More rel bugs
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125 changed files with 337211 additions and 3069 deletions
502
events/dlc/tgp/tgp_governor_contract_events_2000.txt
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502
events/dlc/tgp/tgp_governor_contract_events_2000.txt
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##########################
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# GOVERNOR CONTRACT EVENTS
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##########################
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namespace = tgp_governor_contract_event
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### Missing Equipment
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# Intro event
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tgp_governor_contract_event.2000 = {
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type = character_event
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title = tgp_governor_contract_event.2000.t
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desc = tgp_governor_contract_event.2000.desc
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theme = administrative
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left_portrait = {
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character = root
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animation = worry
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}
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immediate = {
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# Save the contract
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random_character_active_contract = {
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limit = {
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has_task_contract_type = missing_equipment
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}
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save_scope_as = ongoing_contract
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# Save the location
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task_contract_location = {
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save_scope_as = robbery_location
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}
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}
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# Save the capital location
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top_liege = {
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capital_province = {
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save_scope_as = capital_location
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}
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}
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}
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option = { # Let's pay the workshops a visit.
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name = tgp_governor_contract_event.2000.a
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# Travel to the capital and visit a workshop/production facility
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custom_tooltip = {
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text = tgp_governor_contract_event.2000.a_tt
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governor_contract_travel_or_progress_effect = {
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DESTINATION = scope:capital_location
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ARRIVAL_EVENT = tgp_governor_contract_event.2001
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}
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}
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ai_chance = {
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base = 100
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}
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}
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option = {
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name = tgp_governor_contract_event.2000.b
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scope:ongoing_contract = {
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complete_task_contract = buy_replacements
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}
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ai_chance = {
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base = 0
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modifier = { # The AI may take this if they have A LOT of gold
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add = 100
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short_term_gold >= massive_gold_value
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}
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}
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}
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option = {
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name = tgp_governor_contract_event.2000.c
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scope:ongoing_contract = {
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complete_task_contract = failure_standard
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}
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ai_chance = {
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base = 0
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modifier = { # Pick this only if necessary
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add = 100
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is_available = no
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}
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}
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}
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}
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# Arrival at the workshop
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tgp_governor_contract_event.2001 = {
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type = character_event
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title = tgp_governor_contract_event.2001.t
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desc = tgp_governor_contract_event.2001.desc
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theme = administrative
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override_background = { reference = market }
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left_portrait = {
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character = root
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animation = disapproval
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}
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right_portrait = {
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character = scope:foreman
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animation = reading
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}
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immediate = {
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# Save the contract
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random_character_active_contract = {
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limit = {
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has_task_contract_type = missing_equipment
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}
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save_scope_as = ongoing_contract
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}
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# Save the capital location
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top_liege = {
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capital_province = {
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save_scope_as = capital_location
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}
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}
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# Find/create a foreman for us to talk to
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if = {
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limit = {
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any_pool_character = {
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province = scope:capital_location
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is_physically_able_ai_adult = yes
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}
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}
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random_pool_character = {
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province = scope:capital_location
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limit = {
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is_physically_able_ai_adult = yes
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}
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save_scope_as = foreman
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}
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}
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else = {
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create_character = {
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template = scholar_character
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culture = scope:capital_location.county.culture
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faith = scope:capital_location.county.faith
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location = scope:capital_location
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gender_female_chance = root_faith_dominant_gender_female_chance
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save_scope_as = foreman
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}
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}
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# Check if you have an important relation at the imperial court
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top_liege = {
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if = {
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limit = {
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OR = {
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has_relation_friend = root
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has_relation_lover = root
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is_close_or_extended_family_of = root
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root = { has_hook = prev }
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}
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}
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save_scope_as = court_relation
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}
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else_if = {
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limit = {
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cp:councillor_chancellor ?= {
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OR = {
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has_relation_friend = root
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has_relation_lover = root
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is_close_or_extended_family_of = root
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root = { has_hook = prev }
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}
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}
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}
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cp:councillor_chancellor = { save_scope_as = court_relation }
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}
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else_if = {
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limit = {
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cp:councillor_marshal ?= {
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OR = {
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has_relation_friend = root
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has_relation_lover = root
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is_close_or_extended_family_of = root
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root = { has_hook = prev }
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}
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}
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}
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cp:councillor_marshal = { save_scope_as = court_relation }
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}
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else_if = {
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limit = {
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cp:councillor_steward ?= {
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OR = {
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has_relation_friend = root
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has_relation_lover = root
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is_close_or_extended_family_of = root
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root = { has_hook = prev }
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}
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}
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}
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cp:councillor_steward = { save_scope_as = court_relation }
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}
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else_if = {
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limit = {
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cp:councillor_spymaster ?= {
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OR = {
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has_relation_friend = root
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has_relation_lover = root
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is_close_or_extended_family_of = root
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root = { has_hook = prev }
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}
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}
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}
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cp:councillor_spymaster = { save_scope_as = court_relation }
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}
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else_if = {
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limit = {
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cp:councillor_court_chaplain ?= {
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OR = {
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has_relation_friend = root
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has_relation_lover = root
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is_close_or_extended_family_of = root
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root = { has_hook = prev }
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}
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}
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}
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cp:councillor_court_chaplain = { save_scope_as = court_relation }
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}
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}
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hidden_effect = { # Delay the travel until the events are resolved
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current_travel_plan ?= {
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delay_travel_plan = { days = 180 }
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}
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}
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}
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option = { # A _clerical_ error? [relation] will hear about this...
