoration invalidated"
debug_log_scopes = yes
end_story = yes
}
}
}
}

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story_cycle_violet_poet = {
# by Nick Meredith
visible = yes
icon = {
trigger = {
always = yes
}
reference = "gfx/interface/icons/artifact/artifact_chronicle.dds"
}
visualization = {
traits = {
violet_poet
}
artifact = { variable_name = "artifact" label = "POETRY_BOOK_LABEL" }
}
on_setup = {
set_variable = {
name = violet_poet
value = story_owner
}
}
on_end = {
debug_log = "Violet Poet story cycle ended on:"
debug_log_date = yes
}
on_owner_death = {
if = { #Pass on to Wallada's heir but NOT past her heir
limit = {
exists = story_owner.player_heir
story_owner = {
this = character:andalusian_0003
}
}
make_story_owner = story_owner.player_heir
set_variable = {
name = violet_poet
value = story_owner
}
}
# Or destroy
else = {
end_story = yes
remove_variable = violet_poet
}
}
# Events for the Violet Poet
effect_group = {
days = { 100 200 }
trigger = {
story_owner = {
is_available = yes
is_alive = yes
is_adult = yes
}
}
first_valid = {
triggered_effect = {
trigger = { always = yes }
effect = {
save_scope_as = story_scope
story_owner = {
trigger_event = {
on_action = ongoing_violet_poet_owner_events
}
}
}
}
}
}
}

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turkic_tribe_story = {
on_setup = {
### Scopes
save_scope_as = turkic_tribe_story
story_owner = {
add_character_flag = had_turkic_tribe_story
}
### Tracking variables
set_variable = {
name = turkic_leader
value = story_owner.var:turkic_leader
}
set_variable = {
name = upset_vassal
value = story_owner.var:upset_vassal
}
set_variable = {
name = nomads_county
value = story_owner.var:nomads_county
}
set_variable = {
name = nomads_new_county
value = story_owner.var:nomads_new_county
}
story_owner = {
remove_variable = turkic_leader
remove_variable = upset_vassal
remove_variable = nomads_county
remove_variable = nomads_new_county
}
}
on_owner_death = {
scope:story = { end_story = yes }
}
# nomad leader is dead
effect_group = {
days = 200
trigger = {
trigger_if = {
limit = { exists = var:turkic_leader }
var:turkic_leader = {
OR = {
is_alive = no
NOR = {
is_courtier_of = scope:story.story_owner
is_vassal_of = scope:story.story_owner
}
}
}
}
trigger_else = { always = yes }
}
first_valid = {
triggered_effect = {
trigger = { always = yes }
effect = { end_story = yes }
}
}
}
# Something happens - random events
effect_group = {
days = { 200 350 } #lower these values to test the story cycle
chance = 50
triggered_effect = {
trigger = { always = yes }
effect = {
story_owner = {
trigger_event = {
on_action = ongoing_turkic_tribe_events
}
}
}
}
}
effect_group = { #the nomad chain's end
years = { 5 10 } #lower these values to test the story cycle
chance = 100
trigger = {
story_owner = {
is_available = yes
}
}
triggered_effect = {
trigger = { always = yes }
effect = {
story_owner = {
add_character_flag = {
flag = turkic_tribe_story_end
days = 200
}
trigger_event = {
on_action = turkic_tribe_story_end
}
}
}
}
}
#Maintenance group
effect_group = {
days = 1
trigger = {
story_owner = { is_landed = no }
}
triggered_effect = {
trigger = { always = yes }
effect = {
#You became a landless adventurer/administrative! Ending story prematurely.
story_owner = { save_scope_as = story_owner }
debug_log = "Nomads invalidated"
debug_log_scopes = yes
end_story = yes
}
}
}
}

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### Exists so we can track Ali or any subsequent Zanj Leaders.
story_zanj_rebellion = {
on_setup = {
story_owner = {
set_variable = {
name = zanj_rebellion_strength_score
value = 7
}
}
}
on_owner_death = {
inherit_zanj_rebellion_effect = yes
}
on_end = {}
#Maintenance group
effect_group = {
days = 1
trigger = {
story_owner = { is_landed = no }
}
triggered_effect = {
trigger = { always = yes }
effect = {
#You became a landless adventurer/administrative! Ending story prematurely.
story_owner = { save_scope_as = story_owner }
debug_log = "Zanj invalidated"
debug_log_scopes = yes
end_story = yes
}
}
}
}

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story_greatest_of_khans = {
visible = yes
icon = {
trigger = {
always = yes
}
reference = "gfx/interface/icons/story_cycles/bow_steppe.dds"
}
background = {
reference = "gfx/interface/illustrations/event_scenes/mpo_steppe_evening.dds"
}
visualization = {
custom_string_key = "GREATEST_OF_KHANS_INFORMATION_STRING"
decisions = { mpo_gok_world_conquest_decision }
}
on_setup = {
if = {
limit = {
NOT = {
has_mpo_dlc_trigger = yes
}
}
end_story = yes
}
else = {
set_global_variable = {
name = gok_empire_crumble_date
value = {
value = current_year
add = 75
}
}
set_variable = {
name = gok_final_date
value = {
value = current_year
add = 75
}
}
set_global_variable = {
name = first_gok
value = story_owner
}
set_global_variable = {
name = greatest_of_khans_title
value = story_owner.primary_title
}
global_var:greatest_of_khans_title = {
set_variable = {
name = chaotic_succession_protection
value = yes
}
}
}
}
on_end = {
if = {
limit = {
exists = global_var:active_conquerors
}
change_global_variable = {
name = active_conquerors
add = -1
}
}
global_var:greatest_of_khans_title = {
remove_variable = chaotic_succession_protection
}
remove_global_variable = first_gok
remove_global_variable = gok_empire_crumble_date
}
on_owner_death = {
# Handle story succession
story_owner = {
save_scope_as = old_khan # for news events
if = {
limit = {
any_child = { # if the Khan has a reasonable heir...
is_primary_heir_of = scope:story.story_owner
}
}
random_child = {
limit = {
is_primary_heir_of = scope:story.story_owner
}
save_scope_as = new_khan # for news events
save_scope_as = new_story_owner # pass chain to appropriate target
add_character_flag = {
flag = gain_mongol_succession_dread
days = 2
}
add_character_modifier = {
modifier = the_great_khan_modifier
}
}
every_player = {
trigger_event = {
id = mongol_invasion.1001
days = 1
}
}
}
else_if = {
limit = {
dynasty = {
any_dynasty_member = { # if the Khan has some other heir not family?)
is_primary_heir_of = scope:story.story_owner
}
}
}
dynasty = {
random_dynasty_member = {
limit = {
is_primary_heir_of = scope:story.story_owner
}
save_scope_as = new_khan # for news events
save_scope_as = new_story_owner # pass chain toappropriate target
add_character_flag = {
flag = gain_mongol_succession_dread
days = 2
}
add_character_modifier = {
modifier = the_great_khan_modifier
}
}
}
every_player = {
trigger_event = {
id = mongol_invasion.1001
days = 1
}
}
}
else_if = {
limit = {
primary_heir = {
is_grandchild_of = scope:story.story_owner
}
}
primary_heir = {
save_scope_as = new_khan # for news events
save_scope_as = new_story_owner # pass chain to appropriate target
add_character_flag = {
flag = gain_mongol_succession_dread
days = 2
}
add_character_modifier = {
modifier = the_great_khan_modifier
}
}
every_player = {
trigger_event = {
id = mongol_invasion.1001
days = 1
}
}
}
else_if = { # If the empire passes out of the original dynasty, the story will automatically end
limit = {
NOT = {
dynasty = {
any_dynasty_member = { # if the Khan has some otherheir (not family?)
is_primary_heir_of = scope:story.story_owner
}
}
}
}
scope:story.story_owner.primary_heir = {
save_scope_as = new_khan
}
every_player = {
trigger_event = {
id = mongol_invasion.1001
days = 1
}
}
}
}
if = {
limit = { exists = scope:new_story_owner }
make_story_owner = scope:new_story_owner
}
#Story end event
else = {
if = {
limit = {
exists = story_owner.player_heir
exists = story_owner.dynasty
story_owner.player_heir = {
dynasty ?= root.story_owner.dynasty
}
}
story_owner.player_heir ?= {
trigger_event = {
id = mpo_greatest_of_khans.0040
days = 1
}
}
}
else = {
end_story = yes
}
}
}
#Invalidation end!
effect_group = {
years = 75
triggered_effect = {
trigger = {
exists = story_owner
}
effect = {
story_owner = {
save_scope_as = timed_out
trigger_event = {
id = mpo_greatest_of_khans.0040
days = 1
}
}
}
}
}
#Start a new war if none is ongoing
effect_group = {
days = { 30 60 }
trigger = {
story_owner = {
is_at_war = no
gold > 0
exists = global_var:greatest_of_khans_title
any_held_title = {
this = global_var:greatest_of_khans_title
}
}
}
triggered_effect = {
trigger = {
story_owner = {
is_ai = yes
}
}
effect = {
story_owner = {
gok_war_target_evaluation_and_declaration_effect = yes
}
debug_log = "The story started a new war for the Greatest of Khans"
debug_log_date = yes
story_owner = {
save_scope_as = owner
}
debug_log_scopes = yes
}
}
}
}

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story_temujin_flavor = {
on_owner_death = {
end_story = yes
}
effect_group = {
days = { 180 360 }
chance = 50
triggered_effect = {
trigger = { always = yes }
effect = {
story_owner = {
trigger_event = {
on_action = ongoing_temujin_flavor_events
}
}
}
}
}
}

