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

@ -5356,20 +5356,6 @@ scripted_effect 1025_set_contract_location_effect = {
}
1025_save_random_county_province_effect = { REGION = world_africa_east }
}
#Sahara
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_africa_sahara }
}
1025_save_random_county_province_effect = { REGION = world_africa_sahara }
}
#Siberia
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_siberia }
}
1025_save_random_county_province_effect = { REGION = world_siberia }
}
#West Steppe
10 = {
trigger = {
@ -5377,13 +5363,6 @@ scripted_effect 1025_set_contract_location_effect = {
}
1025_save_random_county_province_effect = { REGION = world_steppe_west }
}
#Central Steppe
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_steppe_central }
}
1025_save_random_county_province_effect = { REGION = world_steppe_central }
}
#East Steppe
10 = {
trigger = {
@ -5391,76 +5370,6 @@ scripted_effect 1025_set_contract_location_effect = {
}
1025_save_random_county_province_effect = { REGION = world_steppe_east }
}
#Tarim
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_steppe_tarim }
}
1025_save_random_county_province_effect = { REGION = world_steppe_tarim }
}
#Tibet
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_tibet }
}
1025_save_random_county_province_effect = { REGION = world_tibet }
}
# Burma
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_burma }
}
1025_save_random_county_province_effect = { REGION = world_burma }
}
# Mainland SE Asia
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_asia_southeast_mainland }
}
1025_save_random_county_province_effect = { REGION = world_asia_southeast_mainland }
}
# Maritime SE Asia
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_asia_southeast_islands }
}
1025_save_random_county_province_effect = { REGION = world_asia_southeast_islands }
}
#China
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_asia_china }
}
1025_save_random_county_province_effect = { REGION = world_asia_china }
}
#Japan
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_asia_japan }
}
1025_save_random_county_province_effect = { REGION = world_asia_japan }
}
#Korea
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_asia_korea }
}
1025_save_random_county_province_effect = { REGION = world_asia_korea }
}
#Sakhalin-Hokkaido
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_asia_sakhalin_hokkaido }
}
1025_save_random_county_province_effect = { REGION = world_asia_sakhalin_hokkaido }
}
#North East Asia
10 = {
trigger = {
scope:visiting_location = { geographical_region = world_asia_north_east }
}
1025_save_random_county_province_effect = { REGION = world_asia_north_east }
}
}
}
@ -15202,12 +15111,6 @@ ep3_laamp_decision_event.1045 = {
faith != scope:visiting_location.faith
}
set_character_faith = scope:visiting_location.faith
if = {
limit = {
scope:visiting_location.faith = { has_doctrine = doctrine_monotheist }
}
custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
}
stress_impact = {
base = minor_stress_impact_loss
zealous = major_stress_impact_gain
@ -20909,7 +20812,7 @@ ep3_laamp_decision_event.1120 = {
ep3_laamp_decision_event.1130 = { #begin city construction
type = character_event
title = ep3_laamp_decision_event.1130.t
window = big_event_window
window = visit_settlement_window
desc = ep3_laamp_decision_event.1130.desc
theme = stewardship
@ -20923,7 +20826,6 @@ ep3_laamp_decision_event.1130 = { #begin city construction
immediate = {
location = {
set_variable = laamp_city_construction
