Bugs
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116 changed files with 69758 additions and 26333 deletions
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@ -2664,360 +2664,360 @@ ep3_decisions_event.2090 = {
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}
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#########################################################
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### Restore Backwater Greek Counties Decision Events
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### by Chad Uhl
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# Event for the Governor when they've completely removed the backwater modifiers
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ep3_decisions_event.3000 = {
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type = letter_event
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opening = ep3_decisions_event.3001.opening
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desc = ep3_decisions_event.3000.desc
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sender = top_liege
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immediate = {
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show_as_tooltip = {
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every_sub_realm_county = {
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limit = {
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title_province = {
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geographical_region = greek_backwater_modifier_region
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}
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}
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remove_county_modifier = backwater_county_modifier
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}
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}
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}
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option = {
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name = ep3_decisions_event.3000.a
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# Big influence gain
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change_influence = massive_influence_gain
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# Modifier to improve Stewardship, which in turn improves Governor Efficiency
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add_character_modifier = {
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modifier = restored_greek_theme_modifier
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}
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# Let the player know that they are getting boosted governor efficiency
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custom_tooltip = restored_greek_theme_gov_efficiency_tt
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# Improve relationship with the emperor
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reverse_add_opinion = {
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target = liege
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modifier = impressed_opinion
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opinion = 20
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}
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}
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}
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# Event for the emperor when all the counties of Greece have been rid of the backwater modifier
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ep3_decisions_event.3001 = {
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type = character_event
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title = ep3_decisions_event.3001.t
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desc = ep3_decisions_event.3001.desc
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theme = emperor
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override_background = { reference = council_chamber }
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left_portrait = {
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character = root
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animation = personality_honorable
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}
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right_portrait = {
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character = scope:interlocutor
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triggered_animation = {
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trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
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animation = scepter # anim uses crucifix scepter
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}
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animation = war_over_tie
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}
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trigger = {
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any_sub_realm_county = {
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title_province = { geographical_region = greek_backwater_modifier_region }
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}
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any_sub_realm_county = {
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count = 0
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title_province = {
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geographical_region = greek_backwater_modifier_region
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}
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has_county_modifier = backwater_county_modifier
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}
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}
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# If the emperor isn't valid for this event yet, check next year
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on_trigger_fail = {
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if = { # If the emperor no longer holds any county in this region, then we remove all the modifiers and just call it quits
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limit = {
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any_sub_realm_county = {
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count = 0
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title_province = {
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geographical_region = greek_backwater_modifier_region
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}
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}
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}
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every_county_in_region = {
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region = greek_backwater_modifier_region
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limit = {
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has_county_modifier = backwater_county_modifier
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}
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remove_county_modifier = backwater_county_modifier
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}
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}
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else = { # If the emperor still holds counties in Greece, we will check all this again in a year to see the status
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trigger_event = {
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id = ep3_decisions_event.3001
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years = 1
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}
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}
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}
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immediate = {
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# Find an interlocutor
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if = {
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limit = { exists = cp:councillor_steward }
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cp:councillor_steward = { save_scope_as = interlocutor }
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}
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else_if = {
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limit = { exists = cp:councillor_chancellor }
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cp:councillor_chancellor = { save_scope_as = interlocutor }
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}
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else_if = {
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limit = {
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any_councillor = { }
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}
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random_councillor = {
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save_scope_as = interlocutor
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}
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}
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else = {
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ordered_vassal = {
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order_by = stewardship
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save_scope_as = interlocutor
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}
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}
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# Create the tooltip showing that all the modifiers have been removed
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show_as_tooltip = {
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custom_tooltip = {
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text = every_county_in_greece_tt
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every_county_in_region = {
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region = greek_backwater_modifier_region
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limit = {
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holder = {
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OR = {
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this = root
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any_liege_or_above = {
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this = root
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}
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}