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# Story for the rise of the Almohads
# by Petter Vilberg
story_almohad_invasion = {
on_setup = {
set_global_variable = {
name = spawned_almohads
value = yes
}
}
on_end = {
debug_log = "Almohad story ended on:"
debug_log_date = yes
}
on_owner_death = {
if = {
limit = { NOT = { exists = var:had_ibn_tumart_succession } }
set_variable = {
name = had_ibn_tumart_succession
value = yes
}
if = {
limit = { exists = var:ibn_tumart_triggered_death }
if = {
limit = {
var:al_mumin = {
is_alive = yes
faith = faith:masmudi
}
}
if = {
limit = { var:al_mumin = { is_imprisoned = yes } }
var:al_mumin = { release_from_prison = yes }
}
if = {
limit = {
NOT = { var:ibn_tumart.primary_heir = var:al_mumin }
}
create_title_and_vassal_change = {
type = granted
save_scope_as = change
add_claim_on_loss = no
}
var:ibn_tumart = {
save_scope_as = ibn_tumart
every_held_title = {
limit = { is_capital_barony = no }
change_title_holder = {
holder = scope:story.var:al_mumin
change = scope:change
}
}
}
resolve_title_and_vassal_change = scope:change
make_story_owner = var:al_mumin
var:almohad_county = {
save_scope_as = almohad_county
}
story_owner = {
if = { # Make sure they get back to warfare
limit = { is_at_war = no }
almohads_find_target_titles_effect = yes
almohads_declare_war_for_target_title_effect = yes
}
spawn_second_almohad_troops_effect = yes
save_scope_as = al_mumin
every_war_enemy = {
trigger_event = almohad.1003
}
}
}
}
}
}
else = {
end_story = yes
}
}
#Kill ibn Tumert if he suffers a defeat
effect_group = {
days = { 20 80 }
trigger = {
story_owner = var:ibn_tumart
story_owner = { is_alive = yes }
exists = global_var:almohads_were_defeated
}
triggered_effect = {
trigger = {
always = yes
}
effect = {
debug_log = "Trying to kill Ibn Tumert!"
set_variable = {
name = ibn_tumart_triggered_death
value = yes
}
story_owner = {
death = natural
}
}
}
}
#Rebuild Marrakesh
effect_group = {
days = 180
trigger = {
NOT = { exists = var:fired_marrakesh_event }
story_owner = {
any_sub_realm_county = {
this = title:c_marrakesh
OR = {
holder = scope:story.story_owner
holder = { is_ai = no }
}
}
}
}
triggered_effect = {
trigger = {
always = yes
}
effect = {
set_variable = {
name = fired_marrakesh_event
value = yes
}
story_owner = {
trigger_event = almohad.1004
}
}
}
}
#Maintenance group
effect_group = {
days = 1
trigger = {
story_owner = { is_landed = no }
}
triggered_effect = {
trigger = { always = yes }
effect = {
#You became a landless adventurer/administrative! Ending story prematurely.
story_owner = { save_scope_as = story_owner }
debug_log = "Almohads invalidated"
debug_log_scopes = yes
end_story = yes
}
}
}
}

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### DEPRECATED
#story_cycle_house_feud = {
#
# on_setup = {
# ### Scopes
# save_scope_as = house_feud_story
# }
#
# on_end = {
# var:house_feud_house.house_head ?= { save_scope_as = house_feud_rival }
# if = {
# limit = {
# NAND = {
# exists = story_owner.var:house_feud_swapped_house
# story_owner.var:house_feud_swapped_house = var:house_feud_house
# }
# }
# house_feud_end_modifier_effect = yes
# }
# story_owner = {
# save_scope_as = house_feud_ender
# if = {
# limit = { exists = scope:house_feud_rival }
# create_character_memory = {
# type = house_feud_ended_memory
# participants = {
# house_head = scope:house_feud_rival
# }
# }
# }
# house = {
# set_variable = {
# name = house_feud_cooldown
# years = 25
# }
# set_variable = {
# name = house_feud_ended
# years = 1
# }
# hidden_effect = {
# if = {
# limit = {
# any_house_member = { is_alive = yes }
# }
# every_house_member = {
# limit = { is_alive = yes }
# if = {
# limit = {
# exists = scope:house_feud_rival
# scope:house_feud_rival = { is_alive = yes }
# has_opinion_modifier = {
# modifier = house_feud_opinion
# target = scope:house_feud_rival
# }
# }
# remove_opinion = {
# modifier = house_feud_opinion
# target = scope:house_feud_rival
# }
# }
# }
# }
# }
# }
# }
# # Inform target feud has ended
# if = {
# limit = {
# exists = var:house_feud_house.house_head
# var:house_feud_house.house_head = { is_alive = yes }
# }
# story_owner = { save_scope_as = house_feud_attacker }
# var:house_feud_house.house_head = {
# trigger_event = {
# id = bp1_house_feud.0502
# days = 5
# }
# }
# }
# }
#
# on_owner_death = {
# # Transfer to heir
# if = {
# limit = {
# exists = scope:story.var:house_feud_house.house_head
# story_owner = {
# is_playable_character = yes
# exists = player_heir
# }
# }
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner = {
# save_scope_as = old_house_head
# player_heir = { save_scope_as = new_story_owner }
# }
# #transfer_house_feud_story_cycle_to_effect = {
# # CHARACTER = scope:new_story_owner
# # STORY = scope:story
# #}
# }
# # Or destroy
# else = {
# scope:story = { end_story = yes }
# }
# }
#
# # Something happens - random events
# effect_group = {
# years = { 1 2 }
# chance = 50
#
# trigger = {
# exists = var:house_feud_house.house_head
# var:house_feud_house.house_head = { is_alive = yes }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner = {
# trigger_event = { on_action = ongoing_house_feud_events }
# }
# }
# }
# }
#
# #Achieved claim
# effect_group = {
# days = 1
#
# trigger = {
# NOT = { has_variable = house_feud_revenged }
# story_owner = { age >= 9 }
# has_variable = house_feud_reason
# var:house_feud_reason = flag:competing_claim
# has_variable = house_feud_title
# var:house_feud_title = {
# exists = previous_holder.house
# previous_holder.house = scope:story.var:house_feud_house_2_first_head.house
# holder.house = scope:story.story_owner.house
# }
# }
#
#
# }
#
# #Avenged death
# effect_group = {
# days = 1
#
# trigger = {
# NOT = { has_variable = house_feud_revenged }
# story_owner = { age >= 9 }
# has_variable = house_feud_reason
# OR = {
# var:house_feud_reason = flag:head_killed
# var:house_feud_reason = flag:family_killed
# }
# has_variable = house_feud_attacker
# var:house_feud_attacker = {
# is_alive = no
# exists = killer
# killer.house = scope:story.story_owner.house
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# var:house_feud_attacker = { save_scope_as = house_feud_attacker }
# var:house_feud_victim = { save_scope_as = house_feud_victim }
# set_variable = {
# name = house_feud_revenged
# value = scope:house_feud_rival.house
# }
# story_owner = { trigger_event = bp1_house_feud.7001 }
# }
# }
# }
#
# #Count length of the feud
# effect_group = {
# years = 1
#
# trigger = { exists = var:house_feud_length_counter }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# change_variable = {
# name = house_feud_length_counter
# add = 1
# }
# }
# }
# }
#
# #Out of diplo range
# effect_group = {
# days = 1
#
# trigger = {
# story_owner = { save_temporary_scope_as = story_owner_temp }
# var:house_feud_house.house_head ?= {
# is_alive = yes
# NOT = { in_diplomatic_range = scope:story_owner_temp }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# end_story = yes
# }
# }
# }
#
# #Wiped out
# effect_group = {
# days = 1
#
# trigger = {
# story_owner.age >= 9
# house_feud_wiped_out_trigger = yes
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# story_owner = { trigger_event = bp1_house_feud.0830 }
# }
# }
# }
#
# #Not rival with house head
# effect_group = {
# months = { 1 2 }
#
# trigger = {
# story_owner = {
# age >= 9
# trigger_if = {
# limit = { has_variable = house_feud_next_cooldown }
# NOT = { var:house_feud_next_cooldown = scope:story.var:house_feud_house.house_head }
# }
# }
# exists = var:house_feud_house.house_head
# exists = var:house_feud_house_2_first_head
# var:house_feud_house = var:house_feud_house_2_first_head.house
# var:house_feud_house.house_head = {
# is_alive = yes
# age >= 9
# NOT = { has_relation_rival = scope:story.story_owner }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner = { trigger_event = bp1_house_feud.0840 }
# }
# }
# }
#
# #Add opinion modifiers
# effect_group = {
# months = 6
#
# trigger = {
# var:house_feud_house.house_head ?= { save_temporary_scope_as = house_feud_head_temp }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner.house = {
# every_house_member = { trigger_event = bp1_house_feud.0600 }
# }
# }
# }
# }
#
# # Target house can decide to reciprocate
# effect_group = {
# months = 6
# trigger = {
# scope:story.var:house_feud_house.house_head ?= {
# valid_for_feud_events_with_target_trigger = { TARGET = scope:story.story_owner }
# trigger_if = {
# limit = { has_variable = house_feud_reciprocate_cooldown }
# NOT = { var:house_feud_reciprocate_cooldown = scope:story.story_owner.house }
# }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# story_owner = { save_scope_as = house_feud_rival }
# scope:story = { save_scope_as = other_house_feud_story }
# scope:story.var:house_feud_house.house_head = {
# random = {
# chance = 50
# modifier = {
# add = 25
# intrigue > scope:house_feud_rival.intrigue
# }
# modifier = {
# add = 25
# has_relation_nemesis = scope:house_feud_rival
# }
# modifier = {
# add = -25
# has_trait = trusting
# }
# trigger_event = bp1_house_feud.0500
# }
# }
# }
# }
# }
#
# #Murder inform
# effect_group = {
# months = 1
#
# trigger = {
# story_owner.house = {
# any_house_member = {
# opinion = {
# target = scope:story.story_owner
# value >= -25
# }
# NOT = {
# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
# }
# any_secret = {
# secret_type = secret_murder
# secret_target = {
# exists = house
# house = scope:story.var:house_feud_house
# }
# NOT = {
# any_secret_knower = { this = scope:story.story_owner }
# }
# }
# }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# story_owner.house = {
# random_house_member = {
# limit = {
# opinion = {
# target = scope:story.story_owner
# value >= -25
# }
# NOT = {
# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
# }
# }
# random_secret = {
# limit = {
# secret_type = secret_murder
# secret_target = {
# exists = house
# house = scope:story.var:house_feud_house
# }
# NOT = {
# any_secret_knower = { this = scope:story.story_owner }
# }
# }
# reveal_to = scope:story.story_owner
# }
# }
# }
# }
# }
# }
#
# # Cuckoldry inform
# effect_group = {
# months = 1
#
# trigger = {
# story_owner.house = {
# any_house_member = {
# opinion = {
# target = scope:story.story_owner
# value >= -25
# }
# NOT = {
# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
# }
# any_secret = {
# secret_type = secret_lover
# secret_target = {
# exists = house
# house = scope:story.var:house_feud_house
# }
# NOT = {
# any_secret_knower = { this = scope:story.story_owner }
# }
# }
# }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# story_owner.house = {
# random_house_member = {
# limit = {
# opinion = {
# target = scope:story.story_owner
# value >= -25
# }
# NOT = {
# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
# }
# }
# random_secret = {
# limit = {
# secret_type = secret_lover
# secret_target = {
# exists = house
# house = scope:story.var:house_feud_house
# }
# NOT = {
# any_secret_knower = { this = scope:story.story_owner }
# }
# }
# reveal_to = scope:story.story_owner
# }
# }
# }
# }
# }
# }
#
# # Stop AI feuds from going too hard against players
# effect_group = {
# months = 1
# trigger = { always = yes }
#
# triggered_effect = {
# trigger = {
# story_owner = { is_ai = yes }
# var:house_feud_house.house.house_head ?= { is_ai = no }
# # House must be sufficiently large to support a Feud
# var:house_feud_house.house = {
# any_house_member = {
# count < 5
# is_alive = yes
# is_adult = yes
# }
# }
# }
# effect = {
# story_owner = { save_scope_as = story_owner }
# debug_log = "House Feud cancelled against player"
# debug_log_scopes = yes
# end_story = yes
# }
# }
# }
#
# # Maintenance group
# effect_group = {
# months = 1
# trigger = { always = yes }
#
# triggered_effect = {
# trigger = {
# OR = {
# NOT = { exists = var:house_feud_house }
# NOT = { exists = var:house_feud_house_1_first_head }
# NOT = { exists = var:house_feud_house_2_first_head }
# NOT = { exists = var:house_feud_length_counter }
# NOT = { exists = var:house_feud_death_counter }
# NOT = { exists = var:house_feud_kill_counter }
# NOT = { exists = var:house_feud_reason }
# }
# }
# effect = {
# # Variable is missing! Ending story prematurely.
# story_owner = { save_scope_as = story_owner }
# debug_log = "House Feud invalidated"
# debug_log_scopes = yes
# end_story = yes
# }
# }
# }
#}