save_scope_as = city_location
}
}
@ -20933,15 +20835,10 @@ ep3_laamp_decision_event.1130 = { #begin city construction
custom_tooltip = ep3_laamp_decision_event.1130.a.desc
add_character_flag = laamp_city_builder
scope:city_location = {
if = {
limit = {
root = { has_variable = city_construction_is_temple_citadel }
}
begin_create_holding = { type = temple_citadel_holding }
}
else = {
begin_create_holding = { type = castle_holding }
begin_create_holding = {
type = castle_holding
}
set_variable = laamp_city_construction
}
trigger_event = {
@ -20971,19 +20868,10 @@ ep3_laamp_decision_event.1130 = { #begin city construction
ep3_laamp_decision_event.1131 = { #city is finished, wat do
type = character_event
title = ep3_laamp_decision_event.1131.t
window = big_event_window
desc = ep3_laamp_decision_event.1131.desc
theme = stewardship
override_background = {
trigger = {
location = {
culture = { has_building_gfx = southeast_asian_building_gfx }
}
}
reference = mpo_rural_village_asian
}
override_background = { reference = alley_day }
left_portrait = {
@ -20993,10 +20881,7 @@ ep3_laamp_decision_event.1131 = { #city is finished, wat do
trigger = {
scope:city_location = {
OR = {
has_holding_type = temple_citadel_holding
has_holding_type = castle_holding
}
has_holding_type = castle_holding
}
}
@ -21006,54 +20891,30 @@ ep3_laamp_decision_event.1131 = { #city is finished, wat do
value = current_year
}
if = {
limit = {
scope:city_location = { has_holding_type = temple_citadel_holding }
}
laamp_city_builder_construction_effect = {
FLAG = mill
BUILDING = watermills
}
laamp_city_builder_construction_effect = {
FLAG = temple_citadel
BUILDING = temple_citadel
}
laamp_city_builder_construction_effect = {
FLAG = manor
BUILDING = farm_estates
}
laamp_city_builder_construction_effect = {
FLAG = spice_plantation
BUILDING = spice_plantation
}
laamp_city_builder_construction_effect = {
FLAG = vihara_halls
BUILDING = vihara_halls
}
laamp_city_builder_construction_effect = {
FLAG = mill
BUILDING = watermills
}
else = {
laamp_city_builder_construction_effect = {
FLAG = mill
BUILDING = watermills
}
laamp_city_builder_construction_effect = {
FLAG = castle
BUILDING = castle
}
laamp_city_builder_construction_effect = {
FLAG = manor
BUILDING = farm_estates
}
laamp_city_builder_construction_effect = {
FLAG = workshops
BUILDING = workshops
}
laamp_city_builder_construction_effect = {
FLAG = prayer_hall
BUILDING = monastic_schools
}
laamp_city_builder_construction_effect = {
FLAG = castle
BUILDING = castle
}
laamp_city_builder_construction_effect = {
FLAG = manor
BUILDING = farm_estates
}
laamp_city_builder_construction_effect = {
FLAG = guilds
BUILDING = guild_halls
}
laamp_city_builder_construction_effect = {
FLAG = prayer_hall
BUILDING = monastic_schools
}
}
on_trigger_fail = {
@ -21061,7 +20922,9 @@ ep3_laamp_decision_event.1131 = { #city is finished, wat do
limit = {
scope:city_location = { #somehow, the city is still being built
has_ongoing_construction = yes
has_holding = no
NOT = {
has_holding = yes
}
}
}
trigger_event = {
@ -21074,13 +20937,8 @@ ep3_laamp_decision_event.1131 = { #city is finished, wat do
option = { #well, actually imma get the whole county
name = ep3_laamp_decision_event.1131.a
set_variable = {
name = holding_barony
value = scope:city_location.barony
}
add_pressed_claim = scope:city_location.county
add_pressed_claim = scope:city_location.barony
add_character_flag = temp_no_claim_war_cost
start_war = {
cb = claim_cb
target = scope:city_location.county.holder
