Cleaning things up

This commit is contained in:
Heidesommer 2026-05-29 06:16:14 -04:00
parent 734d526ca9
commit c3212dbcb9
17 changed files with 14364 additions and 142 deletions

File diff suppressed because it is too large Load diff

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

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

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@ -4,7 +4,7 @@
base = 1 base = 1
modifier = { # Reduces frequency for characters with non-matching cultures modifier = { # Reduces frequency for characters with non-matching cultures
factor = 0.33 factor = 0.33
religion = religion:germanic_religion religion = religion:folkgerman_religion
NOT = { NOT = {
culture = { has_cultural_pillar = heritage_north_germanic } culture = { has_cultural_pillar = heritage_north_germanic }

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

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

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@ -1861,10 +1861,10 @@ generate_religion_descent_effect = {
} }
else_if = { else_if = {
limit = { limit = {
$RELIGION$ = religion:germanic_religion $RELIGION$ = religion:folkgerman_religion
} }
generate_godly_descent_seed_support_effect = { generate_godly_descent_seed_support_effect = {
FAITH = germanic FAITH = folkgerman
GOD = $GOD$ GOD = $GOD$
} }
} }

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

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@ -277,7 +277,7 @@ gruesome_sacrifices_grand_blot_can_continue_trigger = {
} }
fp1_valid_norse_faith_for_jomsvikings_trigger = { fp1_valid_norse_faith_for_jomsvikings_trigger = {
religion = religion:germanic_religion religion = religion:folkgerman_religion
has_doctrine_parameter = unreformed has_doctrine_parameter = unreformed
} }

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

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@ -0,0 +1,505 @@
### 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
# }
# }
# }
#}

View file

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

View file

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

View file

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

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@ -76,7 +76,7 @@ scripted_trigger warhorse_0002_steppe_trigger = {
culture = { culture = {
has_cultural_pillar = heritage_turkic 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

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