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#
###################################################
## Wandering Lyonese Monk
## by Ewan Cowhig Croft
###################################################
#
## We really just use this to contain our variables & variable lists.
#
#story_lyonese_monk = {
#
# on_setup = {
# # Start tracking how many events we've tried to fire from within our current_phase.
# set_variable = {
# name = lm_phase_tally
# value = 0
# }
# # Set our school score variables.
# set_variable = {
# name = school_elipandic
# value = 0
# }
# ## Slight edge for the Felicitous school, as scope:acolyte is an explicit Felix of Urgell fan.
# set_variable = {
# name = school_felicitous
# value = 1
# }
# set_variable = {
# name = school_radical
# value = 0
# }
# }
#
# on_owner_death = {
# if = {
# limit = { exists = story_owner.player_heir }
# story_owner = {
# # Transfer flags.
# if = {
# limit = { has_character_flag = fp2_lyonese_monk_entered_controversy_flag }
# player_heir = { add_character_flag = fp2_lyonese_monk_entered_controversy_flag }
# }
# if = {
# limit = { has_character_flag = fp2_lyonese_monk_entered_schism_flag }
# player_heir = { add_character_flag = fp2_lyonese_monk_entered_schism_flag }
# }
# save_scope_as = dead_owner
# # Transfer over scopes & prepare to optionally send the story itself.
# player_heir = {
# save_scope_as = acolyte_host
# trigger_event = {
# id = fp2_lyonese_monk.0011
# days = 7
# }
# }
# }
# }
# else = {
# var:acolyte = { silent_disappearance_effect = yes }
# end_story = yes
# }
# }
#
# on_end = {
# story_owner = {
# # Wipe them tracking flags.
# remove_character_flag ?= fp2_lyonese_monk_entered_controversy_flag
# remove_character_flag ?= fp2_lyonese_monk_entered_schism_flag
# }
# }
#
# #Maintenance group
# effect_group = {
# days = 1
# trigger = {
# story_owner = { is_landed = no }
# }
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# #You became a landless adventurer/administrative! Ending story prematurely.
# story_owner = { save_scope_as = story_owner }
# debug_log = "Reformer invalidated"
# debug_log_scopes = yes
# end_story = yes
# }
# }
# }
#}
#