@ -21088,7 +20946,6 @@ ep3_laamp_decision_event.1131 = { #city is finished, wat do
target_title = scope:city_location.county
target_title = scope:city_location.barony
}
remove_character_flag = temp_no_claim_war_cost
ai_chance = {
base = 0
@ -21105,8 +20962,6 @@ ep3_laamp_decision_event.1131 = { #city is finished, wat do
months = { 1 1 }
}
remove_character_flag = laamp_city_builder
remove_variable = city_construction_is_temple_citadel
remove_variable = city_construction_is_castle
ai_chance = {
base = 10
@ -21114,36 +20969,20 @@ ep3_laamp_decision_event.1131 = { #city is finished, wat do
}
after = {
remove_character_flag = laamp_city_builder_mill
remove_character_flag = laamp_city_builder_mill_upgrade
remove_character_flag = laamp_city_builder_temple_citadel
remove_character_flag = laamp_city_builder_temple_citadel_upgrade
remove_character_flag = laamp_city_builder_guilds
remove_character_flag = laamp_city_builder_guilds_upgrade
remove_character_flag = laamp_city_builder_castle
remove_character_flag = laamp_city_builder_castle_upgrade
remove_character_flag = laamp_city_builder_manor
remove_character_flag = laamp_city_builder_manor_upgrade
remove_character_flag = laamp_city_builder_spice_plantation
remove_character_flag = laamp_city_builder_spice_plantation_upgrade
remove_character_flag = laamp_city_builder_workshops
remove_character_flag = laamp_city_builder_workshops_upgrade
remove_character_flag = laamp_city_builder_vihara_halls
remove_character_flag = laamp_city_builder_vihara_halls_upgrade
remove_character_flag = laamp_city_builder_prayer_hall
remove_character_flag = laamp_city_builder_prayer_hall_upgrade
remove_character_flag = laamp_city_builder_mill
remove_character_flag = laamp_city_builder_mill_upgrade
}
}
scripted_trigger 1133_holding_still_under_construction_trigger = {
scope:city_location = {
has_ongoing_construction = yes
NOR = {
has_holding_type = temple_citadel_holding
has_holding_type = castle_holding
}
}
}
ep3_laamp_decision_event.1133 = { #get a mill
type = character_event
title = ep3_laamp_decision_event.1133.t
@ -21160,7 +20999,12 @@ ep3_laamp_decision_event.1133 = { #get a mill
}
trigger = {
1133_holding_still_under_construction_trigger = yes
scope:city_location = {
has_ongoing_construction = yes
NOT = {
has_holding_type = castle_holding
}
}
OR = {
stewardship >= 18
has_trait = architect
@ -21238,7 +21082,12 @@ ep3_laamp_decision_event.1134 = { #get more settlers, main building upgrade
}
trigger = {
1133_holding_still_under_construction_trigger = yes
scope:city_location = {
has_ongoing_construction = yes
NOT = {
has_holding_type = castle_holding
}
}
OR = {
piety_level >= 3
prestige_level >= 3
@ -21254,25 +21103,11 @@ ep3_laamp_decision_event.1134 = { #get more settlers, main building upgrade
option = { #cool
name = ep3_laamp_decision_event.1134.a
if = {
limit = { has_variable = city_construction_is_temple_citadel }
add_character_flag = laamp_city_builder_temple_citadel
scope:city_location = {
show_as_tooltip = { add_building = temple_citadel_02 }
}
add_character_flag = laamp_city_builder_castle
scope:city_location = {
show_as_tooltip = { add_building = castle_02 }
}
else = {
add_character_flag = laamp_city_builder_castle
scope:city_location = {
show_as_tooltip = { add_building = castle_02 }
}
}
remove_short_term_gold = {
value = {
add = medium_gold_value
multiply = 2
}
}
remove_short_term_gold = 20
if = {
limit = {
piety_level >= 3
@ -21291,25 +21126,11 @@ ep3_laamp_decision_event.1134 = { #get more settlers, main building upgrade
option = { #go for it!