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}
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}
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remove_county_modifier = backwater_county_modifier
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}
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}
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}
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}
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option = { # Celebrate the Empire's wealth and abundance
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name = ep3_decisions_event.3001.a
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add_legitimacy = minor_legitimacy_gain
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change_influence = major_influence_gain
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}
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}
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#########################################################
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### Prepare Greek Fire Dromons
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### by Jason Cantalini
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# Event for the holder of constantinople when they opt into the decision
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ep3_decisions_event.3100 = {
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type = character_event
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title = ep3_decisions_event.3100.t
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desc = ep3_decisions_event.3100.desc
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theme = war
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override_background = { reference = docks }
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left_portrait = {
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character = root
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animation = debating
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}
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right_portrait = {
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character = scope:aide
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triggered_animation = {
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trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
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animation = scepter # anim uses crucifix scepter
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}
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animation = war_over_tie
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}
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immediate = {
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# Find an interlocutor
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if = {
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limit = { exists = cp:councillor_marshal }
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cp:councillor_steward = { save_scope_as = aide }
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}
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else_if = {
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limit = { exists = cp:councillor_steward }
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cp:councillor_chancellor = { save_scope_as = aide }
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}
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else_if = {
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limit = {
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any_councillor = { }
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}
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random_councillor = {
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save_scope_as = aide
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}
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}
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else_if = {
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limit = {
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vassal_count >= 1
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}
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ordered_vassal = {
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order_by = martial
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save_scope_as = aide
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}
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}
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else_if = {
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limit = {
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any_courtier = {
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is_alive = yes
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}
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}
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ordered_courtier = {
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order_by = martial
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save_scope_as = aide
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}
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}
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else = {
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random_pool_character = {
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province = root.capital_province
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limit = {
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is_adult = yes
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}
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save_scope_as = aide
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}
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}
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}
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option = { #Use the city's native capabilities to produce what's needed
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name = ep3_decisions_event.3100.a
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trigger = {
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influence >= major_influence_value
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}
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show_as_unavailable = { influence < massive_influence_value }
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save_scope_as = actor
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add_character_flag = {
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flag = took_greek_fire_decision_flag
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years = 10
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}
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begin_scheme_with_agents_effect = {
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SCHEME_TYPE = prepare_fire_dromons_scheme
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TARGET_TYPE = target_title
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TARGET_SCOPE = root.capital_county
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# Success.
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AGENT_1 = agent_alchemist
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AGENT_2 = agent_draughtsman
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# Speed.
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AGENT_3 = agent_drillmaster
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AGENT_4 = agent_supplier
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AGENT_5 = agent_bureaucrat_title
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}
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custom_tooltip = defensive_fire_dromons_success_tooltip
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custom_tooltip = defensive_fire_dromons_custom_desc
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custom_tooltip = defensive_fire_dromons_buildings_desc
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change_influence = major_influence_loss
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stress_impact = {
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compassionate = medium_stress_impact_gain
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calm = miniscule_stress_impact_gain
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content = miniscule_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_energy = 0.5
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}
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modifier = {
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factor = 0
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influence < massive_influence_value
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}
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modifier = {
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factor = 0
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}
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}
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}
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option = { #Have the latins manufacture ships
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name = ep3_decisions_event.3100.b
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trigger = {
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treasury >= major_gold_value_static_max
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}
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show_as_unavailable = { treasury < massive_gold_value_static_max }
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save_scope_as = actor
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add_character_flag = {
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flag = took_greek_fire_decision_flag
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years = 10
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}
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begin_scheme_with_agents_effect = {
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SCHEME_TYPE = prepare_fire_dromons_scheme
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TARGET_TYPE = target_title
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TARGET_SCOPE = root.capital_county
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# Success.
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AGENT_1 = agent_alchemist
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AGENT_2 = agent_draughtsman
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# Speed.
