revert Alignment
This commit is contained in:
Vannifar 2026-04-25 10:02:11 +02:00
parent 15a5108e23
commit c4b6d9bdeb
250 changed files with 11067 additions and 16365 deletions

View file

@ -58,189 +58,6 @@ on_army_monthly = {
# scope:war is the war causing the previous controller and the occupant to be hostile
on_county_occupied = {
effect = {
random = { # chance of granting a knight eligibility for marauder / besieger accolade
chance = 2
modifier = {
factor = accolade_progress
}
modifier = {
NOT = {
any_knight = {
OR = {
can_be_acclaimed = yes
accolade ?= {
accolade_can_have_more_attributes = yes
}
}
knight_army ?= {
location.county = scope:county
}
OR = {
AND = { # needed for besieger
knight_army ?= {
any_army_maa_regiment = {
is_unit_type = siege_weapon
}
}
besieger_attribute_trigger = no
}
AND = { # needed for marauder
NOT = {
has_trait = compassionate
}
marauder_attribute_trigger = no
}
}
}
}
factor = 0
}
set_variable = {
name = accolade_progress
value = 0
}
random_list = {
10 = { # marauder
trigger = {
any_knight = {
OR = {
can_be_acclaimed = yes
accolade ?= {
accolade_can_have_more_attributes = yes
}
}
knight_army ?= {
location.county = scope:county
}
NOT = {
has_trait = compassionate
}
marauder_attribute_trigger = no
}
}
random_knight = {
limit = {
OR = {
can_be_acclaimed = yes
accolade ?= {
accolade_can_have_more_attributes = yes
}
}
knight_army ?= {
location.county = scope:county
}
NOT = {
has_trait = compassionate
}
marauder_attribute_trigger = no
}
weight = {
base = 1
modifier = {
add = 60
is_acclaimed = yes
}
modifier = {
add = 30
has_trait = sadistic
}
modifier = {
add = 30
has_trait = callous
}
modifier = {
add = 30
has_trait = wrathful
}
modifier = {
add = 30
has_trait = greedy
}
}
save_scope_as = marauder
}
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_marauder_unlock.t
left_icon = scope:marauder
right_icon = scope:recipient
custom_tooltip = accolade_marauder_unlock.tt
scope:marauder = {
set_variable = {
name = marauder_attribute_unlock
value = yes
}
}
}
}
10 = { # besieger
trigger = {
any_knight = {
OR = {
can_be_acclaimed = yes
accolade ?= {
accolade_can_have_more_attributes = yes
}
}
knight_army ?= {
location.county = scope:county
any_army_maa_regiment = {
is_unit_type = siege_weapon
}
}
besieger_attribute_trigger = no
}
}
random_knight = {
limit = {
OR = {
can_be_acclaimed = yes
accolade ?= {
accolade_can_have_more_attributes = yes
}
}
knight_army ?= {
location.county = scope:county
any_army_maa_regiment = {
is_unit_type = siege_weapon
}
}
besieger_attribute_trigger = no
}
weight = {
base = 1
modifier = {
add = 60
is_acclaimed = yes
}
modifier = {
add = 30
has_trait = calm
}
modifier = {
add = 30
has_trait = patient
}
}
save_scope_as = besieger
}
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_besieger_unlock.t
left_icon = scope:besieger
right_icon = scope:recipient
custom_tooltip = accolade_besieger_unlock.tt
scope:besieger = {
set_variable = {
name = besieger_attribute_unlock
value = yes
}
}
}
}
}
}
scope:county = {
if = {
limit = {
@ -369,28 +186,28 @@ on_county_occupied = {
limit = {
house ?= {
OR = {
has_house_aspiration_parameter = occupations_give_bonuses_1
has_house_aspiration_parameter = occupations_give_bonuses_2
has_house_aspiration_parameter = occupations_give_bonuses_3
has_house_power_parameter = occupations_give_bonuses_1
has_house_power_parameter = occupations_give_bonuses_2
has_house_power_parameter = occupations_give_bonuses_3
}
}
}
send_interface_message = {
type = msg_siege_effect
title = tactical_besiegers_house_aspiration
title = tactical_besiegers_house_power
left_icon = root
right_icon = scope:barony
if = {
limit = {
house = { has_house_aspiration_parameter = occupations_give_bonuses_3 }
house = { has_house_power_parameter = occupations_give_bonuses_3 }
}
add_gold = occupations_give_bonuses_3_value
change_influence = occupations_give_bonuses_3_value
}
else_if = {
limit = {
house = { has_house_aspiration_parameter = occupations_give_bonuses_2 }
house = { has_house_power_parameter = occupations_give_bonuses_2 }
}
add_gold = occupations_give_bonuses_2_value
change_influence = occupations_give_bonuses_2_value

View file

@ -516,44 +516,48 @@ on_death = {
# EP2 - Handle Grand Wedding betrothals
if = {
limit = { # You have promised someone else in a grand marriage
limit = {
is_ai = no
has_variable = promised_grand_wedding_marriage_countdown
var:promised_grand_wedding_marriage_countdown != this
exists = player_heir
}
if = { # Find a player heir or primary heir that hasn't ALSO promised a grand wedding
limit = {
player_heir ?= { NOT = { has_variable = promised_grand_wedding_marriage_countdown } }
var:promised_grand_wedding_marriage_countdown = { save_scope_as = temp_marriage_scope }
player_heir = {
set_variable = {
name = promised_grand_wedding_marriage_countdown
value = prev.var:promised_grand_wedding_marriage_countdown
years = grand_wedding_timeout_alt
}
player_heir = { save_scope_as = new_wedding_host }
}
else_if = {
limit = {
primary_heir ?= { NOT = { has_variable = promised_grand_wedding_marriage_countdown } }
}
primary_heir = { save_scope_as = new_wedding_host }
}
if = { # If such an heir exists, copy all involved scopes, clean up, and recreate the promise on all relevant characters
limit = {
exists = scope:new_wedding_host
has_variable = promised_grand_wedding_to
}
var:promised_grand_wedding_marriage_countdown = {
save_scope_as = spouse_1
betrothed = { save_scope_as = spouse_2 }
}
var:promised_grand_wedding_to = {
save_scope_as = promisee
}
clean_grand_wedding_betrothal_variables = yes
set_grand_wedding_betrothal_variables = {
HOST = scope:new_wedding_host
SPOUSE_1 = scope:spouse_1
SPOUSE_2 = scope:spouse_2
PROMISEE = scope:promisee
# Notification that the countdown has expired (one day before, to avoid getting the variable deleted before we have used it)
trigger_event = {
id = ep2_wedding.0001
days = grand_wedding_timeout_notification_alt
}
}
else = { # Otherwise, clean up all variables on all characters (cancelling the Grand Wedding promise but retaining the betrothal)
clean_grand_wedding_betrothal_variables = yes
}
if = {
limit = {
is_ai = no
has_variable = promised_grand_wedding_marriage_countdown
exists = primary_heir
NOT = {
primary_heir = {