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name = tgp_governor_contract_event.2001.a
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trigger = {
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exists = scope:court_relation
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}
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custom_tooltip = {
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text = tgp_governor_contract_event.2001.a.tt
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trigger_event = {
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id = tgp_governor_contract_event.2002
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}
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}
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ai_chance = {
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base = 100
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}
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}
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option = { # Surely some additional compensation is in order?
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name = tgp_governor_contract_event.2001.b
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duel = {
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skill = diplomacy
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value = 10
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50 = { # Success
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desc = tgp_governor_contract_event.2001.tt_success_desc
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compare_modifier = {
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value = scope:duel_value
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multiplier = 2.5
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}
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trigger_event = {
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id = tgp_governor_contract_event.2002
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}
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custom_tooltip = tgp_governor_contract_event.2001.tt_success
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}
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50 = { # Failure
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desc = tgp_governor_contract_event.2001.tt_failure_desc
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compare_modifier = {
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value = scope:duel_value
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multiplier = -2.5
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}
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trigger_event = {
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id = tgp_governor_contract_event.2003
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}
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custom_tooltip = tgp_governor_contract_event.2001.tt_failure
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show_as_tooltip = { # Actual deduction is done in follow-up event
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change_influence = medium_influence_loss
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add_prestige = medium_prestige_loss
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}
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}
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}
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stress_impact = {
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content = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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factor = 2
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diplomacy >= good_skill_level
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}
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modifier = {
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factor = 0
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exists = scope:court_relation
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}
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modifier = {
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factor = 0
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has_trait = content
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}
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}
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}
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option = { # It would be unfortunate if your incompetence became public, no?
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name = tgp_governor_contract_event.2001.c
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duel = {
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skill = intrigue
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value = 10
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50 = { # Success
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desc = tgp_governor_contract_event.2001.tt_success_desc
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compare_modifier = {
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value = scope:duel_value
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multiplier = 2.5
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}
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trigger_event = {
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id = tgp_governor_contract_event.2002
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}
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custom_tooltip = tgp_governor_contract_event.2001.tt_success
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}
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50 = { # Failure
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desc = tgp_governor_contract_event.2001.tt_failure_desc
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compare_modifier = {
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value = scope:duel_value
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multiplier = -2.5
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}
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trigger_event = {
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id = tgp_governor_contract_event.2003
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}
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custom_tooltip = tgp_governor_contract_event.2001.tt_failure
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show_as_tooltip = { # Actual deduction is done in follow-up event
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change_influence = medium_influence_loss
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add_prestige = medium_prestige_loss
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}
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}
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}
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stress_impact = {
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compassionate = medium_stress_impact_gain
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}
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ai_chance = {
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base = 0
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modifier = {
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factor = 2
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intrigue >= good_skill_level
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}
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modifier = {
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factor = 1.2
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has_trait = deceitful
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}
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modifier = {
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factor = 0
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has_trait = compassionate
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}
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}
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}
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option = { # Very well. Just make certain that it does.
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name = tgp_governor_contract_event.2001.d
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scope:ongoing_contract = {
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complete_task_contract = offered_replacements
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}
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current_travel_plan ?= { resume_travel_plan = yes }
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ai_chance = {
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base = 50
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modifier = {
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factor = 2
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has_trait = content
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}
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}
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}
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}
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# Workship visit: Success
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tgp_governor_contract_event.2002 = {
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type = character_event
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title = tgp_governor_contract_event.2002.t
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desc = tgp_governor_contract_event.2002.desc
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theme = administrative
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override_background = { reference = market }
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left_portrait = {
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character = root
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animation = schadenfreude
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}
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right_portrait = {
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character = scope:foreman
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animation = obsequious_bow
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}
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immediate = {
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generate_governance_outcome_effect = { OPTIONS = 4 }
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}
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# Special governor trait option
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option = { # Let's secure a number of shipments in the future.
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name = tgp_governor_contract_event.2002.a
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trigger = {
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exists = scope:governance_option_a
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}
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scope:ongoing_contract = {
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complete_task_contract = secure_future_deliveries
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}
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ai_chance = {
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base = 100
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}
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}
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option = { # Secure me your next #EMP two#! shipments.
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name = tgp_governor_contract_event.2002.b
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trigger = { exists = scope:governance_option_b }
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scope:ongoing_contract = {
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complete_task_contract = demand_extra_shipment
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}
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ai_chance = {
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base = 25
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}
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}
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option = { # A monetary compensation is in order.
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name = tgp_governor_contract_event.2002.c
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trigger = { exists = scope:governance_option_c }
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scope:ongoing_contract = {
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complete_task_contract = demand_gold
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}
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ai_chance = {
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base = 25
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}
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}
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option = { # Send me the best equipment you have available.
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name = tgp_governor_contract_event.2002.d
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trigger = { exists = scope:governance_option_d }
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scope:ongoing_contract = {
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complete_task_contract = demand_best_equipment
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}
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ai_chance = {
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base = 25
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}
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}
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after = {
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current_travel_plan ?= { resume_travel_plan = yes }
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}
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}
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# Workship visit: Failure
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tgp_governor_contract_event.2003 = {
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type = character_event
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title = tgp_governor_contract_event.2003.t
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desc = tgp_governor_contract_event.2003.desc
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theme = administrative
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override_background = { reference = market }
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left_portrait = {
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character = root
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animation = disappointed
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}
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right_portrait = {
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character = scope:foreman
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animation = anger
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}
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immediate = {
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}
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option = { # Fine.
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name = tgp_governor_contract_event.2003.a
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scope:ongoing_contract = {
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complete_task_contract = offered_replacements
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}
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change_influence = medium_influence_loss
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add_prestige = medium_prestige_loss
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}
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after = {
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current_travel_plan ?= { resume_travel_plan = yes }
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}
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}
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