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AGENT_3 = agent_drillmaster
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AGENT_4 = agent_supplier
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AGENT_5 = agent_bureaucrat_title
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}
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custom_tooltip = defensive_fire_dromons_success_tooltip
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custom_tooltip = defensive_fire_dromons_custom_desc
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custom_tooltip = defensive_fire_dromons_buildings_desc
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remove_treasury_or_gold = major_gold_value_static_max
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stress_impact = {
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compassionate = medium_stress_impact_gain
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paranoid = minor_stress_impact_gain
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calm = miniscule_stress_impact_gain
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content = miniscule_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_greed = -0.5
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}
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modifier = {
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factor = 0
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treasury < massive_gold_value_static_max
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}
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modifier = {
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factor = 0
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OR = {
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has_trait = compassionate
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has_trait = paranoid
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}
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}
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}
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}
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option = { #Actually... never mind
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name = ep3_decisions_event.3100.c
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remove_decision_cooldown = prepare_greek_fire_dromons_decision
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stress_impact = {
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sadistic = minor_stress_impact_gain
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callous = miniscule_stress_impact_gain
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ambitious = miniscule_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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add = 100
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OR = {
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has_trait = compassionate
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has_trait = calm
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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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}
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##########################################################
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#### Restore Backwater Greek Counties Decision Events
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#### by Chad Uhl
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#
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## Event for the Governor when they've completely removed the backwater modifiers
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#ep3_decisions_event.3000 = {
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# type = letter_event
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# opening = ep3_decisions_event.3001.opening
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# desc = ep3_decisions_event.3000.desc
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# sender = top_liege
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#
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# immediate = {
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# show_as_tooltip = {
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# every_sub_realm_county = {
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# limit = {
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# title_province = {
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# geographical_region = greek_backwater_modifier_region
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# }
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# }
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# remove_county_modifier = backwater_county_modifier
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# }
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# }
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# }
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#
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# option = {
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# name = ep3_decisions_event.3000.a
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# # Big influence gain
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# change_influence = massive_influence_gain
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# # Modifier to improve Stewardship, which in turn improves Governor Efficiency
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# add_character_modifier = {
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# modifier = restored_greek_theme_modifier
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# }
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# # Let the player know that they are getting boosted governor efficiency
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# custom_tooltip = restored_greek_theme_gov_efficiency_tt
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# # Improve relationship with the emperor
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# reverse_add_opinion = {
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# target = liege
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# modifier = impressed_opinion
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# opinion = 20
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# }
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# }
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#}
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#
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## Event for the emperor when all the counties of Greece have been rid of the backwater modifier
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#ep3_decisions_event.3001 = {
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# type = character_event
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# title = ep3_decisions_event.3001.t
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# desc = ep3_decisions_event.3001.desc
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# theme = emperor
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# override_background = { reference = council_chamber }
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#
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# left_portrait = {
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# character = root
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# animation = personality_honorable
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# }
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# right_portrait = {
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# character = scope:interlocutor
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# triggered_animation = {
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# trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
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# animation = scepter # anim uses crucifix scepter
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# }
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# animation = war_over_tie
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# }
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#
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# trigger = {
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# any_sub_realm_county = {
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# title_province = { geographical_region = greek_backwater_modifier_region }
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# }