has_variable = promised_grand_wedding_marriage_countdown
}
}
}
var:promised_grand_wedding_marriage_countdown = { save_scope_as = temp_marriage_scope }
primary_heir = {
set_variable = {
name = promised_grand_wedding_marriage_countdown
value = prev.var:promised_grand_wedding_marriage_countdown
years = grand_wedding_timeout_alt
}
# Notification that the countdown has expired (one day before, to avoid getting the variable deleted before we have used it)
trigger_event = {
id = ep2_wedding.0001
days = grand_wedding_timeout_notification_alt
}
}
}
if = {
@ -561,7 +565,8 @@ on_death = {
# You are a spouse to be
has_variable = promised_grand_wedding_by
# your Grand Wedding has not been organized yet
NOT = {
NOR = {
exists = involved_activity
involved_activity ?= {
has_activity_type = activity_wedding
OR = {
@ -1635,7 +1640,7 @@ on_death = {
}
# save Wallada's scope
save_scope_as = wallada
random_character_artifact = {
random_artifact = {
limit = {
has_artifact_modifier = double_moon_modifier
}
@ -1874,10 +1879,10 @@ on_death = {
limit = {
house ?= {
OR = {
has_house_aspiration_parameter = inherit_merit_bonus_1
has_house_aspiration_parameter = inherit_merit_bonus_2
has_house_aspiration_parameter = inherit_merit_bonus_3
has_house_aspiration_parameter = inherit_merit_bonus_4
has_house_power_parameter = inherit_merit_bonus_1
has_house_power_parameter = inherit_merit_bonus_2
has_house_power_parameter = inherit_merit_bonus_3
has_house_power_parameter = inherit_merit_bonus_4
}
}
}

View file

@ -126,30 +126,6 @@ mpo_migration_finished = {
move_domicile = prev.capital_province
}
}
if = {
limit = {
has_character_modifier = mpo_migrating_accolade_duke_modifier
}
remove_character_modifier = mpo_migrating_accolade_duke_modifier
}
else_if = {
limit = {
has_character_modifier = mpo_migrating_accolade_king_modifier
}
remove_character_modifier = mpo_migrating_accolade_king_modifier
}
else_if = {
limit = {
has_character_modifier = mpo_migrating_accolade_emperor_modifier
}
remove_character_modifier = mpo_migrating_accolade_emperor_modifier
}
if = {
limit = {
has_variable = nomad_migration_preserve_coronation
}
remove_variable = nomad_migration_preserve_coronation
}
}
}
@ -249,12 +225,6 @@ on_migration_war_end = {
trigger_event = {
on_action = mpo_migration_finished
}
if = {
limit = {
has_variable = nomad_migration_preserve_coronation
}
remove_variable = nomad_migration_preserve_coronation
}
every_character_situation = {
limit = {
any_participant_group = {
@ -324,7 +294,7 @@ on_kurultai_succession_stable = {
list = obedient_kurultai
limit = {
exists = this
this != root
NOT = { this = root }
}
add_opinion = {
target = root
@ -366,7 +336,7 @@ on_kurultai_succession_chaotic = {
list = obedient_kurultai
limit = {
exists = this
this != root
NOT = { this = root }
}
add_opinion = {
target = root

View file

@ -84,7 +84,6 @@ on_game_start = {
add_confederation_member = title:d_trier.holder
}
}
set_global_variable = { name = is_game_start_date days = 1 }
# Chinese Song-fashion
if = {
limit = {
@ -690,7 +689,6 @@ on_game_start = {
}
}
}
}
religion:eastern_orthodox_religion = {
every_faith = {
@ -1538,7 +1536,6 @@ on_game_start = {
limit = {
government_has_flag = government_is_wanua
}
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = tribal_government
}
# TGP: Clean up mandala govs and revert them to non-dlc feudals
@ -1546,7 +1543,6 @@ on_game_start = {
limit = {
government_has_flag = government_is_mandala
}
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = feudal_government
}
### Every Celestial/Meritocratic/Japanese Government becomes feudal if DLC not enabled, pre-lobby history setup ###
@ -1560,8 +1556,8 @@ on_game_start = {
has_government = japan_feudal_government
}
}
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = feudal_government
}
if = {
limit = {
@ -2575,29 +2571,26 @@ on_game_start = {
}
### TGP Earthquake Regions
# background regions
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe_south }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_china }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_pacific_earthquake_region } # Basically Japan, whole region as risky
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_north_east_and_korea }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_mainland } # no Burma since it's already fully covered by sichuan_myanmar_earthquake_region
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_islands }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_japan }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_minor }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_indonesia }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_philippines }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_sakhalin_hokkaido }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_middle_east }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_india }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_steppe }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_siberia }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_burma }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:custom_arakan_mountains }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:custom_bactria }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_tibet }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_himalaya }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa_north_east }
# strips
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:himalaya_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:sichuan_myanmar_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:south_china_coastaline_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_china_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:mongolia_baikal_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:central_asian_earthquake_region }
### TGP Flood Regions
add_to_global_variable_list = { name = flood_region_list target = geographical_region:amur_river_region }
@ -2639,13 +2632,8 @@ on_game_start = {
limit = { has_tgp_dlc_trigger = yes }
### DYNASTIES
tgp_dynasty_house_name_setup_effect = yes
### BLOCS — AuH defers to after noble_family_title_realm_setup (see TGP SETUP); else house heads lack NF titles and create_confederation asserts.