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story_mongol_invasion = {
# by Petter Vilberg
on_setup = {
story_owner = { # Start conquest of all of Mongolia
start_wars_for_mongolia_effect = yes
}
set_variable = {
name = succession_counter
value = 0
}
}
#
on_end = {
debug_log = "Mongol story ended on:"
debug_log_date = yes
set_global_variable = {
name = mongol_story_has_ended
value = yes
}
}
#
on_owner_death = {
story_owner = {
set_variable = {
name = special_mongol_empire_conquest_region_prio_1_alpha_var
value = 0
}
set_variable = {
name = special_mongol_empire_conquest_region_prio_1_var
value = 0
}
set_variable = {
name = special_mongol_empire_conquest_region_prio_2_var
value = 0
}
set_variable = {
name = special_mongol_empire_conquest_region_prio_3_var
value = 0
}
set_variable = {
name = special_mongol_empire_conquest_region_prio_4_var
value = 0
}
set_variable = {
name = special_mongol_empire_conquest_region_prio_5_var
value = 0
}
set_variable = {
name = outside_conquest_region_var
value = 0
}
every_realm_county = {
if = {
limit = {
title_province = {
geographical_region = special_mongol_empire_conquest_region_prio_5
}
}
root.story_owner = {
change_variable = {
name = special_mongol_empire_conquest_region_prio_5_var
add = 1
}
}
}
else_if = {
limit = {
title_province = {
geographical_region = special_mongol_empire_conquest_region_prio_4
}
}
root.story_owner = {
change_variable = {
name = special_mongol_empire_conquest_region_prio_4_var
add = 1
}
}
}
else_if = {
limit = {
title_province = {
geographical_region = special_mongol_empire_conquest_region_prio_3
}
}
root.story_owner = {
change_variable = {
name = special_mongol_empire_conquest_region_prio_3_var
add = 1
}
}
}
else_if = {
limit = {
title_province = {
geographical_region = special_mongol_empire_conquest_region_prio_2
}
}
root.story_owner = {
change_variable = {
name = special_mongol_empire_conquest_region_prio_2_var
add = 1
}
}
}
else_if = {
limit = {
title_province = {
geographical_region = special_mongol_empire_conquest_region_prio_1
}
}
root.story_owner = {
change_variable = {
name = special_mongol_empire_conquest_region_prio_1_var
add = 1
}
}
}
else_if = {
limit = {
title_province = {
geographical_region = special_mongol_empire_conquest_region_prio_1_alpha
}
}
root.story_owner = {
change_variable = {
name = special_mongol_empire_conquest_region_prio_1_alpha_var
add = 1
}
}
}
else = {
root.story_owner = {
change_variable = {
name = outside_conquest_region_var
add = 1
}
}
}
}
}
# Weighted random chance to end the story/break up the Empire
random = {
chance = 0
#Pure realm size - Mongol empire is historical breakup size
modifier = {
add = 20
story_owner = {
realm_size >= 1087
}
}
#Pure realm size - Mongol empire is max extent size
modifier = {
add = 20
story_owner = {
realm_size >= 1474
}
}
#Pure realm size - Mongol empire is at total bonus size
modifier = {
add = 30
story_owner = {
realm_size >= 1725
}
}
modifier = { # If the empire is very successful, increase the chance
add = 10
story_owner = {
#Half of total county count
var:special_mongol_empire_conquest_region_prio_1_alpha_var >= 80
var:special_mongol_empire_conquest_region_prio_1_var >= 60
var:special_mongol_empire_conquest_region_prio_2_var >= 100
#Just a third
var:special_mongol_empire_conquest_region_prio_3_var >= 30
var:special_mongol_empire_conquest_region_prio_4_var >= 100
var:special_mongol_empire_conquest_region_prio_5_var >= 120
}
}
modifier = { # If the empire is EXTREMELY successful, increase the chance
add = 20
story_owner = {
#Three quarters of total county count
var:special_mongol_empire_conquest_region_prio_1_alpha_var >= 120
var:special_mongol_empire_conquest_region_prio_1_var >= 75
var:special_mongol_empire_conquest_region_prio_2_var >= 200
#Just half
var:special_mongol_empire_conquest_region_prio_3_var >= 45
var:special_mongol_empire_conquest_region_prio_4_var >= 150
var:special_mongol_empire_conquest_region_prio_5_var >= 180
var:outside_conquest_region_var >= 100
}
}
modifier = {
add = 20
var:succession_counter > 1
}
modifier = {
add = 30
var:succession_counter > 2
}
modifier = { # Historical point
add = 30
var:succession_counter > 3
}
modifier = { # Guaranteed if there have been five successions
add = 20
var:succession_counter > 4
}
set_variable = {
name = end_of_story
value = yes
}
}
if = {
limit = {
exists = var:end_of_story
}
# Do the breakup of the empire if possible
story_owner = {
if = {
limit = {
realm_size >= 50
}
debug_log = "Trying to break up the Mongol Empire"
break_up_mongol_empire_effect = yes
}
else = {
save_scope_as = old_khan
player_heir = {
save_scope_as = new_khan
}
every_player = {
trigger_event = mongol_invasion.1005 # Small end to story
}
}
}
end_story = yes
}
else = {
change_variable = {
name = succession_counter
add = 1
}
# Handle story succession
story_owner = {
save_scope_as = old_khan # for news events
if = {
limit = {
any_child = { # if the Khan has a reasonable heir...
is_primary_heir_of = scope:story.story_owner
}
}
random_child = {
limit = {
is_primary_heir_of = scope:story.story_owner
}
save_scope_as = new_khan # for news events
save_scope_as = new_story_owner # pass chain to appropriate target
add_character_flag = {
flag = gain_mongol_succession_dread
days = 2
}
add_character_modifier = {
modifier = the_great_khan_modifier
}
}
every_player = {
trigger_event = {
id = mongol_invasion.1001
days = 1
}
}
}
else_if = {
limit = {
dynasty = {
any_dynasty_member = { # if the Khan has some other heir (not family?)
is_primary_heir_of = scope:story.story_owner
}
}
}
dynasty = {
random_dynasty_member = {
limit = {
is_primary_heir_of = scope:story.story_owner
}
save_scope_as = new_khan # for news events
save_scope_as = new_story_owner # pass chain to appropriate target
add_character_flag = {
flag = gain_mongol_succession_dread
days = 2
}
add_character_modifier = {
modifier = the_great_khan_modifier
}
}
}
every_player = {
trigger_event = {
id = mongol_invasion.1001
days = 1
}
}
}
else_if = { # If the empire passes out of the original dynasty, the story will automatically end
limit = {
NOT = {
dynasty = {
any_dynasty_member = { # if the Khan has some other heir (not family?)
is_primary_heir_of = scope:story.story_owner
}
}
}
}
scope:story.story_owner.primary_heir = {
save_scope_as = new_khan
}
every_player = {
trigger_event = {
id = mongol_invasion.1001
days = 1
}
}
}
}
if = {
limit = { exists = scope:new_story_owner }
make_story_owner = scope:new_story_owner
scope:new_story_owner = {
# Delayed firing of spawning new event troops
trigger_event = {
id = mongol_invasion.0100
days = 1
}
}
debug_log = "Successfully replaced the Mongol Khan"
debug_log_date = yes
debug_log_scopes = yes
}
else = {
# Make sure the empire breaks up as best as possible
story_owner = {
if = {
limit = {
realm_size >= 50
}
}
debug_log = "Due to failing to replace the Khan with a Temujin successor, now trying to break up the empire"
break_up_mongol_empire_effect = yes
}
end_story = yes
debug_log = "Failed to replace the Mongol Khan"
debug_log_date = yes
debug_log_scopes = yes
}
}
story_owner = {
clear_variable_list = special_mongol_empire_conquest_region_prio_1_alpha_var
clear_variable_list = special_mongol_empire_conquest_region_prio_1_var
clear_variable_list = special_mongol_empire_conquest_region_prio_2_var
clear_variable_list = special_mongol_empire_conquest_region_prio_3_var
clear_variable_list = special_mongol_empire_conquest_region_prio_4_var
clear_variable_list = special_mongol_empire_conquest_region_prio_5_var
clear_variable_list = outside_conquest_region_var
}
}
#Start a new war if none is ongoing
effect_group = {
days = { 30 50 }
trigger = {
story_owner = {
is_at_war = no
gold > 0
any_held_title = {
this = title:e_mongol_empire
}
}
}
triggered_effect = {
trigger = {
story_owner = {
is_ai = yes
}
}
effect = {
if = {
limit = {
has_mpo_dlc_trigger = yes
}
story_owner = {
gok_war_target_evaluation_and_declaration_effect = yes
}
}
else = {
story_owner = {
mongol_war_target_evaluation_and_declaration_effect = yes
}
}
debug_log = "The story started a new war for the Mongols"
debug_log_date = yes
story_owner = {
save_scope_as = owner
}
debug_log_scopes = yes
}
}
}
# Story handling in case of succession weirdness
effect_group = {
days = 180
trigger = {
story_owner = {
NOT = {
any_held_title = {
this = title:e_mongol_empire
}
}
}
}
triggered_effect = {
trigger = { exists = title:e_mongol_empire }
effect = {
if = {
limit = {
title:e_mongol_empire.holder = {
culture = culture:mongol
}
}
make_story_owner = title:e_mongol_empire.holder
}
else = {
end_story = yes
}
}
}
triggered_effect = {
trigger = { NOT = { exists = title:e_mongol_empire } }
effect = {
end_story = yes
}
}
}
# Set up Mongol Empire de jure stuff
effect_group = {
days = 180
trigger = {
NOT = { exists = var:has_updated_mongolia_de_jure }
trigger_if = {
limit = {
title:e_mongolia = {
any_de_jure_county = {
count >= 3
}
}
}
title:e_mongolia = {
any_in_de_jure_hierarchy = {
continue = { tier > tier_county }
tier = tier_county
holder.top_liege = scope:story.story_owner
count > 3
}
}
}
story_owner.capital_county.empire = {
any_in_de_jure_hierarchy = {
continue = { tier > tier_county }
tier = tier_county
holder.top_liege = scope:story.story_owner
count > 5
}
}
}
triggered_effect = {
trigger = {
always = yes
}
effect = {
title:e_mongolia = {
every_in_de_jure_hierarchy = {
limit = {
tier = tier_kingdom
}
set_de_jure_liege_title = title:e_mongol_empire
}
}
if = {
limit = {
exists = title:e_mongolia.holder
}
title:e_mongolia.holder = {
destroy_title = title:e_mongolia
}
}
if = {
limit = {
story_owner.capital_county.empire = {
NOT = {
this = title:e_mongol_empire
}
}
}
story_owner.capital_county.empire = {
save_scope_as = new_de_jure
}
scope:new_de_jure = {
every_in_de_jure_hierarchy = {
limit = {
tier = tier_kingdom
}
set_de_jure_liege_title = title:e_mongol_empire
}
}
}
set_variable = {
name = has_updated_mongolia_de_jure
value = yes
}
}
}
}
}

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restoring_roman_provinces_story = {
on_setup = {
}
on_end = {
}
on_owner_death = {
}
effect_group = {
days = 36 #Checked every 365 days
triggered_effect = {
trigger = {
story_owner = {
roman_restoration_is_valid_roman_empire_trigger = yes
OR = {
has_title = title:h_roman_empire #Not for Byzantium.
has_title = title:h_eastern_roman_empire #Not for Byzantium.
}
}
}
effect = {
story_owner = {
trigger_event = {
on_action = on_action_roman_restoration_pulse
}
}
}
}
}
#Maintenance group
effect_group = {
days = 1
trigger = {
story_owner = { is_landed = no }
}
triggered_effect = {
trigger = { always = yes }
effect = {
#You became a landless adventurer with different lifestyles! Ending story prematurely.
story_owner = { save_scope_as = story_owner }
debug_log = "Roman Restoration invalidated"
debug_log_scopes = yes
end_story = yes
}
}
}
}

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story_seljuk_invasion = {
on_setup = {
story_owner = { # Find a place for the Seljuks to settle
set_variable = {
name = seljuk_invasion_nomad_strength_score
value = 10
}
try_to_settle_the_seljuk_effect = yes
}
set_variable = {
name = succession_counter
value = 0
}
}
on_end = {}
on_owner_death = {
# Breakup of the empire should not happen until at least one succession has passed
random_list = { # Weighted chance to end the story
10 = {
trigger = { var:succession_counter < 2 }
modifier = {
add = 10
var:succession_counter > 1
}
modifier = { # Historical point
add = 10
var:succession_counter > 2
}
modifier = {
add = 20
var:succession_counter > 3
}
end_story = yes
}
90 = {
if = {
limit = {
exists = story_owner.primary_heir
}
make_story_owner = story_owner.primary_heir
change_variable = {
name = seljuk_invasion_nomad_strength_score
add = -5
}
}
else = {
end_story = yes
}
}
}
}
# Start a new war if one is not ongoing
effect_group = {
days = { 30 60 }
trigger = {
story_owner = {
is_at_war = no
gold > 0
OR = {
NOT = { has_character_flag = settled_seljuk }
top_liege = this
}
}
}
triggered_effect = {
trigger = {
story_owner = {
is_ai = yes
}
}
effect = {
story_owner = {
seljuk_war_target_evaluation_and_declaration_effect = yes
save_scope_as = owner
}
}
}
}
# Ask for independence if vassals
effect_group = {
years = { 1 2 }
trigger = {
story_owner = {
has_character_flag = settled_seljuk
top_liege != this
}
}
triggered_effect = {
trigger = {
story_owner = {
is_ai = yes
}
}
effect = {
story_owner = {
seljuk_request_independence_from_liege_effect = yes
save_scope_as = owner
}
}
}
}
# Create the empire and close the story
effect_group = {
days = { 30 60 }
trigger = {
story_owner = {
save_temporary_scope_as = temp_seljuk
OR = {
any_county_in_region = {
region = world_persian_empire
percent >= 0.51
holder.top_liege = scope:temp_seljuk
}
any_held_title = {
count = 2
title_tier = kingdom
any_this_title_or_de_jure_above = {
this = title:e_persia
}
}
any_held_title = {
title_tier = empire
any_this_title_or_de_jure_above = {
this = title:e_persia
}
}
}
}
}
triggered_effect = {
trigger = {
story_owner = {
is_ai = yes
}
}
effect = {
story_owner = {
save_scope_as = owner
create_title_and_vassal_change = {
type = created
save_scope_as = title_change
add_claim_on_loss = no
}
title:e_persia = {
change_title_holder = {
holder = scope:owner
change = scope:title_change
}
save_scope_as = title_e_persia
}
resolve_title_and_vassal_change = scope:title_change
set_primary_title_to = scope:title_e_persia
}
end_story = yes
}
}
}
}