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# any_sub_realm_county = {
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# count = 0
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# title_province = {
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# geographical_region = greek_backwater_modifier_region
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# }
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# has_county_modifier = backwater_county_modifier
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# }
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# }
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#
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# # If the emperor isn't valid for this event yet, check next year
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# on_trigger_fail = {
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# if = { # If the emperor no longer holds any county in this region, then we remove all the modifiers and just call it quits
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# limit = {
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# any_sub_realm_county = {
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# count = 0
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# title_province = {
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# geographical_region = greek_backwater_modifier_region
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# }
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# }
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# }
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# every_county_in_region = {
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# region = greek_backwater_modifier_region
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# limit = {
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# has_county_modifier = backwater_county_modifier
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# }
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# remove_county_modifier = backwater_county_modifier
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# }
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# }
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# else = { # If the emperor still holds counties in Greece, we will check all this again in a year to see the status
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# trigger_event = {
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# id = ep3_decisions_event.3001
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# years = 1
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# }
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# }
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# }
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#
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# immediate = {
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# # Find an interlocutor
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# if = {
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# limit = { exists = cp:councillor_steward }
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# cp:councillor_steward = { save_scope_as = interlocutor }
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# }
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# else_if = {
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# limit = { exists = cp:councillor_chancellor }
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# cp:councillor_chancellor = { save_scope_as = interlocutor }
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# }
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# else_if = {
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# limit = {
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# any_councillor = { }
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# }
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# random_councillor = {
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# save_scope_as = interlocutor
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# }
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# }
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# else = {
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# ordered_vassal = {
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# order_by = stewardship
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# save_scope_as = interlocutor
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# }
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# }
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#
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# # Create the tooltip showing that all the modifiers have been removed
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# show_as_tooltip = {
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# custom_tooltip = {
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# text = every_county_in_greece_tt
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# every_county_in_region = {
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# region = greek_backwater_modifier_region
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# limit = {
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# holder = {
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# OR = {
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# this = root
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# any_liege_or_above = {
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# this = root
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# }
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# }
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# }
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# }
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# remove_county_modifier = backwater_county_modifier
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# }
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# }
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# }
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# }
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#
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# option = { # Celebrate the Empire's wealth and abundance
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# name = ep3_decisions_event.3001.a
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# add_legitimacy = minor_legitimacy_gain
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# change_influence = major_influence_gain
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# }
|
||||
#}
|
||||
#
|
||||
#
|
||||
##########################################################
|
||||
#### Prepare Greek Fire Dromons
|
||||
#### by Jason Cantalini
|
||||
#
|
||||
## Event for the holder of constantinople when they opt into the decision
|
||||
#ep3_decisions_event.3100 = {
|
||||
# type = character_event
|
||||
# title = ep3_decisions_event.3100.t
|
||||
# desc = ep3_decisions_event.3100.desc
|
||||
# theme = war
|
||||
# override_background = { reference = docks }
|
||||
#
|
||||
# left_portrait = {
|
||||
# character = root
|
||||
# animation = debating
|
||||
# }
|
||||
# right_portrait = {
|
||||
# character = scope:aide
|
||||
# triggered_animation = {
|
||||
# trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
|
||||
# animation = scepter # anim uses crucifix scepter
|
||||
# }
|
||||
# animation = war_over_tie
|
||||
# }
|
||||
#
|
||||
# immediate = {
|
||||
# # Find an interlocutor
|
||||
# if = {
|
||||
# limit = { exists = cp:councillor_marshal }
|
||||
# cp:councillor_steward = { save_scope_as = aide }
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = { exists = cp:councillor_steward }
|
||||
# cp:councillor_chancellor = { save_scope_as = aide }
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# any_councillor = { }
|
||||
# }
|
||||
# random_councillor = {
|
||||
# save_scope_as = aide
|
||||
# }
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# vassal_count >= 1
|
||||
# }
|
||||
# ordered_vassal = {
|
||||
# order_by = martial
|
||||
# save_scope_as = aide
|
||||
# }
|
||||
# }
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# any_courtier = {
|
||||
# is_alive = yes
|
||||
# }
|
||||
# }
|
||||
# ordered_courtier = {
|
||||
# order_by = martial
|
||||
# save_scope_as = aide
|
||||
# }
|
||||
# }
|
||||
# else = {
|
||||
# random_pool_character = {
|
||||
# province = root.capital_province
|
||||
# limit = {
|
||||
# is_adult = yes
|
||||
# }
|
||||
# save_scope_as = aide
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# option = { #Use the city's native capabilities to produce what's needed