if = {
limit = {
NOT = { has_dlc_feature = all_under_heaven }
}
tgp_setup_historical_house_bloc_effect = yes
}
### BLOCS
tgp_setup_historical_house_bloc_effect = yes
}
#
if = {
@ -2687,8 +2675,6 @@ on_game_start = {
# Like on_game_start, except it is called once the host (or player, in single player) exits the lobby. Good for anything where you need to know who the players are, or what the game rules are
on_game_start_after_lobby = {
effect = {
disable_succession_calculation = yes
# To prevent the Season Changes event from triggering on game start
situation:the_great_steppe ?= {
every_participant_group = {
@ -2819,6 +2805,34 @@ on_game_start_after_lobby = {
}
}
}
title:k_xia ?= {
every_in_de_jure_hierarchy = {
limit = {
holder ?= {
government_has_flag = government_is_tribal
}
}
holder = {
set_variable = {
name = steppe_game_start_var
years = 1
}
every_held_title = {
if = {
limit = {
title_province = {
has_holding_type = tribal_holding
}
}
title_province = {
set_holding_type = nomad_holding
}
}
}
change_government = nomad_government
}
}
}
}
#Sami
if = {
@ -2956,12 +2970,6 @@ on_game_start_after_lobby = {
culture = culture:bedouin
is_ai = no
}
NOR = {
culture = culture:welayta
culture = culture:ethiopian
culture = culture:nubian
culture = culture:daju
}
}
}
holder = {
@ -3051,9 +3059,6 @@ on_game_start_after_lobby = {
enact_treasury_budgets_init = yes
}
}
every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS
### Every nomad in the Steppe Region gets their yurt domicile goodies ###
if = {
@ -3136,6 +3141,7 @@ on_game_start_after_lobby = {
domicile ?= {
add_domicile_building = yurt_main_02
add_random_yurt_external_building_effect = yes
add_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
}
}
@ -4549,8 +4555,6 @@ on_game_start_after_lobby = {
}
}
}
if = {
limit = { has_game_rule = sexuality_distribution_default }
@ -8337,7 +8341,6 @@ on_game_start_after_lobby = {
has_government = landless_adventurer_government
}
add_realm_law_skip_effects = camp_purpose_scholars
add_realm_law_skip_effects = equal_law
trigger_event = ep3_story_cycle_violet_poet.0001
}
}
@ -8581,7 +8584,7 @@ on_game_start_after_lobby = {
add_realm_law_skip_effects = camp_purpose_mercenaries
}
}
character:il_eom_1 ?= {
character:bojo_jinul_1 ?= {
if = {
limit = {
is_alive = yes
@ -8710,35 +8713,6 @@ on_game_start_after_lobby = {
limit = { has_tgp_dlc_trigger = yes }
### JAPAN
# History defaults e_japan to feudal + single heir so partial DLC / no AuH bookmarks load cleanly.
# Restore Ritsuryō Kampaku when All Under Heaven is active (must run before noble-family / bureaucracy setup).
if = {
limit = { has_dlc_feature = all_under_heaven }
title:e_japan.holder ?= {
# can_get_government for japan_administrative checks top_liege for japanese government OR this flag; independent Kampaku is neither until flagged.
if = {
limit = {
NOT = { government_has_flag = government_is_japan_administrative }
OR = {
has_government = feudal_government
has_government = japan_feudal_government
}
}
add_character_flag = tgp_japan_restore_japanese_government_flag
change_government = japan_administrative_government
remove_character_flag = tgp_japan_restore_japanese_government_flag
}
# Separate if (not else_if): first block can flip government same pass; law must still run for that case and for history Ritsuryō holders missing the law.
if = {
limit = {
government_has_flag = government_is_japan_administrative
NOT = { has_realm_law = japanese_regency_succession_law }
}
add_realm_law_skip_effects = japanese_regency_succession_law
}
}
}
# Special variable that UI uses to display correct title
title:e_japan = {
# More starting house relations
@ -8821,14 +8795,6 @@ on_game_start_after_lobby = {
}
}
if = {
limit = {
has_dlc_feature = all_under_heaven
exists = title:e_japan.holder
}
tgp_setup_historical_house_bloc_effect = yes
}
### MANDALA
@ -8881,11 +8847,11 @@ on_game_start_after_lobby = {
add_great_building = mandala_capital_01
}
else_if = {
limit = { game_start_date > 1066.09.15 }
add_great_building = mandala_capital_03
limit = { game_start_date >= 1066.1.1 }
add_great_building = mandala_capital_02
}
else = {
add_great_building = mandala_capital_02
add_great_building = mandala_capital_03
}
add_to_global_variable_list = { # Add to list so it can be found by the PoI
name = mandala_poi_list
@ -8962,37 +8928,6 @@ on_game_start_after_lobby = {
create_story = story_mandala
}
}
#Tai Migrations
every_county_in_region = { # save all migration counties to variable list
region = custom_tai_migration_target
add_to_global_variable_list = {
name = tai_migration_target_counties
target = this
}
}
every_in_global_list = { # give all saved migration county holders the story
variable = tai_migration_target_counties
holder = {
if = {
limit = {
NOT = {
any_owned_story = {
type = story_tai_migrations
}
}
has_tgp_dlc_trigger = yes
any_realm_province = {
culture = {
NOT = {
has_cultural_pillar = heritage_tai
}
}
}
}
create_story = story_tai_migrations
}
}
}
}
### TGP MERIT AND TREASURY HANDOUT ON GAME START ###
if = {
@ -9827,65 +9762,26 @@ on_game_start_after_lobby = {
limit = {
is_ai = yes
OR = {
is_governor = yes
tgp_is_any_minister = yes
}
trigger_if = {
limit = { has_trait_with_flag = civilian_province }
OR = {
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
AND = {
OR = {
vassal_contract_has_flag = celestial_province_military
vassal_contract_has_flag = celestial_province_protectorate
}
has_trait_with_flag = civilian_province
}
}
trigger_else = {
OR = {
vassal_contract_has_flag = celestial_civil_appointment
vassal_contract_has_flag = meritocratic_civil_appointment
AND = {
OR = {
vassal_contract_has_flag = celestial_province_standard
vassal_contract_has_flag = celestial_province_industrial
vassal_contract_has_flag = celestial_province_metropolitan
}
has_trait_with_flag = military_province
}
}
}
if = {
limit = { has_trait_with_flag = civilian_province }
set_variable = {
name = appointment_trait_override
value = trait:education_martial_1
}
}
else = {
set_variable = {
name = appointment_trait_override
value = trait:education_stewardship_1
}
}
tgp_flip_education_track_on_game_start = yes
}
}
if = {
limit = {
has_game_rule = no_easteregg_characters