View file

@ -0,0 +1,189 @@
story_take_mandate_of_heaven = {
on_setup = {
}
on_end = {
}
on_owner_death = {
story_owner = {
if = {
limit = {
primary_heir ?= {
is_ai = yes
is_physically_able_adult = yes
}
}
primary_heir ?= {
create_story = story_take_mandate_of_heaven
}
}
else = {
every_heir = {
limit = {
is_ai = yes
is_physically_able_adult = yes
}
create_story = story_take_mandate_of_heaven
}
}
}
end_story = yes
}
effect_group = { # Handles the AI behavior
days = { 30 60 }
triggered_effect = {
trigger = {
story_owner = {
is_ai = yes
NOT = { can_execute_decision = situation_dynastic_cycle_claim_mandate_decision }
}
}
effect = {
story_owner = {
save_scope_as = root_scope
###### BUDGETING
if = {
limit = {
is_at_war = no
primary_title = { title_held_years >= 3 } # Do not go into buildup mode if there's a brother you need to destroy immediately!
OR = {
any_neighboring_and_across_water_top_liege_realm_owner = {
count = all
current_military_strength >= scope:root_scope.max_military_strength
NOR = {
is_allied_to = scope:root_scope
has_relation_friend = scope:root_scope
has_relation_lover = scope:root_scope
}
}
any_neighboring_and_across_water_top_liege_realm_owner = {
count >= 2
current_military_strength >= scope:root_scope.max_military_strength
NOR = {
is_allied_to = scope:root_scope
has_relation_friend = scope:root_scope
has_relation_lover = scope:root_scope
}
}
any_vassal = {
exists = joined_faction
joined_faction = {
faction_power >= faction_power_halfway_threshold
}
}
AND = {
NOT = { ai_should_get_conqueror_bonuses = yes } # They have a 75% discount
monthly_character_income_minus_expenses > half_monthly_character_income # Try to spend at least 50% of income on MaA!
}
}
}
move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_war_chest }
move_budget_gold = { gold = short_term_gold from = budget_short_term to = budget_war_chest }
move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_short_term }
if = {
limit = {
has_treasury = yes
}
move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_war_chest }
move_budget_treasury = { treasury = short_term_treasury from = budget_short_term to = budget_war_chest }
move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_short_term }
}
}
if = {
limit = {
is_at_war = no
OR = {
AND = {
has_treasury = yes
war_chest_treasury >= war_chest_treasury_maximum
}
AND = {
has_treasury = no
war_chest_gold >= war_chest_gold_maximum
}
}
}
ai_start_best_war = {
cb = {
chinese_consolidation_cb
}
is_valid = {
scope:target_character = {
current_military_strength < root.current_military_strength
OR = {
AND = {
root = { has_treasury = yes }
has_treasury = yes
treasury < root.treasury
}
AND = {
root = { has_treasury = yes }
has_treasury = no
gold < root.treasury
}
AND = {
root = { has_treasury = no }
has_treasury = yes
treasury < root.gold
}
AND = {
root = { has_treasury = no }
has_treasury = no
gold < root.gold
}
current_military_strength <= root.fifty_percent_of_current_military_strength
}
}
}
}
}
}
}
}
}
effect_group = { # Take the decision
days = { 60 120 }
triggered_effect = {
trigger = {
story_owner = {
is_ai = yes
can_execute_decision = situation_dynastic_cycle_claim_mandate_decision
}
}
effect = {
story_owner = {
execute_decision = situation_dynastic_cycle_claim_mandate_decision
}
}
}
}
effect_group = { # Various ways to end the cycle
days = { 900 1800 }
triggered_effect = {
trigger = {
story_owner = {
OR = {
is_independent_ruler = no
is_landed = no
has_trait = incapable
highest_held_title_tier <= tier_county
}
}
}
effect = {
end_story = yes
}
}
}
}

View file

@ -0,0 +1,147 @@
story_tai_migrations = {
on_setup = {
}
on_end = {
every_in_global_list = { # give all saved migration county holders the story if they don't have it already
variable = tai_migration_target_counties
holder = {
if = {
limit = {
NOT = {
any_owned_story = {
type = story_tai_migrations
}
}
any_realm_province = {
culture = {
NOT = {
has_cultural_pillar = heritage_tai
}
}
}
}
create_story = story_tai_migrations
}
}
}
}
on_owner_death = { # pass on the story
story_owner = {
primary_heir ?= {
if = {
limit = {
is_physically_able_adult = yes
is_ai = yes
}
create_story = story_tai_migrations
}
}
}
end_story = yes
}
effect_group = { # Yearly validations
days = 360
triggered_effect = { # end the story if I have no relevant provinces for migration
trigger = {
story_owner = {
NOT = {
any_realm_province = {
geographical_region = custom_tai_migration_target
culture = {
NOT = {
has_cultural_pillar = heritage_tai
}
}
}
}
}
}
effect = {
end_story = yes
}
}
triggered_effect = { # end the story if it has been 100 years from game start
trigger = {
years_from_game_start >= 100
}
effect = {
end_story = yes
}
}
triggered_effect = { # end the story if X provinces in the Tai region have already been migrated
trigger = {
any_county_in_region = {
region = custom_tai_migration_target
count >= 14
any_county_province = {
culture = { has_cultural_pillar = heritage_tai }
}
}
}
effect = {
end_story = yes
}
}
triggered_effect = { # end the story if all provinces in the migration origin are non-tai
trigger = {
any_county_in_region = {
region = custom_tai_migration_origin
count = 0
any_county_province = {
culture = { has_cultural_pillar = heritage_tai }
}
}
}
effect = {
end_story = yes
}
}
}
effect_group = { # if all validations are checked, trigger event pulses
days = 365
chance = 13
triggered_effect = {
trigger = {
}
effect = {
random_list = {
3 = {
story_owner = {
trigger_event = tgp_tai_migration_event.1000
}
}
4 = {
story_owner = {
trigger_event = tgp_tai_migration_event.2000
}
}
1 = {
story_owner = {
trigger_event = tgp_tai_migration_event.3000
}
}
4 = {
story_owner = {
trigger_event = tgp_tai_migration_event.4000
}
}
4 = {
story_owner = {
trigger_event = tgp_tai_migration_event.5000
}
}
}
}
}
}
}

View file

@ -1500,198 +1500,198 @@ major_decisions.3100 = {
}
###################
# Merge Aquitaine #
###################
major_decisions.3200 = {
type = character_event
title = major_decisions.3200.t
desc = major_decisions.3200.desc
theme = realm
left_portrait = {
trigger = {
this != scope:rightful_liege
}
character = root
triggered_animation = {
trigger = {
NOR = {
opinion = {
target = scope:rightful_liege
value >= 25
}
root.culture = scope:rightful_liege.culture
culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } }
}
}
animation = disapproval
}
animation = obsequious_bow
}
right_portrait = {
character = scope:rightful_liege
animation = personality_honorable
}
immediate = {
show_as_tooltip = {
destroy_title = scope:destroyed_title
scope:rightful_title = {
if = {
limit = {
this = title:k_aquitaine
}
every_in_de_jure_hierarchy = {
custom = merge_aquitaine_decision_tooltip_alt
custom_tooltip = merge_aquitaine_decision_tooltip_2_alt
}
}
else = {
every_in_de_jure_hierarchy = {
custom = merge_aquitaine_decision_tooltip_original
custom_tooltip = merge_aquitaine_decision_tooltip_2_original
}
}
}
}
}
option = {
name = major_decisions.3200.a
trigger = {
NOR = {
opinion = {
target = scope:rightful_liege
value >= 25
}
root.culture = scope:rightful_liege.culture
culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } }
}
}
}
option = {
name = major_decisions.3200.b
trigger = {
OR = {
opinion = {
target = scope:rightful_liege
value >= 25
}
root.culture = scope:rightful_liege.culture
culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } }
}
}
}
}
#Restore Carthage
major_decisions.3300 = {
type = character_event
title = major_decisions.3300.t
desc = major_decisions.3300.desc
theme = crown
override_effect_2d = { reference = legend_glow }
left_portrait = {
character = root
animation = sword_coup_degrace
camera = camera_torso_scheme_right_look_right
}
immediate = {
restore_carthage_scripted_effect = yes
culture = { save_scope_as = founder_culture }
}
option = {
name = major_decisions.3300.a
hidden_effect = {
culture:carthaginian = {
get_all_innovations_from = scope:founder_culture
}
}
#convert people to your new culture
convert_family_culture_and_notify_vassals_effect = {
OLD_CULTURE = root.culture
NEW_CULTURE = culture:carthaginian
CONVERTER = root
}
#convert capital counties to carthaginian
title:c_tunis = {
set_county_culture = culture:carthaginian
}
title:c_tripolitana = {
set_county_culture = culture:carthaginian
}
title:c_algier = {
set_county_culture = culture:carthaginian
}
title:c_murcia = {
set_county_culture = culture:carthaginian
}
}
option = {
name = major_decisions.3300.b
}
}
##############
# Carantania #
##############
major_decisions.3400 = {
type = character_event
title = major_decisions.3400.t
desc = major_decisions.3400.desc
theme = crown
override_background = ce1_legendary_spring
left_portrait = {
character = root
animation = pondering
}
window = big_event_window
widget = { gui = event_window_widget_vfx_godray container = foreground_shader_vfx_container }
immediate = {
decision_restore_carantania_effect = yes
}
option = {
name = major_decisions.3400.a
}
}
###########
# Cumbria #
###########
major_decisions.3500 = {
type = character_event
title = major_decisions.3500.t
desc = major_decisions.3500.desc
theme = crown
override_background = council_chamber
left_portrait = {
character = root
animation = pondering
}
window = big_event_window
widget = { gui = event_window_widget_vfx_godray container = foreground_shader_vfx_container }
immediate = {
form_cumbria_decision_scripted_effect = yes
}
option = {
name = major_decisions.3500.a
}
}
## Merge Aquitaine #
####################
#major_decisions.3200 = {
# type = character_event
# title = major_decisions.3200.t
# desc = major_decisions.3200.desc
# theme = realm
# left_portrait = {
# trigger = {
# this != scope:rightful_liege
# }
# character = root
# triggered_animation = {
# trigger = {
# NOR = {
# opinion = {
# target = scope:rightful_liege
# value >= 25
# }
# root.culture = scope:rightful_liege.culture
# culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } }
# }
# }
# animation = disapproval
# }
# animation = obsequious_bow
# }
#
# right_portrait = {
# character = scope:rightful_liege
# animation = personality_honorable
# }
#
# immediate = {
# show_as_tooltip = {
# destroy_title = scope:destroyed_title
# scope:rightful_title = {
# if = {
# limit = {
# this = title:k_aquitaine
# }
# every_in_de_jure_hierarchy = {
# custom = merge_aquitaine_decision_tooltip_alt
# custom_tooltip = merge_aquitaine_decision_tooltip_2_alt
# }
# }
# else = {
# every_in_de_jure_hierarchy = {
# custom = merge_aquitaine_decision_tooltip_original
# custom_tooltip = merge_aquitaine_decision_tooltip_2_original
# }
# }
# }
# }
# }
#
# option = {
# name = major_decisions.3200.a
# trigger = {
# NOR = {
# opinion = {
# target = scope:rightful_liege
# value >= 25
# }
# root.culture = scope:rightful_liege.culture
# culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } }
# }
# }
# }
#
# option = {
# name = major_decisions.3200.b
# trigger = {
# OR = {
# opinion = {
# target = scope:rightful_liege
# value >= 25
# }
# root.culture = scope:rightful_liege.culture
# culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } }
# }
# }
# }
#}
##Restore Carthage
#major_decisions.3300 = {
# type = character_event
# title = major_decisions.3300.t
# desc = major_decisions.3300.desc
# theme = crown
#
# override_effect_2d = { reference = legend_glow }
#
# left_portrait = {
# character = root
# animation = sword_coup_degrace
# camera = camera_torso_scheme_right_look_right
# }
#
# immediate = {
# restore_carthage_scripted_effect = yes
#
# culture = { save_scope_as = founder_culture }
# }
#
# option = {
# name = major_decisions.3300.a
#
# hidden_effect = {
# culture:carthaginian = {
# get_all_innovations_from = scope:founder_culture
# }
# }
#
# #convert people to your new culture
# convert_family_culture_and_notify_vassals_effect = {
# OLD_CULTURE = root.culture
# NEW_CULTURE = culture:carthaginian
# CONVERTER = root
# }
#
# #convert capital counties to carthaginian
# title:c_tunis = {
# set_county_culture = culture:carthaginian
# }
# title:c_tripolitana = {
# set_county_culture = culture:carthaginian
# }
# title:c_algier = {
# set_county_culture = culture:carthaginian
# }
# title:c_murcia = {
# set_county_culture = culture:carthaginian
# }
# }
#
# option = {
# name = major_decisions.3300.b
# }
#}
#
###############
## Carantania #
###############
#major_decisions.3400 = {
# type = character_event
# title = major_decisions.3400.t
# desc = major_decisions.3400.desc
# theme = crown
# override_background = ce1_legendary_spring
# left_portrait = {
# character = root
# animation = pondering
# }
# window = big_event_window
#
# widget = { gui = event_window_widget_vfx_godray container = foreground_shader_vfx_container }
#
# immediate = {
# decision_restore_carantania_effect = yes
# }
#
# option = {
# name = major_decisions.3400.a
# }
#}
#
############
## Cumbria #
############
#major_decisions.3500 = {
# type = character_event
# title = major_decisions.3500.t
# desc = major_decisions.3500.desc
# theme = crown
# override_background = council_chamber
# left_portrait = {
# character = root
# animation = pondering
# }
# window = big_event_window
#
# widget = { gui = event_window_widget_vfx_godray container = foreground_shader_vfx_container }
#
# immediate = {
# form_cumbria_decision_scripted_effect = yes
# }
#
# option = {
# name = major_decisions.3500.a
# }
#}
#
####################
## Cossack Kingdom #