|
||||
# name = ep3_decisions_event.3100.a
|
||||
# trigger = {
|
||||
# influence >= major_influence_value
|
||||
# }
|
||||
# show_as_unavailable = { influence < massive_influence_value }
|
||||
# save_scope_as = actor
|
||||
# add_character_flag = {
|
||||
# flag = took_greek_fire_decision_flag
|
||||
# years = 10
|
||||
# }
|
||||
# begin_scheme_with_agents_effect = {
|
||||
# SCHEME_TYPE = prepare_fire_dromons_scheme
|
||||
# TARGET_TYPE = target_title
|
||||
# TARGET_SCOPE = root.capital_county
|
||||
# # Success.
|
||||
# AGENT_1 = agent_alchemist
|
||||
# AGENT_2 = agent_draughtsman
|
||||
# # Speed.
|
||||
# AGENT_3 = agent_drillmaster
|
||||
# AGENT_4 = agent_supplier
|
||||
# AGENT_5 = agent_bureaucrat_title
|
||||
# }
|
||||
# custom_tooltip = defensive_fire_dromons_success_tooltip
|
||||
# custom_tooltip = defensive_fire_dromons_custom_desc
|
||||
# custom_tooltip = defensive_fire_dromons_buildings_desc
|
||||
# change_influence = major_influence_loss
|
||||
#
|
||||
# stress_impact = {
|
||||
# compassionate = medium_stress_impact_gain
|
||||
# calm = miniscule_stress_impact_gain
|
||||
# content = miniscule_stress_impact_gain
|
||||
# }
|
||||
# ai_chance = {
|
||||
# base = 100
|
||||
# ai_value_modifier = {
|
||||
# ai_energy = 0.5
|
||||
# }
|
||||
# modifier = {
|
||||
# factor = 0
|
||||
# influence < massive_influence_value
|
||||
# }
|
||||
# modifier = {
|
||||
# factor = 0
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# option = { #Have the latins manufacture ships
|
||||
# name = ep3_decisions_event.3100.b
|
||||
# trigger = {
|
||||
# treasury >= major_gold_value_static_max
|
||||
# }
|
||||
# show_as_unavailable = { treasury < massive_gold_value_static_max }
|
||||
# save_scope_as = actor
|
||||
# add_character_flag = {
|
||||
# flag = took_greek_fire_decision_flag
|
||||
# years = 10
|
||||
# }
|
||||
# begin_scheme_with_agents_effect = {
|
||||
# SCHEME_TYPE = prepare_fire_dromons_scheme
|
||||
# TARGET_TYPE = target_title
|
||||
# TARGET_SCOPE = root.capital_county
|
||||
# # Success.
|
||||
# AGENT_1 = agent_alchemist
|
||||
# AGENT_2 = agent_draughtsman
|
||||
# # Speed.
|
||||
# AGENT_3 = agent_drillmaster
|
||||
# AGENT_4 = agent_supplier
|
||||
# AGENT_5 = agent_bureaucrat_title
|
||||
# }
|
||||
# custom_tooltip = defensive_fire_dromons_success_tooltip
|
||||
# custom_tooltip = defensive_fire_dromons_custom_desc
|
||||
# custom_tooltip = defensive_fire_dromons_buildings_desc
|
||||
# remove_treasury_or_gold = major_gold_value_static_max
|
||||
#
|
||||
# stress_impact = {
|
||||
# compassionate = medium_stress_impact_gain
|
||||
# paranoid = minor_stress_impact_gain
|
||||
# calm = miniscule_stress_impact_gain
|
||||
# content = miniscule_stress_impact_gain
|
||||
# }
|
||||
# ai_chance = {
|
||||
# base = 100
|
||||
# ai_value_modifier = {
|
||||
# ai_greed = -0.5
|
||||
# }
|
||||
# modifier = {
|
||||
# factor = 0
|
||||
# treasury < massive_gold_value_static_max
|
||||
# }
|
||||
# modifier = {
|
||||
# factor = 0
|
||||
# OR = {
|
||||
# has_trait = compassionate
|
||||
# has_trait = paranoid
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# option = { #Actually... never mind
|
||||
# name = ep3_decisions_event.3100.c
|
||||
# remove_decision_cooldown = prepare_greek_fire_dromons_decision
|
||||
# stress_impact = {
|
||||
# sadistic = minor_stress_impact_gain
|
||||
# callous = miniscule_stress_impact_gain
|
||||
# ambitious = miniscule_stress_impact_gain
|
||||
# }
|
||||
# ai_chance = {
|
||||
# base = 0
|
||||
# modifier = {
|
||||
# add = 100
|
||||
# OR = {
|
||||
# has_trait = compassionate
|
||||
# has_trait = calm
|
||||
# has_trait = content
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
#
|
||||
|
||||
#########################################################
|
||||
### Mass Arrests Decision Events
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -44,152 +44,152 @@ ep3_roman_restoration.0001 = {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Should I LARP or nah?