}
# needed for error suppression as all characters are added to the list in the history
if = {
limit = {
always = no
}
add_to_global_variable_list = {
name = easteregg_characters_list
target = this
}
}
every_in_global_list = {
variable = easteregg_characters_list
limit = {
is_ai = yes
}
death = {
death_reason = death_vanished
}
}
clear_global_variable_list = easteregg_characters_list
}
enable_and_run_succession_calculation = yes
}
events = {

View file

@ -101,8 +101,34 @@ on_title_destroyed = {
}
}
}
# Because a change in liege isn't triggered when the title being destroyed
tgp_fire_china_realm_name_event_for_vassals_effect = yes
every_vassal = {
# Because a change in liege isn't triggered when the title being destroyed
if = {
limit = {
government_has_flag = government_is_celestial
highest_held_title_tier >= tier_kingdom
primary_title = {
has_custom_title_name = no
}
tgp_capital_not_in_chinese_naming_region = no
}
if = {
limit = {
is_ai = no
}
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 1 # so the player gets to choose first
}
}
else = {
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 2
}
}
}
}
title:h_china = {
reset_title_name = yes
}
@ -635,7 +661,7 @@ on_title_gain = {
###########
if = {
limit = {
scope:title.title_province ?= {
scope:title.title_province = {
geographical_region = geographical_region:mpo_region_permafrost
}
}
@ -1116,7 +1142,7 @@ on_title_gain = {
}
every_held_title = {
limit = { exists = var:administrative_ui_special_title }
holder = { tgp_destroy_ceremonial_throne_effect = yes }
var:administrative_ui_special_title.holder = { tgp_destroy_ceremonial_throne_effect = yes }
}
if = {
limit = { has_trait = former_emperor }
@ -1148,16 +1174,12 @@ on_title_gain = {
limit = { has_trait = devoted }
remove_trait = devoted
}
if = {
limit = { government_has_flag = government_is_landless_adventurer }
destroy_laamp_effect = { ADVENTURER = this }
}
destroy_laamp_effect = { ADVENTURER = this }
}
# Reset raid remit
if = {
limit = {
this = top_liege
scope:title = primary_title
any_noble_family = { }
}
every_noble_family = {
@ -1420,10 +1442,7 @@ on_title_gain = {
# When conquering China - Change to conquest phase
if = {
limit = {
OR = {
root.dynasty != scope:previous_holder.dynasty
is_lowborn = yes # in the rare instance that a lowborn theocrat reunites China
}
root.dynasty != scope:previous_holder.dynasty
}
if = {
limit = {
@ -1508,7 +1527,6 @@ on_title_gain = {
set_family_accomplishment_effect = { ACCOMPLISHMENT = family_accomplishment_dynasty }
}
}
# left them in enum since we can not avoid touch here with encapsulated macro
else_if = {
limit = {
OR = {
@ -1655,8 +1673,16 @@ on_title_gain = {
}
}
# That isn't a part of the ministry
scope:title = {
tgp_is_minister_title = no
NOR = {
scope:title = title:e_minister_chancellor
scope:title = title:e_minister_censor
scope:title = title:e_minister_grand_marshal
scope:title = title:e_minister_of_personnel
scope:title = title:e_minister_of_revenue
scope:title = title:e_minister_of_rites
scope:title = title:e_minister_of_war
scope:title = title:e_minister_of_justice
scope:title = title:e_minister_of_works
}
}
trigger_event = {
@ -1773,10 +1799,7 @@ on_title_gain = {
limit = { has_trait = devoted }
remove_trait = devoted
}
if = {
limit = { government_has_flag = government_is_landless_adventurer }
destroy_laamp_effect = { ADVENTURER = this }
}
destroy_laamp_effect = { ADVENTURER = this }
trigger_event = {
id = tgp_japan_general.9100
days = 1
@ -2006,14 +2029,6 @@ on_title_gain = {
}
has_appointment_level_for_title = scope:title
}
# prevent penalty for giving non-feudal lands to nomad/tribals
OR = {
scope:title = {
has_title_law_flag = appointment_with_level_requirement
}
has_realm_law_flag = appointment_with_level_requirement
}
has_global_variable = game_has_started # Don't mess up for initialization
}
situation:dynastic_cycle ?= {
if = {
@ -2029,8 +2044,17 @@ on_title_gain = {
if = {
limit = {
scope:title = {
tgp_is_minister_title = yes
de_jure_liege = title:h_china
OR = {
this = title:e_minister_chancellor
this = title:e_minister_censor
this = title:e_minister_grand_marshal
this = title:e_minister_of_personnel
this = title:e_minister_of_revenue
this = title:e_minister_of_rites
this = title:e_minister_of_war
this = title:e_minister_of_justice
this = title:e_minister_of_works
}
}
NOT = { has_appointment_level_for_title = scope:title }
}
@ -2047,21 +2071,40 @@ on_title_gain = {
# Admin Stuff
if = {
limit = {
government_allows = noble_families
OR = {
government_allows = administrative
government_has_flag = government_is_japan_feudal
}
NOT = { has_variable = laamp_invasion_flag }
}
government_type = { save_scope_as = nf_gov_type }
# Note: anything that should be run after creation can go in on_noble_family_title_created
give_new_noble_family_title_effect = yes
}
if = {
limit = {
government_allows = administrative
NOT = { has_variable = laamp_invasion_flag }
}
# EP3 - apply unique domicile building bonus if appropriate
# EP3 - Ensure Emperor keeps old realm capital in admin realms & apply unique domicile building bonus if appropriate
if = {
limit = {
top_liege = this
highest_held_title_tier >= tier_empire
NOT = {
any_held_title = {
OR = {
tier = tier_empire
tier = tier_hegemony
}
this != scope:title
}
}
}
if = { # Ensure we keep the old realm capital
limit = {
scope:title = {
tier >= tier_empire
title_capital_county != root.capital_county
# Constantinople must have been inherited
title_capital_county.holder = root
}
}
set_realm_capital = scope:title.title_capital_county
}
if = { # Get legitimacy from Reception Hall House Bonus
limit = {
@ -2117,17 +2160,37 @@ on_title_gain = {
scope:title = root.primary_title
has_ep3_dlc_trigger = yes
#Checks so this event doesn't fire after character creation, although it's not really a problem if it does
current_date_is_start_date_trigger = no
trigger_if = {
limit = {
game_start_date = 867.1.1
}
current_date >= 867.1.4
}
trigger_if = {
limit = {
game_start_date = 1066.9.15
}
current_date >= 1066.9.18
}
trigger_if = {
limit = {
game_start_date = 1178.10.1
}
current_date >= 1178.10.4
}
}
save_scope_as = emperor
#Should trigger special event during fourth crusade!