View file

@ -1613,7 +1613,7 @@ ep3_emperor_yearly.8050 = {
}
}
# Faith
religion:germanic_religion = {
religion:folkgerman_religion = {
any_faith = { num_county_followers >= 1 }
}
}
@ -1677,7 +1677,7 @@ ep3_emperor_yearly.8050 = {
save_scope_as = raider_culture
}
# Faith
religion:germanic_religion = {
religion:folkgerman_religion = {
random_faith = {
limit = { num_county_followers >= 1 }
weight = {

View file

@ -1304,291 +1304,6 @@ ep3_laamps.1030 = {
name = ep3_laamps.1032.a
}
}
##################################################
# Become Adventurer - Revocation
# by Joe Parkin
# 0040-0041
##################################################
# Come back
scripted_trigger ep3_laamp_revoked_title_trigger = {
recent_history = { type = revoked days = 1 }
previous_holder = root
}
ep3_laamps.0040 = {
type = character_event
window = fullscreen_event
title = ep3_laamps.0040.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:actor = { is_close_family_of = root }
}
desc = ep3_laamps.0040.family
}
desc = ep3_laamps.0040.other
}
desc = ep3_laamps.0040.desc
}
theme = realm
left_portrait = {
character = root
animation = marshal
}
lower_left_portrait = scope:alt_1
lower_center_portrait = scope:alt_2
lower_right_portrait = scope:alt_3
override_background = { reference = ep3_fullscreen_adventurer_negative }
cooldown = { days = 5 }
# The AI was managing to get this event somehow.
trigger = {
is_ai = no
NOT = { has_character_flag = become_laamp_event_cooldown }
}
immediate = {
add_character_flag = {
flag = become_laamp_event_cooldown
days = 5
}
# Find alternative rulers to play as
find_playable_relatives_effect = yes
# Portrait scopes
if = {
limit = {
NOR = {
exists = scope:alt_3
scope:alt_1 ?= scope:actor
scope:alt_2 ?= scope:actor
}
}
scope:actor = { save_scope_as = alt_3 }
}
# Create Adventurer
hidden_effect = {
create_landless_adventurer_title_effect = {
REASON = flag:revocation
FLAVOR_CHAR = scope:actor
}
}
adventurer_prestige_reset_effect = yes
}
option = {
name = ep3_laamps.0040.a
create_landless_adventurer_title_tooltip_effect = yes
add_internal_flag = special
scope:actor = { trigger_event = ep3_laamps.0042 }
}
option = {
name = ep3_laamps.0001.b
trigger = { exists = scope:alt_1 }
laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_1 }
}
option = {
name = ep3_laamps.0001.c
trigger = { exists = scope:alt_2 }
laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_2 }
}
option = {
name = ep3_laamps.0001.d
trigger = {
exists = scope:alt_3
scope:alt_3 = { playable_relative_trigger = yes }
}
laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_3 }
}
option = {
name = ep3_laamps.0001.e
laamp_game_over_option_effect = yes
}
}
# Setup event
ep3_laamps.0041 = {
type = character_event
hidden = yes
trigger = {
has_ep3_dlc_trigger = yes
is_landed = no
is_valid_for_laampdom = yes
}
immediate = {
save_scope_as = adventurer
# AI chance
if = {
limit = {
is_ai = yes
ai_can_valid_to_create_laamp_trigger = yes
trigger_if = { # Don't fill the adventurer pool with revoked counts
limit = {
scope:lost_primary_title.tier <= tier_county
}
global_variable_list_size = {
name = laamps_tally
value < seventyfive_percent_of_max_desired_laamps_value
}
}
}
random = {
chance = 0
modifier = { add = ep3_laamp_chance_score_value }
create_landless_adventurer_title_effect = {
REASON = flag:revocation
FLAVOR_CHAR = scope:actor
}
scope:actor = { trigger_event = ep3_laamps.0042 }
}
}
# Player event
else = {
trigger_event = { id = ep3_laamps.0040 }
}
}
}
# Revoker event
ep3_laamps.0042 = {
type = letter_event
opening = ep3_laamps.0003.opening
desc = ep3_laamps.0042.desc
sender = scope:adventurer
trigger = { is_ai = no }
immediate = {
create_landless_adventurer_title_tooltip_effect = yes
}
option = {
name = ep3_laamps.0042.a
}
}
ep3_laamps.1030 = {
type = character_event
window = fullscreen_event
title = ep3_laamps.1030.t
desc = {
desc = ep3_laamps.1030.desc
first_valid = {
triggered_desc = {
trigger = { exists = scope:laamp_heir }
desc = ep3_laamps.1030.heir
}
triggered_desc = {
trigger = { exists = scope:laamp_liege }
desc = ep3_laamps.1030.liege
}
desc = ep3_laamps.1030.new
}
}
theme = realm
left_portrait = {
character = root
animation = marshal
}
lower_right_portrait = scope:laamp_inheritor
override_background = { reference = ep3_fullscreen_adventurer_positive }
cooldown = { days = 5 }
trigger = { exists = scope:laamp_inheritor }
immediate = {
# Save scopes for loc
primary_title = { save_scope_as = old_primary_title }
capital_province = { save_scope_as = old_capital_province }
if = {
limit = { top_liege != this }
liege = { save_scope_as = old_liege }
}
# Transfer landed titles
every_held_title = {
title_tier > barony
limit = {
OR = {
is_landless_type_title = no
is_nomad_title = yes
}
}
add_to_list = target_titles
}
create_title_and_vassal_change = {
type = conquest
save_scope_as = change
add_claim_on_loss = no
}
hidden_effect = {
every_in_list = {
list = target_titles
change_title_holder_include_vassals = {
holder = scope:laamp_inheritor
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
# Create Adventurer
create_landless_minority_title_effect = {
REASON = flag:voluntary
FLAVOR_CHAR = scope:laamp_inheritor
}
scope:laamp_inheritor = {
# Tooltip for player
custom_tooltip = become_landless_adventurer_decision_title_scope_tt
# Create a loving family so inheritance isn't so borked
if = {
limit = { has_character_flag = new_laamp_inheritor }
trigger_event = game_rule.1001
remove_character_flag = new_laamp_inheritor
}
}
scope:old_liege ?= { trigger_event = ep3_laamps.1032 }
adventurer_prestige_reset_effect = yes
hidden_effect = {
every_held_title = {
limit = {
is_noble_family_title = yes
}
root = { destroy_title = prev }
}
}
}
option = {
name = ep3_laamps.1030.a
create_landless_minority_title_tooltip_effect = yes
add_prestige = medium_prestige_gain
add_character_modifier = {
modifier = ep3_voluntary_laamp_character_modifier
years = 5
}
}
}
# Liege event
ep3_laamps.1032 = {
type = letter_event
opening = ep3_laamps.1032.opening
desc = ep3_laamps.1032.desc
sender = scope:minority_leader
trigger = { is_ai = no }
immediate = {
scope:minority_leader = { create_landless_minority_title_tooltip_effect = yes }
}
option = {
name = ep3_laamps.1032.a
}
}
##################################################
# Become Adventurer - Revocation