|
||||
ep3_roman_restoration.0100 = {
|
||||
type = character_event
|
||||
window = fullscreen_event
|
||||
title = ep3_roman_restoration.0100.t
|
||||
desc = ep3_roman_restoration.0100.desc
|
||||
theme = emperor
|
||||
override_background = { reference = ep3_fullscreen_restore_rome }
|
||||
|
||||
immediate = {
|
||||
save_scope_as = scoped_emperor
|
||||
}
|
||||
|
||||
option = { # LARP (Hard Mode)
|
||||
name = ep3_roman_restoration.0100.a
|
||||
custom_tooltip = ep3_roman_restoration.hard_mode
|
||||
custom_tooltip = ep3_roman_restoration.end_hard_mode
|
||||
custom_tooltip = ep3_roman_restoration.invasion_cb
|
||||
every_held_title = {
|
||||
limit = {
|
||||
is_head_of_faith = yes
|
||||
}
|
||||
root = {
|
||||
destroy_title = prev
|
||||
}
|
||||
}
|
||||
set_character_faith = faith:hellenic_pagan
|
||||
if = {
|
||||
limit = {
|
||||
faith:hellenic_pagan = { has_doctrine = doctrine_monotheist }
|
||||
}
|
||||
custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
|
||||
}
|
||||
primary_title = { set_state_faith = faith:hellenic_pagan }
|
||||
every_held_title = {
|
||||
custom = custom.every_held_county
|
||||
title_tier = county
|
||||
set_county_faith = faith:hellenic_pagan
|
||||
}
|
||||
every_vassal = {
|
||||
custom = custom.every_vassal
|
||||
limit = {
|
||||
NOT = {
|
||||
any_held_title = {
|
||||
is_head_of_faith = yes # you cannot convert the Ecumenical Patriarch, sorry
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = may_choose_to_convert_hellenic_desc
|
||||
run_interaction = { # We use the same interaction as when creating a new faith to keep a consistent behaviour, since that is essentially what you're doing here
|
||||
interaction = ask_for_conversion_interaction
|
||||
actor = root
|
||||
recipient = this
|
||||
execute_threshold = accept
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = ep3_roman_restoration.household_gods_tenet
|
||||
set_global_variable = household_gods_tenet_unlocked
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = uses_custom_caesar_flavourization_tt
|
||||
set_variable = uses_custom_caesar_flavourization
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
any_owned_story = { type = ep3_story_cycle_restoring_rome }
|
||||
}
|
||||
random_owned_story = {
|
||||
type = ep3_story_cycle_restoring_rome
|
||||
set_variable = roman_empire_hard_mode
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Roleplay option (become Hellenic without Hard Mode)
|
||||
name = ep3_roman_restoration.0100.c
|
||||
custom_tooltip = ep3_roman_restoration.easy_mode
|
||||
every_held_title = {
|
||||
limit = {
|
||||
is_head_of_faith = yes
|
||||
}
|
||||
root = {
|
||||
destroy_title = prev
|
||||
}
|
||||
}
|
||||
set_character_faith = faith:hellenic_pagan
|
||||
if = {
|
||||
limit = {
|
||||
faith:hellenic_pagan = { has_doctrine = doctrine_monotheist }
|
||||
}
|
||||
custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
|
||||
}
|
||||
primary_title = { set_state_faith = faith:hellenic_pagan }
|
||||
every_held_title = {
|
||||
custom = custom.every_held_county
|
||||
title_tier = county
|
||||
set_county_faith = faith:hellenic_pagan
|
||||
}
|
||||
every_vassal = {
|
||||
custom = custom.every_vassal
|
||||
limit = {
|