if = {
limit = {
scope:title = title:e_byzantium
global_var:byz_claimant_champion ?= {
exists = global_var:byz_claimant_champion
global_var:byz_claimant_champion = {
any_owned_story = {
type = frankokratia_story
var:byz_claimant ?= root
exists = var:byz_claimant
var:byz_claimant = {
this = root
}
}
}
}
@ -2138,24 +2201,27 @@ on_title_gain = {
trigger_event = ep3_frankokratia_events.0110
}
}
else_if = {
limit = {
exists = house
exists = scope:previous_holder
is_alive = yes
is_ruler = yes
is_imprisoned = no
top_liege = this
}
every_vassal_or_below = {
else = {
if = {
limit = {
is_playable_character = yes
OR = {
highest_held_title_tier >= main_administrative_tier # All governors
liege = root
exists = root.house
}
#normal triggering
every_vassal_or_below = {
limit = {
is_playable_character = yes
exists = scope:previous_holder
has_government = administrative_government
OR = {
highest_held_title_tier >= main_administrative_tier # All governors
liege = root
}
}
trigger_event = {
id = ep3_governor_yearly.3060
days = 1
}
}
trigger_event = ep3_governor_yearly.3060
}
}
}
@ -2625,7 +2691,6 @@ on_title_gain = {
limit = {
scope:title = {
tier = tier_county
is_landless_type_title = no
OR = {
has_county_modifier = major_coronation_approval_unsettled_modifier
has_county_modifier = medium_coronation_approval_unsettled_modifier
@ -3858,9 +3923,17 @@ on_title_lost = {
# Remove manually added Ministers if they're not ministers anymore
if = {
limit = {
is_landed = no
tgp_is_any_minister = no
any_character_situation = { this = situation:dynastic_cycle }
NOR = {
primary_title = title:e_minister_chancellor
primary_title = title:e_minister_censor
primary_title = title:e_minister_grand_marshal
primary_title = title:e_minister_of_personnel
primary_title = title:e_minister_of_revenue
primary_title = title:e_minister_of_rites
primary_title = title:e_minister_of_war
primary_title = title:e_minister_of_justice
primary_title = title:e_minister_of_works
}
}
situation:dynastic_cycle = {
remove_manual_participant = prev
@ -4073,64 +4146,6 @@ on_rank_up = { # Will not fire during history execution or for dying characters
events = {
}
effect = {
# EP3 - Ensure Emperor keeps old realm capital in admin realms
if = {
limit = {
government_allows = administrative
NOT = { has_variable = laamp_invasion_flag }
top_liege = this
trigger_if = {
limit = { exists = scope:title }
highest_held_title_tier > scope:title.tier
}
}
# celestial emperor+ ruler keep their capital when they were kingdom
# but if they become emperor+ without ever being a king, follow normal de jure realm
if = {
limit = {
tgp_use_chinese_naming_trigger = yes
trigger_if = {
limit = {
NOT = { exists = title:h_china.holder }
capital_county.title_province ?= {
OR = {
geographical_region = tgp_county_chinese_naming_region
geographical_region = tgp_duchy_chinese_naming_region
}
}
}
highest_held_title_tier >= tier_duchy
}
trigger_else = {
highest_held_title_tier >= tier_empire
}
primary_title = {
is_de_jure_liege_or_above_target = prev.capital_county
}
}
primary_title = {
if = {
limit = {
title_capital_county != prev.capital_county
NOT = { previous_holder.house ?= prev.house }
}
set_capital_county = prev.capital_county
}
}
}
else_if = { # Ensure we keep the old realm capital
limit = {
highest_held_title_tier >= tier_empire
primary_title = {
title_capital_county != root.capital_county
# Constantinople must have been inherited
title_capital_county.holder = root
}
}
set_realm_capital = primary_title.title_capital_county
}
}
if = { # ACH call to coronation reminder
limit = {
coronation_trigger = yes
@ -4287,23 +4302,8 @@ on_rank_up = { # Will not fire during history execution or for dying characters
if = {
limit = {
is_independent_ruler = yes
OR = {
tgp_use_chinese_naming_trigger = yes
primary_title = {
recent_history = {
type = conquest_populist
days = 1
}
previous_holder = {
tgp_use_chinese_naming_trigger = yes
}
}
AND = {
exists = var:claimed_mandate_var
primary_title ?= title:h_china
}
}
tgp_chinese_naming_tier_trigger = yes
government_has_flag = government_is_celestial
highest_held_title_tier >= tier_kingdom
OR = {
primary_title ?= {
has_custom_title_name = no
@ -4312,12 +4312,56 @@ on_rank_up = { # Will not fire during history execution or for dying characters
}
trigger_if = {
limit = {
tgp_has_unique_chinese_naming = no
tgp_capital_not_in_chinese_naming_region = yes
}
primary_title ?= title:h_china
}
}
tgp_fire_china_realm_name_event_effect = yes
if = {
limit = {
is_ai = no
}
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 1 # so the player gets to choose first
}
}
else = {
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 2
}
}
}
else_if = { # Make sure non-Celestials get to rename/recolor china
limit = {
is_independent_ruler = yes
has_tgp_dlc_trigger = yes