View file

@ -2040,7 +2040,7 @@ fp1_jomsvikings.1001 = {
# If someone reformed Norse paganism, the Jomsvikings lament it.
triggered_desc = {
trigger = {
religion:germanic_religion = {
religion:folkgerman_religion = {
any_faith = {
NOT = { has_doctrine_parameter = unreformed }
}

View file

@ -1733,7 +1733,7 @@ mpo_nomad_events.1012 = {
has_trait = devoted
}
OR = {
faith.religion = faith:tengri_pagan.religion
# faith.religion = faith:tengri_pagan.religion
has_trait = nomadic_philosophy
government_has_flag = government_is_nomadic
}
@ -6774,7 +6774,7 @@ mpo_nomad_events.1091 = {
culture = {
has_cultural_pillar = heritage_turkic
}
faith.religion = faith:tengri_pagan.religion
# faith.religion = faith:tengri_pagan.religion
}
#Can have multiple wives or concubines
faith = {

View file

@ -76,7 +76,7 @@ scripted_trigger warhorse_0002_steppe_trigger = {
culture = {
has_cultural_pillar = heritage_turkic
}
faith.religion = faith:tengri_pagan.religion
# faith.religion = faith:tengri_pagan.religion
}
}

File diff suppressed because it is too large Load diff

View file

@ -1130,20 +1130,9 @@
##d_visegrad ###################################
###c_visegrad
3803 = { #Buda
culture = avar
religion = tengri_pagan
holding = tribal_holding
890.1.1 = {
religion = nepmese
}
935.1.1 = {
holding = castle_holding
#Date used to switch ti feudal_government in title history
}
950.1.1 = {
culture = hungarian
}
religion = nepmese
holding = castle_holding
}
522 = { #Pest
holding = church_holding
@ -1248,8 +1237,8 @@
###c_hewes
523 = { #Hewes
culture = avar
religion = tengri_pagan
culture = hungarian
religion = roman_catholic
holding = tribal_holding
935.1.1 = {

View file

@ -1,4 +1,10 @@
l_english:
heritage_alan_name:0 "Alan"
heritage_alan_collective_noun:0 "Alans"
heritage_northeast_caucasian_name:0 "Northeast Caucasian"
heritage_northeast_caucasian_collective_noun:0 "Northeast Caucasians"
heritage_northwest_caucasian_name:0 "Northwest Caucasian"
heritage_northwest_caucasian_collective_noun:0 "Northwest Caucasians"
heritage_anglo_american_name:0 "Anglo-American"
heritage_anglo_american_collective_noun:0 "Americans"
heritage_anglo_frisian_name:0 "Anglo-Saxon"

View file

@ -124,6 +124,14 @@
NEOW_language_latvian_name:0 "Latvian"
NEOW_language_lithuanian_name:0 "Lithuanian"
NEOW_language_vilamovian_name:0 "Vilamovian"
NEOW_language_kipchak_cuman:0 "Kipchak-Cuman"
NEOW_language_kipchak_nogai:0 "Kipchak-Nogai"
NEOW_language_circassian:0 "Circassian"
NEOW_language_ossetian:0 "Ossetian"
NEOW_language_vainakh:0 "Vainakh"
NEOW_language_avar:0 "Avar"
NEOW_language_dargwa:0 "Dargwa"
NEOW_language_lezgin:0 "Lezgin"
#########################################
# Grouping Stuff

View file

@ -2,41 +2,54 @@
name_list_brittannic:0 "Britannic"
name_list_gallo_italian:0 "Gallo-Italian"
name_list_icelander:0 "Icelander"
name_list_NEOW_brandenburger:0 "Brandenburgish"
name_list_NEOW_low_saxon:0 "Lower Saxonish"
name_list_mosellic:0 "Mosellic"
name_list_italo_dalmatian:0 "Italo-Dalmatian"
name_list_prytoneg:0 "Myddlandiwr"
Name_list_scouseg:0 "Scousig"
Name_list_strafclideg:0 "Strafclider"
name_list_mosellic:0 "Mosellic"
name_list_NEOW_albanian:0 "Albanian"
Name_list_NEOW_arpitan:0 "Arpitan"
Name_list_NEOW_beur:0 "Beur"
name_list_NEOW_brandenburger:0 "East German"
name_list_neow_scottish:0 "Scottish"
name_list_neow_goidelic:0 "Irish"
name_list_NEOW_french:0 "French"
name_list_NEOW_basque:0 "Basque"
name_list_NEOW_catalan:0 "Catalan"
name_list_NEOW_bavarian:0 "Austro-Bavarian"
name_list_NEOW_belarus:0 "Belarusian"
Name_list_NEOW_beur:0 "Beur"
name_list_NEOW_beur:0 "Beur"
name_list_NEOW_brandenburger:0 "East German"
name_list_NEOW_breton:0 "Breton"
name_list_NEOW_bulgarian:0 "Bulgarian"
name_list_NEOW_campanian:0 "Campanian"
name_list_NEOW_castilian:0 "Castilian"
name_list_NEOW_catalan:0 "Catalan"
name_list_NEOW_cornish:0 "Cornish"
name_list_NEOW_cossack:0 "Cossack"
name_list_NEOW_crimean:0 "Crimean"
name_list_NEOW_cypriot:0 "Cypriot"
name_list_NEOW_czech:0 "Czech"
name_list_NEOW_danish:0 "Danish"
name_list_NEOW_english:0 "English"
name_list_NEOW_estonian:0 "Estonian"
name_list_NEOW_finnish:0 "Finnish"
name_list_NEOW_french:0 "French"
name_list_NEOW_french:0 "French"
name_list_neow_goidelic:0 "Irish"
name_list_NEOW_goidelic:0 "Irish"
name_list_NEOW_greek:0 "Greek"
name_list_NEOW_latvian:0 "Latvian"
name_list_NEOW_low_saxon:0 "Low German"
name_list_NEOW_normaund:0 "Normaund"
name_list_NEOW_palatine:0 "Palatinate"
name_list_NEOW_scottish:0 "Scottish"
name_list_NEOW_swabian:0 "Swabian"
name_list_NEOW_sorbian:0 "Sorb"
name_list_NEOW_czech:0 "Czech"
name_list_NEOW_beur:0 "Beur"
name_list_NEOW_turkish:0 "Turkish"
name_list_NEOW_portuguese:0 "Portuguese"
name_list_NEOW_pribaltiyskiy:0 "Pribaltic Russian"
name_list_NEOW_provencal:0 "Provençal"
name_list_NEOW_ruthenian:0 "Ruthenian"
name_list_neow_scottish:0 "Scottish"
name_list_NEOW_scottish:0 "Scottish"
name_list_NEOW_slovak:0 "Slovak"
name_list_NEOW_slovenian:0 "Slovenian"
name_list_NEOW_sorbian:0 "Sorb"
name_list_NEOW_swabian:0 "Swabian"
name_list_NEOW_swedish:0 "Swedish"
name_list_NEOW_turkish:0 "Turkish"
Name_list_NEOW_welsh:0 "Welsh"
name_list_NEOW_west_russian:0 "West Russian"
name_list_NEOW_west_russian:0 "West Russian"
name_list_NEOW_pribaltiyskiy:0 "Pribaltic Russian"
name_list_NEOW_belarus:0 "Belarusian"
name_list_NEOW_crimean:0 "Crimean"
name_list_prytoneg:0 "Myddlandiwr"
Name_list_scouseg:0 "Scousig"
Name_list_strafclideg:0 "Strafclider"

View file

@ -619,6 +619,31 @@
NEOW_slovak_prefix:0 "Slovako"
#Kazakh
NEOW_kazakh:0 "Kazakh"
NEOW_kazakh:0 "Qazaq"
NEOW_kazakh_prefix:0 "Kazakh"
NEOW_kazakh_collective_noun:1 "Kazakhs"
#Bashkir
NEOW_bashkir:0 "Başqort"
NEOW_bashkir_prefix:0 "Bashkiro"
NEOW_kazakh_collective_noun:0 "Bashkirs"
#Crimean Tatar
NEOW_crimean_tatar:0 "Qırımtatar"
NEOW_crimean_tatar_prefix:0 "Crimeo"
NEOW_crimean_tatar_collective_noun:0 "Crimean Tatars"
#Tatar
NEOW_tatar:0 "Tatar"
NEOW_tatar_prefix:0 "Tataro"
NEOW_tatar_collective_noun:0 "Tatars"
#Mari
NEOW_mari_el:0 "Marij"
NEOW_mari_el_prefix:0 "Mario"
NEOW_mari_el_collective_noun:0 "Mari"
#Mordvin
NEOW_mordvin:0 "Mordvin"
NEOW_mordvin_prefix:0 "Mordvino"
NEOW_mordvin_collective_noun:0 "Mordvins"