name = ep3_laamp_decision_event.1134.b
if = {
limit = { has_variable = city_construction_is_temple_citadel }
add_character_flag = laamp_city_builder_temple_citadel_upgrade
scope:city_location = {
show_as_tooltip = { add_building = temple_citadel_03 }
}
}
else = {
add_character_flag = laamp_city_builder_castle_upgrade
scope:city_location = {
show_as_tooltip = { add_building = castle_03 }
}
}
remove_short_term_gold = {
value = {
add = major_gold_value
multiply = 2
}
add_character_flag = laamp_city_builder_castle_upgrade
scope:city_location = {
show_as_tooltip = { add_building = castle_03 }
}
remove_short_term_gold = 40
if = {
limit = {
piety_level >= 3
@ -21363,12 +21184,17 @@ ep3_laamp_decision_event.1135 = { #argue for more favorable land assigment from
}
trigger = {
1133_holding_still_under_construction_trigger = yes
scope:city_location = {
has_ongoing_construction = yes
NOT = {
has_holding_type = castle_holding
}
}
scope:city_location.county.holder = {
reverse_opinion = {
target = root
value >= 40
}
target = root
value >= 40
}
}
NOR = {
scope:city_location = {
@ -21426,7 +21252,7 @@ ep3_laamp_decision_event.1135 = { #argue for more favorable land assigment from
}
ep3_laamp_decision_event.1136 = { #utilize connections, get merchant building
ep3_laamp_decision_event.1136 = { #utilize connections, get guildhall
type = character_event
title = ep3_laamp_decision_event.1136.t
window = visit_settlement_window
@ -21444,7 +21270,12 @@ ep3_laamp_decision_event.1136 = { #utilize connections, get merchant building
}
trigger = {
1133_holding_still_under_construction_trigger = yes
scope:city_location = {
has_ongoing_construction = yes
NOT = {
has_holding_type = castle_holding
}
}
prestige_level >= 3
}
@ -21457,17 +21288,10 @@ ep3_laamp_decision_event.1136 = { #utilize connections, get merchant building
option = { #cool
name = ep3_laamp_decision_event.1136.a
if = {
limit = { has_variable = city_construction_is_temple_citadel }
add_character_flag = laamp_city_builder_spice_plantation
add_character_flag = laamp_city_builder_guilds
show_as_tooltip = {
scope:city_location = {
show_as_tooltip = { add_building = spice_plantation_01 }
}
}
else = {
add_character_flag = laamp_city_builder_workshops
scope:city_location = {
show_as_tooltip = { add_building = workshops_01 }
add_building = guild_halls_01
}
}
add_prestige = -400
@ -21481,17 +21305,10 @@ ep3_laamp_decision_event.1136 = { #utilize connections, get merchant building
option = { #go for it!
name = ep3_laamp_decision_event.1136.b
if = {
limit = { has_variable = city_construction_is_temple_citadel }
add_character_flag = laamp_city_builder_spice_plantation_upgrade
add_character_flag = laamp_city_builder_guilds_upgrade
show_as_tooltip = {
scope:city_location = {
show_as_tooltip = { add_building = spice_plantation_03 }
}
}
else = {
add_character_flag = laamp_city_builder_workshops_upgrade
scope:city_location = {
show_as_tooltip = { add_building = workshops_03 }
add_building = guild_halls_03
}
}
add_prestige = -600
@ -21535,23 +21352,21 @@ ep3_laamp_decision_event.1137 = { #utilize connections, get prayer hall
}
trigger = {
1133_holding_still_under_construction_trigger = yes
scope:city_location = {
has_ongoing_construction = yes
NOT = {
has_holding_type = castle_holding
}
}
piety_level >= 3
}
option = { #cool
name = ep3_laamp_decision_event.1137.a
if = {
limit = { has_variable = city_construction_is_temple_citadel }
add_character_flag = laamp_city_builder_vihara_halls
add_character_flag = laamp_city_builder_prayer_hall
show_as_tooltip = {
scope:city_location = {
show_as_tooltip = { add_building = vihara_halls_01 }
}
}
else = {
add_character_flag = laamp_city_builder_prayer_hall
scope:city_location = {
show_as_tooltip = { add_building = monastic_schools_01 }
add_building = monastic_schools_01
}
}
add_piety = -400
@ -21565,17 +21380,10 @@ ep3_laamp_decision_event.1137 = { #utilize connections, get prayer hall
option = { #go for it!
name = ep3_laamp_decision_event.1137.b
if = {
limit = { has_variable = city_construction_is_temple_citadel }
add_character_flag = laamp_city_builder_vihara_halls_upgrade
add_character_flag = laamp_city_builder_prayer_hall_upgrade
show_as_tooltip = {
scope:city_location = {
show_as_tooltip = { add_building = vihara_halls_03 }
}
}
else = {
add_character_flag = laamp_city_builder_prayer_hall_upgrade
scope:city_location = {
show_as_tooltip = { add_building = monastic_schools_03 }
add_building = monastic_schools_03
}
}
add_piety = -600