NOT = { government_has_flag = government_is_celestial }
exists = var:claimed_mandate_var
primary_title ?= title:h_china
OR = {
primary_title ?= {
has_custom_title_name = no
}
primary_title.previous_holder.dynasty != root.dynasty
}
}
if = {
limit = {
is_ai = no
}
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 1 # so the player gets to choose first
}
}
else = {
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 2
}
}
}
# ACH - Remove Coronated laws when titles are passed onto a new character
@ -4342,7 +4386,6 @@ on_rank_up = { # Will not fire during history execution or for dying characters
limit = {
is_house_head = yes
NOT = { house.house_confederation.leading_house = this.house }
house.house_confederation.leading_house.house_head.top_liege = this
}
house.house_confederation = {
tgp_set_house_bloc_leading_house_effect = { LEADER = root.house }
@ -4433,46 +4476,6 @@ on_rank_down = { # Will not fire during history execution or for dying character
}
ach_remove_oaths_on_king_minus_effect = yes
}
# Grand Wedding: no longer valid host
if = {
limit = {
highest_held_title_tier < tier_county
has_variable = promised_grand_wedding_marriage_countdown
scope:transfer_type = flag:abdication
}
scope:title.holder ?= {
if = {
limit = { NOT = { has_variable = promised_grand_wedding_marriage_countdown } }
save_scope_as = new_wedding_host
}
}
if = {
limit = {
exists = scope:new_wedding_host
has_variable = promised_grand_wedding_to
}
var:promised_grand_wedding_marriage_countdown = {
save_scope_as = spouse_1
betrothed = { save_scope_as = spouse_2 }
}
var:promised_grand_wedding_to = {
save_scope_as = promisee
}
clean_grand_wedding_betrothal_variables = yes
set_grand_wedding_betrothal_variables = {
HOST = scope:new_wedding_host
SPOUSE_1 = scope:spouse_1
SPOUSE_2 = scope:spouse_2
PROMISEE = scope:promisee
}
}
else = {
clean_grand_wedding_betrothal_variables = yes
}
}
}
}
@ -4548,37 +4551,6 @@ on_vassal_gained = {
# TGP end the ceremonial liege
tgp_destroy_ceremonial_throne_effect = yes
}
# TGP Put vassals in blocs
if = {
limit = {
top_liege != this # independent rulers are an exception
exists = house.house_confederation
scope:vassal = {
tgp_uses_house_blocs_trigger = yes
house.house_head = scope:vassal
}
trigger_if = {
limit = { exists = scope:vassal.house.house_confederation }
scope:vassal.house.house_confederation != house.house_confederation
}
}
if = {
limit = { exists = scope:vassal.house.house_confederation }
scope:vassal.house = {
tgp_leave_house_bloc_effect = {
OPINION = flag:no
TRUCE = flag:yes
}
}
}
scope:vassal.house = {
tgp_join_house_bloc_effect = {
INVITER = root.house
OPINION = flag:no
}
}
}
}
}
@ -4594,7 +4566,7 @@ on_vassal_change = {
government_allows = administrative
is_house_head = yes
trigger_if = {
# This trigger is intentionally different from the similar effect in on_title_gain up above. We want all direct vassals of the top liege to have a family title if they can
# This trigger is intentionally different from the similar effecy in on_title_gain up above. We want all direct vassals of the top liege to have a family title if they can
limit = { government_has_flag = government_has_county_tier_noble_families }
highest_held_title_tier >= tier_county
}
@ -4618,50 +4590,27 @@ on_vassal_change = {
### If an admin ruler becomes independent...
if = {
limit = {
liege = root # I.e. root is independent
government_has_flag = government_is_administrative
}
# And is not of a high enough rank, change government
if = {
limit = {
liege = root # I.e. root is independent
}
# And is not of a high enough rank, change government
if = {
limit = {
administrative_tier_allows_independence = no
}
admin_change_government_effect = yes
}
# If they can be independent, make sure they have a noble family title
else_if = {
limit = {
NOT = {
any_held_title = {
is_noble_family_title = yes
}
}
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
domicile ?= { set_up_domicile_estate_effect = yes }
limit = {
administrative_tier_allows_independence = no
}
admin_change_government_effect = yes
}
# Byz admin landless NF should always be direct vassal of top liege
# If they can be independent, make sure they have a noble family title
else_if = {
limit = {
liege != top_liege
primary_title = {
is_noble_family_title = yes
NOT = {
any_held_title = {
is_noble_family_title = yes
}
}
is_landed = no
}
create_title_and_vassal_change = {
type = appointment
save_scope_as = change
}
change_liege = {
liege = top_liege
change = scope:change
}
resolve_title_and_vassal_change = scope:change
create_noble_family_effect = { GOVERNMENT_GIVER = this }
domicile ?= { set_up_domicile_estate_effect = yes }
}
}
### Independent Celestial rulers who become direct vassals of a top liege adopt Military obligations if they have title troops - Everyone else will default to Standard.