View file

@ -4246,6 +4246,7 @@
dynn_Czech:0 "Czech"
dynn_Th_o_uml_nnes:0 "Thönnes"
dynn_Vierk_o_uml_tter:0 "Vierkötter"
dynn_Cambeiro:0 "Cambeiro"
dynn_Crump:0 "Crump"
dynn_Bala_s_crn_evi_c_act_:0 "Balašević"
dynn_Baji_c_act_:0 "Bajić"
@ -4283,3 +4284,72 @@
dynn_Go_d_bar_evac:0 "Gođevac"
dynn_Gvozdi_c_act_:0 "Gvozdić"
dynn_Eri_c_act_:0 "Erić"
dynn_D_a_act_vila:0 "Dávila"
dynn_Feij_o_act_o:0 "Feijóo"
dynn_Figueroa:0 "Figueroa"
dynn_Frutos:0 "Frutos"
dynn_Gayoso:0 "Gayoso"
dynn_Mej_i_act_a:0 "Mejía"
dynn_Mera:0 "Mera"
dynn_Montenegro:0 "Montenegro"
dynn_Pazos:0 "Pazos"
dynn_Rouco:0 "Rouco"
dynn_Acu_n_tld_a:0 "Acuña"
dynn_Botana:0 "Botana"
dynn_Carril:0 "Carril"
dynn_R_u_act_a:0 "Rúa"
dynn_Verdes:0 "Verdes"
dynn_Ocampo:0 "Ocampo"
dynn_Santamarina:0 "Santamarina"
dynn_Silvela:0 "Silvela"
dynn_Taboada:0 "Taboada"
dynn_Villar:0 "Villar"
dynn_Pamp_i_act_n:0 "Pampín"
dynn_Souto:0 "Souto"
dynn_Quintela:0 "Quintela"
dynn_Veiga:0 "Veiga"
dynn_Conde:0 "Conde"
dynn_Agui_o_act_n:0 "Aguión"
dynn_Barreiro:0 "Barreiro"
dynn_Costoya:0 "Costoya"
dynn_Ares:0 "Ares"
dynn_Garea:0 "Garea"
dynn_Montero:0 "Montero"
dynn_Mato:0 "Mato"
dynn_Casal:0 "Casal"
dynn_Carreira:0 "Carreira"
dynn_Sanda:0 "Sanda"
dynn_Tojo:0 "Tojo"
dynn_Seoane:0 "Seoane"
dynn_M_i_act_guez:0 "Míguez"
dynn_Mosquera:0 "Mosquera"
dynn_Ferro:0 "Ferro"
dynn_Rendo:0 "Rendo"
dynn_Puga:0 "Puga"
dynn_Fandi_n_tld_o:0 "Fandiño"
dynn_Codesido:0 "Codesido"
dynn_Mella:0 "Mella"
dynn_Pombo:0 "Pombo"
dynn_Rama:0 "Rama"
dynn_Fraga:0 "Fraga"
dynn_Pena:0 "Pena"
dynn_Cotelo:0 "Cotelo"
dynn_Cancela:0 "Cancela"
dynn_Sampedro:0 "Sampedro"
dynn_A_n_tld__o_act_n:0 "Añón"
dynn_Lema:0 "Lema"
dynn_Pose:0 "Pose"
dynn_Paz:0 "Paz"
dynn_Mari_n_tld_o:0 "Mariño"
dynn_Parada:0 "Parada"
dynn_Dios:0 "Dios"
dynn_Mu_n_tld_iz:0 "Muñiz"
dynn_Rivas:0 "Rivas"
dynn_Gude:0 "Gude"
dynn_Olveira:0 "Olveira"
dynn_Arias:0 "Arias"
dynn_Deiros:0 "Deiros"
dynn_Sant_i_act_n:0 "Santín"
dynn_Neira:0 "Neira"
dynn_Crujeiras:0 "Crujeiras"
dynn_Fontal:0 "Fontal"

View file

@ -550,6 +550,7 @@
Albert:0 "Albert"
Alberta:0 "Alberta"
Alberte:0 "Alberte"
Alberte_male:0 "Alberte"
Albertine:0 "Albertine"
Albertino_female:0 "Albertino"
Alberto:0 "Alberto"
@ -2053,6 +2054,7 @@
Carlile:0 "Carlile"
Carlo:0 "Carlo"
Carlos:0 "Carlos"
Carlos_spc_Alberte:0 "Carlos Alberte"
Carlos_spc_Alberto:0 "Carlos Alberto"
Carlos_spc_Ant_o_act_n:0 "Carlos Antón"
Carlos_spc_Chabier:0 "Carlos Chabier"
@ -6659,6 +6661,7 @@
Logi:0 "Logi"
Loinaz:0 "Loinaz"
Lois:0 "Lois"
Lois_male:0 "Lois"
Lojze:0 "Lojze"
Lola:0 "Lola"
Loli:0 "Loli"
@ -11600,6 +11603,7 @@
Mehrdad:0 "Mehrdad"
Romina:0 "Romina"
Ernst-Wilhelm:0 "Ernst-Wilhelm"
Nicasio:0 "Nicasio"
Cyrill:0 "Cyrill"
Muharem:0 "Muharem"
Bo_z_crn_a:0 "Boža"
@ -11657,3 +11661,109 @@
Vanja_female:0 "Vanja"
Zorana:0 "Zorana"
_Z_crn_eljka:0 "Željka"
Agosti_n_tld_o:0 "Agostiño"
Xo_a_act_n:0 "Xoán"
Xo_a_act_n_spc_Xos_e_act_:0 "Xoán Xosé"
Xo_a_act_n_spc_Lois:0 "Xoán Lois"
Xo_a_act_n_spc_Manuel:0 "Xoán Manuel"
Xo_a_act_n_spc_Francisco:0 "Xoán Francisco"
Xos_e_act_:0 "Xosé"
Perfecto:0 "Perfecto"
Inocencio:0 "Inocencio"
Fiz:0 "Fiz"
Ux_i_act_o:0 "Uxío"
Miguel_spc_Anxo:0 "Miguel Anxo"
Anxo:0 "Anxo"
Anxo_spc_Mar_i_act_a:0 "Anxo María"
Xos_e_act__spc_Ant_o_act_n:0 "Xosé Antón"
Xos_e_act__spc_Carlos:0 "Xosé Carlos"
Xos_e_act__spc_Mar_i_act_a:0 "Xosé María"
Xos_e_act__spc_Manuel:0 "Xosé Manuel"
Xos_e_act__spc_Manoel:0 "Xosé Manoel"
Xos_e_act__spc_Anxo:0 "Xosé Anxo"
Xos_e_act__spc_Ram_o_act_n:0 "Xosé Ramón"
Xes_u_act_s_spc_Mar_i_act_a:0 "Xesús María"
Mar_i_act_a_spc_Cristina:0 "María Cristina"
Enma:0 "Enma"
Xes_u_act_s:0 "Xesús"
Eliseu:0 "Eliseu"
Tareixa:0 "Tareixa"
Xenaro:0 "Xenaro"
Venceslau:0 "Venceslau"
Gumersindo:0 "Gumersindo"
Guillerme:0 "Guillerme"
Laureano:0 "Laureano"
Xulio:0 "Xulio"
Olalla:0 "Olalla"
Xusto:0 "Xusto"
Maximino:0 "Maximino"
Hadri_a_act_n:0 "Hadrián"
Xerm_a_act_n:0 "Xermán"
Marcial:0 "Marcial"
Xosefina:0 "Xosefina"
Stanislas:0 "Stanislas"
Antoni_n_tld_a:0 "Antoniña"
Borxa:0 "Borxa"
Ignacio_spc_Xabier:0 "Ignacio Xabier"
Francisco_spc_Xabier:0 "Francisco Xabier"
Xema:0 "Xema"
Xaime:0 "Xaime"
Roi:0 "Roi"
Xurxo:0 "Xurxo"
Serxio:0 "Serxio"
Edelmiro:0 "Edelmiro"
Saleta:0 "Saleta"
Xiao:0 "Xiao"
Xi_a_act_n:0 "Xián"
Xaqu_i_act_n:0 "Xaquín"
Delf_i_act_n:0 "Delfín"
Coralia:0 "Coralia"
Maruxa:0 "Maruxa"
Wilson:0 "Wilson"
Ces_a_act_reo:0 "Cesáreo"
J_e_act_ssica:0 "Jéssica"
C_a_act_ndido:0 "Cándido"
Delio:0 "Delio"
Ant_i_act_a:0 "Antía"
Pastor:0 "Pastor"
Xacobe:0 "Xacobe"
Fern_a_act_n:0 "Fernán"
Bieito:0 "Bieito"
Brais:0 "Brais"
Lourenzo:0 "Lourenzo"
Roxelio:0 "Roxelio"
Paio:0 "Paio"
_A_act_nxeles:0 "Ánxeles"
Xoel:0 "Xoel"
Den_i_act_s:0 "Denís"
Telesforo:0 "Telesforo"
Edelmira:0 "Edelmira"
Xairo:0 "Xairo"
Xacinto:0 "Xacinto"
No_e_act_:0 "Noé"
Lu_i_act_sa_spc_Mar_i_act_a:0 "Luísa María"
Mar_i_act_a_spc_Olga:0 "María Olga"
Mar_i_act_a_spc_Olga:0 "María Olga"
Mar_i_act_a_spc_Tareixa:0 "María Tareixa"
Mar_i_act_a_spc__A_act_nxeles:0 "María Ánxeles"
Mar_i_act_a_spc_Xes_u_act_s:0 "María Xesús"
Manuel_spc_Xaime:0 "Manuel Xaime"
Manuel_spc_Henrique:0 "Manuel Henrique"
Manuel_spc_Antonio:0 "Manuel Antonio"
Ram_o_act_n_spc_Anxo:0 "Ramón Anxo"
Lois_spc_Anxo:0 "Lois Anxo"
Alberte_spc_Manuel:0 "Alberte Manuel"
Xos_e_act__spc_Ignacio:0 "Xosé Ignacio"
Xo_a_act_n_spc_Alberte:0 "Xoán Alberte"
Xo_a_act_n_spc_Carlos:0 "Xoán Carlos"
Xo_a_act_n_spc_Ignacio:0 "Xoán Ignacio"
Xos_e_act__spc_Diego:0 "Xosé Diego"
Xos_e_act__spc_Armando:0 "Xosé Armando"
Xos_e_act__spc_Lois:0 "Xosé Lois"
Xos_e_act__spc_Fernando:0 "Xosé Fernando"
Xos_e_act__spc_Xo_a_act_n:0 "Xosé Xoán"
Francisco_spc_Xos_e_act_:0 "Francisco Xosé"
Serxio_spc_Xos_e_act_:0 "Serxio Xosé"
Emilio_spc_Xos_e_act_:0 "Emilio Xosé"
Daniel_spc_Xos_e_act_:0 "Daniel Xosé"
Ver_o_act_nica:0 "Verónica"