||||
NOT = {
|
||||
any_held_title = {
|
||||
is_head_of_faith = yes # you cannot convert the Ecumenical Patriarch, sorry
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = may_choose_to_convert_hellenic_desc
|
||||
run_interaction = { # We use the same interaction as when creating a new faith to keep a consistent behaviour, since that is essentially what you're doing here
|
||||
interaction = ask_for_conversion_interaction
|
||||
actor = root
|
||||
recipient = this
|
||||
execute_threshold = accept
|
||||
}
|
||||
}
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = ep3_roman_restoration.household_gods_tenet
|
||||
set_global_variable = household_gods_tenet_unlocked
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = uses_custom_caesar_flavourization_tt
|
||||
set_variable = uses_custom_caesar_flavourization
|
||||
}
|
||||
}
|
||||
|
||||
option = { # Easy Mode
|
||||
name = ep3_roman_restoration.0100.b
|
||||
custom_tooltip = ep3_roman_restoration.easy_mode
|
||||
}
|
||||
|
||||
after = {
|
||||
create_roman_empire_scripted_effect = yes
|
||||
set_nickname_effect = { NICKNAME = nick_the_glorious }
|
||||
# Send narrative fluff to other players (if any).
|
||||
every_player = {
|
||||
limit = { this != root }
|
||||
trigger_event = ep3_roman_restoration.0101
|
||||
}
|
||||
}
|
||||
}
|
||||
#
|
||||
## Should I LARP or nah?
|
||||
#ep3_roman_restoration.0100 = {
|
||||
# type = character_event
|
||||
# window = fullscreen_event
|
||||
# title = ep3_roman_restoration.0100.t
|
||||
# desc = ep3_roman_restoration.0100.desc
|
||||
# theme = emperor
|
||||
# override_background = { reference = ep3_fullscreen_restore_rome }
|
||||
#
|
||||
# immediate = {
|
||||
# save_scope_as = scoped_emperor
|
||||
# }
|
||||
#
|
||||
# option = { # LARP (Hard Mode)
|
||||
# name = ep3_roman_restoration.0100.a
|
||||
# custom_tooltip = ep3_roman_restoration.hard_mode
|
||||
# custom_tooltip = ep3_roman_restoration.end_hard_mode
|
||||
# custom_tooltip = ep3_roman_restoration.invasion_cb
|
||||
# every_held_title = {
|
||||
# limit = {
|
||||
# is_head_of_faith = yes
|
||||
# }
|
||||
# root = {
|
||||
# destroy_title = prev
|
||||
# }
|
||||
# }
|
||||
# set_character_faith = faith:hellenic_pagan
|
||||
# if = {
|
||||
# limit = {
|
||||
# faith:hellenic_pagan = { has_doctrine = doctrine_monotheist }
|
||||
# }
|
||||
# custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
|
||||
# }
|
||||
# primary_title = { set_state_faith = faith:hellenic_pagan }
|
||||
# every_held_title = {
|
||||
# custom = custom.every_held_county
|
||||
# title_tier = county
|
||||
# set_county_faith = faith:hellenic_pagan
|
||||
# }
|
||||
# every_vassal = {
|
||||
# custom = custom.every_vassal
|
||||
# limit = {
|
||||
# NOT = {
|
||||
# any_held_title = {
|
||||
# is_head_of_faith = yes # you cannot convert the Ecumenical Patriarch, sorry
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# custom_tooltip = {
|
||||
# text = may_choose_to_convert_hellenic_desc
|
||||
# run_interaction = { # We use the same interaction as when creating a new faith to keep a consistent behaviour, since that is essentially what you're doing here
|
||||
# interaction = ask_for_conversion_interaction
|
||||
# actor = root
|
