This commit is contained in:
Heidesommer 2026-05-25 07:54:55 -04:00
parent 26b04f6db4
commit c6eb868ef4
116 changed files with 69758 additions and 26333 deletions

View file

@ -2664,360 +2664,360 @@ ep3_decisions_event.2090 = {
}
#########################################################
### Restore Backwater Greek Counties Decision Events
### by Chad Uhl
# Event for the Governor when they've completely removed the backwater modifiers
ep3_decisions_event.3000 = {
type = letter_event
opening = ep3_decisions_event.3001.opening
desc = ep3_decisions_event.3000.desc
sender = top_liege
immediate = {
show_as_tooltip = {
every_sub_realm_county = {
limit = {
title_province = {
geographical_region = greek_backwater_modifier_region
}
}
remove_county_modifier = backwater_county_modifier
}
}
}
option = {
name = ep3_decisions_event.3000.a
# Big influence gain
change_influence = massive_influence_gain
# Modifier to improve Stewardship, which in turn improves Governor Efficiency
add_character_modifier = {
modifier = restored_greek_theme_modifier
}
# Let the player know that they are getting boosted governor efficiency
custom_tooltip = restored_greek_theme_gov_efficiency_tt
# Improve relationship with the emperor
reverse_add_opinion = {
target = liege
modifier = impressed_opinion
opinion = 20
}
}
}
# Event for the emperor when all the counties of Greece have been rid of the backwater modifier
ep3_decisions_event.3001 = {
type = character_event
title = ep3_decisions_event.3001.t
desc = ep3_decisions_event.3001.desc
theme = emperor
override_background = { reference = council_chamber }
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:interlocutor
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
}
trigger = {
any_sub_realm_county = {
title_province = { geographical_region = greek_backwater_modifier_region }
}
any_sub_realm_county = {
count = 0
title_province = {
geographical_region = greek_backwater_modifier_region
}
has_county_modifier = backwater_county_modifier
}
}
# If the emperor isn't valid for this event yet, check next year
on_trigger_fail = {
if = { # If the emperor no longer holds any county in this region, then we remove all the modifiers and just call it quits
limit = {
any_sub_realm_county = {
count = 0
title_province = {
geographical_region = greek_backwater_modifier_region
}
}
}
every_county_in_region = {
region = greek_backwater_modifier_region
limit = {
has_county_modifier = backwater_county_modifier
}
remove_county_modifier = backwater_county_modifier
}
}
else = { # If the emperor still holds counties in Greece, we will check all this again in a year to see the status
trigger_event = {
id = ep3_decisions_event.3001
years = 1
}
}
}
immediate = {
# Find an interlocutor
if = {
limit = { exists = cp:councillor_steward }
cp:councillor_steward = { save_scope_as = interlocutor }
}
else_if = {
limit = { exists = cp:councillor_chancellor }
cp:councillor_chancellor = { save_scope_as = interlocutor }
}
else_if = {
limit = {
any_councillor = { }
}
random_councillor = {
save_scope_as = interlocutor
}
}
else = {
ordered_vassal = {
order_by = stewardship
save_scope_as = interlocutor
}
}
# Create the tooltip showing that all the modifiers have been removed
show_as_tooltip = {
custom_tooltip = {
text = every_county_in_greece_tt
every_county_in_region = {
region = greek_backwater_modifier_region
limit = {
holder = {
OR = {
this = root
any_liege_or_above = {
this = root
}
}
}
}
remove_county_modifier = backwater_county_modifier
}
}
}
}
option = { # Celebrate the Empire's wealth and abundance
name = ep3_decisions_event.3001.a
add_legitimacy = minor_legitimacy_gain
change_influence = major_influence_gain
}
}
#########################################################
### 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
}
}
}
}
}
##########################################################
#### Restore Backwater Greek Counties Decision Events
#### by Chad Uhl
#
## Event for the Governor when they've completely removed the backwater modifiers
#ep3_decisions_event.3000 = {
# type = letter_event
# opening = ep3_decisions_event.3001.opening
# desc = ep3_decisions_event.3000.desc
# sender = top_liege
#
# immediate = {
# show_as_tooltip = {
# every_sub_realm_county = {
# limit = {
# title_province = {
# geographical_region = greek_backwater_modifier_region
# }
# }
# remove_county_modifier = backwater_county_modifier
# }
# }
# }
#
# option = {
# name = ep3_decisions_event.3000.a
# # Big influence gain
# change_influence = massive_influence_gain
# # Modifier to improve Stewardship, which in turn improves Governor Efficiency
# add_character_modifier = {
# modifier = restored_greek_theme_modifier
# }
# # Let the player know that they are getting boosted governor efficiency
# custom_tooltip = restored_greek_theme_gov_efficiency_tt
# # Improve relationship with the emperor
# reverse_add_opinion = {
# target = liege
# modifier = impressed_opinion
# opinion = 20
# }
# }
#}
#
## Event for the emperor when all the counties of Greece have been rid of the backwater modifier
#ep3_decisions_event.3001 = {
# type = character_event
# title = ep3_decisions_event.3001.t
# desc = ep3_decisions_event.3001.desc
# theme = emperor
# override_background = { reference = council_chamber }
#
# left_portrait = {
# character = root
# animation = personality_honorable
# }
# right_portrait = {
# character = scope:interlocutor
# 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
# }
#
# trigger = {
# any_sub_realm_county = {
# title_province = { geographical_region = greek_backwater_modifier_region }
# }
# any_sub_realm_county = {
# count = 0
# title_province = {
# geographical_region = greek_backwater_modifier_region
# }
# has_county_modifier = backwater_county_modifier
# }
# }
#
# # If the emperor isn't valid for this event yet, check next year
# on_trigger_fail = {
# if = { # If the emperor no longer holds any county in this region, then we remove all the modifiers and just call it quits
# limit = {
# any_sub_realm_county = {
# count = 0
# title_province = {
# geographical_region = greek_backwater_modifier_region
# }
# }
# }
# every_county_in_region = {
# region = greek_backwater_modifier_region
# limit = {
# has_county_modifier = backwater_county_modifier
# }
# remove_county_modifier = backwater_county_modifier
# }
# }
# else = { # If the emperor still holds counties in Greece, we will check all this again in a year to see the status
# trigger_event = {
# id = ep3_decisions_event.3001
# years = 1
# }
# }
# }
#
# immediate = {
# # Find an interlocutor
# if = {
# limit = { exists = cp:councillor_steward }
# cp:councillor_steward = { save_scope_as = interlocutor }
# }
# else_if = {
# limit = { exists = cp:councillor_chancellor }
# cp:councillor_chancellor = { save_scope_as = interlocutor }
# }
# else_if = {
# limit = {
# any_councillor = { }
# }
# random_councillor = {
# save_scope_as = interlocutor
# }
# }
# else = {
# ordered_vassal = {
# order_by = stewardship
# save_scope_as = interlocutor
# }
# }
#
# # Create the tooltip showing that all the modifiers have been removed
# show_as_tooltip = {
# custom_tooltip = {
# text = every_county_in_greece_tt
# every_county_in_region = {
# region = greek_backwater_modifier_region
# limit = {
# holder = {
# OR = {
# this = root
# any_liege_or_above = {
# this = root
# }
# }
# }
# }
# remove_county_modifier = backwater_county_modifier
# }
# }
# }
# }
#
# option = { # Celebrate the Empire's wealth and abundance
# name = ep3_decisions_event.3001.a
# add_legitimacy = minor_legitimacy_gain
# change_influence = major_influence_gain
# }
#}
#
#
##########################################################
#### 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

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@ -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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