@ -4674,12 +4623,6 @@ on_vassal_change = {
primary_title = {
any_title_maa_regiment = { count >= 1 }
}
liege = { #only if the liege didn't reach the limit yet
any_vassal = {
count < celestial_province_military_max_value
vassal_contract_has_flag = celestial_province_military
}
}
}
vassal_contract_set_obligation_level = { type = celestial_provinces level = 3 }
}
@ -4693,14 +4636,52 @@ on_vassal_change = {
this = top_liege
}
# has a ministry title that is not being swapped
tgp_has_minister_title = yes
any_held_title = {
# has a ministry title that is not being swapped
OR = {
this = title:e_minister_chancellor
this = title:e_minister_censor
this = title:e_minister_grand_marshal
this = title:e_minister_of_personnel
this = title:e_minister_of_revenue
this = title:e_minister_of_rites
this = title:e_minister_of_war
this = title:e_minister_of_justice
this = title:e_minister_of_works
}
}
}
every_held_title = {
limit = {
tgp_is_minister_title = yes
switch = {
trigger = this
title:e_minister_chancellor = {
root = { destroy_title = title:e_minister_chancellor }
}
title:e_minister_censor = {
root = { destroy_title = title:e_minister_censor }
}
title:e_minister_grand_marshal = {
root = { destroy_title = title:e_minister_grand_marshal }
}
title:e_minister_of_personnel = {
root = { destroy_title = title:e_minister_of_personnel }
}
title:e_minister_of_revenue = {
root = { destroy_title = title:e_minister_of_revenue }
}
title:e_minister_of_rites = {
root = { destroy_title = title:e_minister_of_rites }
}
title:e_minister_of_war = {
root = { destroy_title = title:e_minister_of_war }
}
title:e_minister_of_justice = {
root = { destroy_title = title:e_minister_of_justice }
}
title:e_minister_of_works = {
root = { destroy_title = title:e_minister_of_works }
}
}
root = { destroy_title = prev }
}
}
# Make sure independent rulers and their vassals leave movements if they are part of the Dynastic Cycle
@ -4730,24 +4711,42 @@ on_vassal_change = {
if = {
limit = {
# We have become independent!
scope:old_liege != root
NOT = {
scope:old_liege = root
}
liege = root
tgp_use_chinese_naming_trigger = yes
tgp_chinese_naming_tier_trigger = yes
government_has_flag = government_is_celestial
highest_held_title_tier >= tier_kingdom
primary_title = {
has_custom_title_name = no # sanity check
}
OR = {
tgp_has_unique_chinese_naming = yes
tgp_capital_not_in_chinese_naming_region = no
primary_title = title:h_china # failsafe, in case this somehow ends up here
}
}
tgp_fire_china_realm_name_event_effect = yes
if = {
limit = {
is_ai = no
}
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 1 # so the player gets to choose first
}
}
else = {
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 2
}
}
}
if = {
limit = {
scope:old_liege = root
liege != root
NOT = {
liege = root
}
primary_title ?= {
has_custom_title_name = yes
}
@ -4947,43 +4946,6 @@ on_realm_capital_change = {
}
}
}
# Move ministers to realm capital.
if = {
limit = {
tgp_has_access_to_ministry_trigger = yes
}
every_vassal = {
limit = {
tgp_has_minister_title = yes
}
every_held_title = {
limit = {
OR = {
is_noble_family_title = yes
tgp_is_minister_title = yes
}
}
set_capital_county = ROOT.county
}
if = {
limit = { is_ai = yes }
domicile ?= {
move_domicile = ROOT.title_province
}
}
# don't move them in such cases
if = {
limit = {
is_landed = no
is_in_army = no
is_travelling = no
NOT = { exists = involved_activity }
}
set_location_to_default = yes
}
}
}
}
}
}

View file

@ -13,7 +13,7 @@ on_travel_plan_movement = {
delay = { days = 2 }
adventurer_talent_scouting_on_action
delay = { days = 3 }
adventurer_encourage_relationships_on_action
adventurer_encourage_realtionships_on_action
migration_events_on_action
delay = { days = 1 }
}
@ -493,10 +493,7 @@ on_travel_plan_movement = {
# laamp_base_1041/Ambush Travellers task contract minigame.
current_travel_plan ?= {
if = {
limit = {
has_variable = activate_laamp_base_1041_logic
current_location = { is_sea_province = no }
}
limit = { has_variable = activate_laamp_base_1041_logic }
travel_plan_owner.var:laamp_base_1041_travel_plan_contract_storage = {
if = {
limit = { var:event_ratio_tracker >= 1 }
@ -556,62 +553,6 @@ travel_danger_events_on_action = {
is_migrating = no # No Danger events while migrating
exists = current_travel_plan
}
effect = {
random = { # chance of inspiring a knight to become eligible for stalwart accolade
chance = 0.05
modifier = {
factor = current_travel_plan.current_danger_value # scales with danger (even if mitigated)
}
modifier = {
factor = accolade_progress # scales with accolade progress
}
modifier = { # must have an eligible knight
NOT = {
any_knight = {
current_travel_plan ?= root.current_travel_plan
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = stalwart
}
}
}
factor = 0
}
set_variable = {
name = accolade_progress
value = 0
}
random_knight = {
limit = {
current_travel_plan ?= root.current_travel_plan
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = stalwart
}
}
weight = {
base = 1
modifier = {
add = 50
is_acclaimed = yes
}
}
save_scope_as = accolade_knight
}
save_scope_as = accolade_liege
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_stalwart_unlock.t
left_icon = scope:accolade_knight
right_icon = scope:accolade_liege
custom_tooltip = accolade_stalwart_unlock.tt
scope:accolade_knight = {
set_variable = {
name = stalwart_attribute_unlock
value = yes
}
}
}
}
}
random_events = {
chance_of_no_event = {
value = {
@ -700,15 +641,6 @@ travel_danger_events_on_action = {
350 = ep3_laamp_flavour_ewan.4071 # Slavers - bastards try to kidnap people from the edges of your train.
350 = ep3_laamp_flavour_ewan.4081 # Born of Desperation - hungry locals swarm at you, searching for food.
350 = ep3_laamp_flavour_ewan.4091 # Night Attack - unknown group assaults your camp one evening.
# TGP Travel Danger Events
100 = tgp_travel_danger_events.0001 # Encounter an orphan in an area struck by natural disaster.
# Simple Danger Events
100 = travel_danger_events.9030 # Rain: delay
100 = travel_danger_events.9040 # Rainstorm, someone is lost & gone forever!