||||
# recipient = this
|
||||
# execute_threshold = accept
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# custom_tooltip = {
|
||||
# text = ep3_roman_restoration.household_gods_tenet
|
||||
# set_global_variable = household_gods_tenet_unlocked
|
||||
# }
|
||||
# custom_tooltip = {
|
||||
# text = uses_custom_caesar_flavourization_tt
|
||||
# set_variable = uses_custom_caesar_flavourization
|
||||
# }
|
||||
# if = {
|
||||
# limit = {
|
||||
# any_owned_story = { type = ep3_story_cycle_restoring_rome }
|
||||
# }
|
||||
# random_owned_story = {
|
||||
# type = ep3_story_cycle_restoring_rome
|
||||
# set_variable = roman_empire_hard_mode
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# option = { # Roleplay option (become Hellenic without Hard Mode)
|
||||
# name = ep3_roman_restoration.0100.c
|
||||
# custom_tooltip = ep3_roman_restoration.easy_mode
|
||||
# every_held_title = {
|
||||
# limit = {
|
||||
# is_head_of_faith = yes
|
||||
# }
|
||||
# root = {
|
||||
# destroy_title = prev
|
||||
# }
|
||||
# }
|
||||
# set_character_faith = faith:hellenic_pagan
|
||||
# if = {
|
||||
# limit = {
|
||||
# faith:hellenic_pagan = { has_doctrine = doctrine_monotheist }
|
||||
# }
|
||||
# custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
|
||||
# }
|
||||
# primary_title = { set_state_faith = faith:hellenic_pagan }
|
||||
# every_held_title = {
|
||||
# custom = custom.every_held_county
|
||||
# title_tier = county
|
||||
# set_county_faith = faith:hellenic_pagan
|
||||
# }
|
||||
# every_vassal = {
|
||||
# custom = custom.every_vassal
|
||||
# limit = {
|
||||
# NOT = {
|
||||
# any_held_title = {
|
||||
# is_head_of_faith = yes # you cannot convert the Ecumenical Patriarch, sorry
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# custom_tooltip = {
|
||||
# text = may_choose_to_convert_hellenic_desc
|
||||
# run_interaction = { # We use the same interaction as when creating a new faith to keep a consistent behaviour, since that is essentially what you're doing here
|
||||
# interaction = ask_for_conversion_interaction
|
||||
# actor = root
|
||||
# recipient = this
|
||||
# execute_threshold = accept
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# custom_tooltip = {
|
||||
# text = ep3_roman_restoration.household_gods_tenet
|
||||
# set_global_variable = household_gods_tenet_unlocked
|
||||
# }
|
||||
# custom_tooltip = {
|
||||
# text = uses_custom_caesar_flavourization_tt
|
||||
# set_variable = uses_custom_caesar_flavourization
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# option = { # Easy Mode
|
||||
# name = ep3_roman_restoration.0100.b
|
||||
# custom_tooltip = ep3_roman_restoration.easy_mode
|
||||
# }
|
||||
#
|
||||
# after = {
|
||||
# create_roman_empire_scripted_effect = yes
|
||||
# set_nickname_effect = { NICKNAME = nick_the_glorious }
|
||||
# # Send narrative fluff to other players (if any).
|
||||
# every_player = {
|
||||
# limit = { this != root }
|
||||
# trigger_event = ep3_roman_restoration.0101
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
# Some chucklefuck restored Rome
|
||||
ep3_roman_restoration.0101 = {
|
||||
|
|
|
|||
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Reference in a new issue