100 = travel_danger_events.9050 # Someone with Withering Mind walks off
100 = travel_danger_events.9060 # Faltering Heart/Fragile Bones entourage character suffers during travel
}
}
@ -732,18 +664,18 @@ travel_events_on_action = {
random_events = {
chance_of_no_event = {
value = 95
value = 80
if = {
limit = {
is_ai = yes
}
add = 4 # Not very important that AI's get these
add = 19 # Not very important that AI's get these
}
if = { # Less regular travel events when you're migrating
limit = {
is_migrating = yes
}
add = 4
add = 15
}
}
100 = 0
@ -813,7 +745,6 @@ travel_events_on_action = {
100 = travel_events.4050 # hostage/ward/different culture courtier acts as cultural mediator
200 = hunt.8200 # Falconry Practice
500 = hunt.8210 #Pursued by a Shrine Maiden
100 = travel_events.5100 #You reach a spirit haunted bridge
#Cultural Tradition events
100 = travel_events.1200 #Friendly People
100 = travel_events.1201 #Chivalry
@ -935,18 +866,6 @@ travel_events_on_action = {
100 = tgp_travel_events.0035
100 = tgp_travel_events.0040
100 = tgp_travel_events.0045
#Travel Events Japan
100 = tgp_japan_yearly_events.0006 # 0006 - Treasures from the Sea - ama divers
100 = tgp_japan_yearly_events.0012 # 0012 - Monkey Business - Onsen
100 = tgp_japan_yearly_events.0013 # 0013 - Purifying the Spirit - Onsen
100 = tgp_japan_yearly_events.0014 # 0014 - Taking It Easy - Onsen
100 = tgp_japan_yearly_events.0027 # 0027 - Prove Your Worth - Tengu
10 = tgp_japan_yearly_events.0028 # 0028 - False Rumors - Tengu
100 = tgp_japan_yearly_events.1000 # 1000 - You see some Onibi, follow them or no?
50 = tgp_japan_yearly_events.1040 # 1040 - You come across a red bridge
50 = tgp_japan_yearly_events.1120 # 1120 - You meet a warrior monk
50 = tgp_japan_yearly_events.1140 # 1140 - You are stopped in Soryo lands as a Ritsuryo ruler
}
}
@ -1023,8 +942,7 @@ travel_event_tombola = {
1 = travel_events_on_action
2 = on_tour_travel
2 = pilgrimage_journey_events
#2 = hajj_journey_events # They're the same as Pilgrimage for now, commenting out until further notice to save performance
# If Hajj content is added, also see comment in is_on_a_pilgrimage_trigger
2 = hajj_journey_events
}
}
@ -1371,24 +1289,18 @@ on_travel_plan_start = {
}
}
events = {
# Commented-out events are removed due to spam concerns
# The ones who are left have mechanical impacts; Tours give prestige/stress loss, pilgrimages add additional pilgrims, wanderer activities give boons based ona ctivity options for Monument Explorations, etc.
# Chinese debates/examinations give necessary context effects, such as choosing movement if you have none, or resigning from your alnds if you need to take the exam
travel_start_event.1130 # Generic 'travel started' toast, also plays mx_cue_travel_start
#travel_start_event.1000 #Generic start (no activity)
#travel_start_event.1010 #Travelling to a Tournament
travel_start_event.1000 #Generic start (no activity)
travel_start_event.1010 #Travelling to a Tournament
travel_start_event.1020 #Setting off on a Tour
#travel_start_event.1030 #Travelling to a Wedding
#travel_start_event.1040 #Travelling to a Feast
#travel_start_event.1050 #Travelling to a Playdate
travel_start_event.1030 #Travelling to a Wedding
travel_start_event.1040 #Travelling to a Feast
travel_start_event.1050 #Travelling to a Playdate
travel_start_event.1060 #Going on a Pilgrimage
#travel_start_event.1070 #Travelling to a Hunt
#travel_start_event.1080 #Travelling to a Witch Ritual
travel_start_event.1070 #Travelling to a Hunt
travel_start_event.1080 #Travelling to a Witch Ritual
travel_start_event.1090 #Travelling to a Travel Lifestyle Activity
travel_start_event.1100 #Travelling to an Examination
#travel_start_event.1110 #Travelling to a Mandala Ritual
travel_start_event.1110 #Travelling to a Mandala Ritual
travel_start_event.1120 #Travelling to a Debate
ep3_contract_event.0002 #When doing a Contract as Landless Adventurer fill your entourage with relevant people
@ -1696,9 +1608,6 @@ on_travel_plan_complete = {
trigger_event = laamp_base_learning_contract_events.4017
}
tribute_mission_clean_up_variables_effect = yes
#Remove characters added by travel options at the start of travel plan
remove_travel_option_added_character_effect = yes
}
}
@ -1772,10 +1681,10 @@ on_travel_plan_abort = {
# refund prestige and influence cost
if = {
limit = { petition_liege_admin_valid_trigger = yes }
change_influence_no_experience = standard_activity_base_cost
change_influence_no_experience = standard_activity_cost
}
else = {
add_prestige_no_experience = standard_activity_base_cost
add_prestige_no_experience = standard_activity_cost
}
}
# remove variables and flags
@ -1798,9 +1707,6 @@ on_travel_plan_abort = {
#Hit absentee Tributary with Tribute Mission penalty
requested_tribute_mission_penalty_effect = yes
tribute_mission_clean_up_variables_effect = yes
#Remove characters added by travel options at the start of travel plan
remove_travel_option_added_character_effect = yes
}
}
@ -1825,10 +1731,10 @@ on_travel_plan_cancel = {
# refund prestige and influence cost
if = {
limit = { petition_liege_admin_valid_trigger = yes }
change_influence_no_experience = standard_activity_base_cost
change_influence_no_experience = standard_activity_cost
}
else = {
add_prestige_no_experience = standard_activity_base_cost
add_prestige_no_experience = standard_activity_cost
}
}
# remove variables and flags
@ -1844,9 +1750,9 @@ on_travel_plan_cancel = {
# refund prestige and influence cost
if = {
limit = { petition_liege_admin_valid_trigger = yes }
change_influence_no_experience = standard_activity_base_cost
change_influence_no_experience = standard_activity_cost
}
else = { add_prestige_no_experience = standard_activity_base_cost }
else = { add_prestige_no_experience = standard_activity_cost }
}
# remove variables and flags
petition_liege_variable_cleanup_effect = yes
@ -1882,7 +1788,7 @@ on_travel_plan_cancel = {
remove_variable = pledge_loyalty_to_liege_grace
}
# refund any costs
add_prestige = standard_activity_base_cost
add_prestige = standard_activity_cost
if = {
limit = {
has_variable = pay_homage_gold_value
@ -2083,7 +1989,7 @@ adventurer_talent_scouting_on_action = {
}
}
adventurer_encourage_relationships_on_action = {
adventurer_encourage_realtionships_on_action = {
trigger = {
current_travel_plan ?= { has_travel_option = adventurers_encourage_relationships_option }
}