unfucking the mod
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1167 changed files with 26982 additions and 13 deletions
696
events/dlc/ep3/ep3_admin_events.txt
Normal file
696
events/dlc/ep3/ep3_admin_events.txt
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namespace = ep3_admin_events
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# Event to notify you that your liege has changed government and is no longer admin
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ep3_admin_events.0001 = {
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type = character_event
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title = ep3_admin_events.0001.t
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desc = {
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desc = ep3_admin_events.0001.intro # Fallback
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first_valid = {
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triggered_desc = {
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trigger = { exists = scope:tribal_gov }
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desc = ep3_admin_events.0001.tribal
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}
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triggered_desc = {
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trigger = { exists = scope:feudal_gov }
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desc = ep3_admin_events.0001.feudal
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}
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triggered_desc = {
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trigger = { exists = scope:clan_gov }
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desc = ep3_admin_events.0001.clan
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}
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desc = ep3_admin_events.0001.fallback
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}
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}
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theme = administrative
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left_portrait = {
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character = root
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triggered_animation = {
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trigger = {
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OR = {
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has_trait = stubborn
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has_trait = paranoid
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}
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}
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animation = worry
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}
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animation = thinking
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}
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right_portrait = {
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character = scope:scribe
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animation = chancellor
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}
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lower_right_portrait = scope:liege
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trigger = {
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is_landed = yes
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}
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immediate = {
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liege = {
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save_scope_as = liege
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switch = {
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trigger = government_has_flag
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government_is_tribal = {
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save_scope_as = tribal_gov
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}
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government_is_feudal = {
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save_scope_as = feudal_gov
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}
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government_is_clan = {
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save_scope_as = clan_gov
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}
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}
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if = {
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limit = {
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NOR = {
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exists = scope:tribal_gov
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exists = scope:feudal_gov
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exists = scope:clan_gov
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}
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}
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save_scope_as = feudal_gov
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}
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if = {
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limit = {
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exists = cp:councillor_chancellor
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cp:councillor_chancellor = { is_available_healthy_ai_adult = yes }
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}
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cp:councillor_chancellor = { save_scope_as = scribe }
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}
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else_if = {
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limit = {
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any_courtier = { is_available_healthy_ai_adult = yes }
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}
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ordered_courtier = {
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limit = {
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is_available_healthy_ai_adult = yes
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}
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order_by = diplomacy
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save_scope_as = scribe
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}
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}
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else = {
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create_character = {
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location = root.capital_province
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template = diplomacy_foreign_affairs_focus_friend_template
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faith = scope:liege.capital_county.faith
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culture = scope:liege.capital_county.culture
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save_scope_as = scribe
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}
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}
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}
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scope:scribe = {
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assign_quirk_effect = yes
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}
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admin_change_government_effect = yes
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}
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option = { # I love change
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name = ep3_admin_events.0001.a
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add_character_modifier = {
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modifier = ep3_admin_change_love
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years = 15
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}
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stress_impact = {
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lazy = medium_stress_impact_loss
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craven = medium_stress_impact_gain
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stubborn = medium_stress_impact_gain
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paranoid = medium_stress_impact_gain
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diligent = 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 = 0
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OR = {
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has_trait = craven
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has_trait = stubborn
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has_trait = paranoid
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has_trait = diligent
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}
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}
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modifier = {
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factor = 2
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has_trait = lazy
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}
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}
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}
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option = { # I hate this
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name = ep3_admin_events.0001.b
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add_character_modifier = {
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modifier = ep3_admin_change_hate
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years = 15
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}
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stress_impact = {
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diligent = medium_stress_impact_loss
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brave = medium_stress_impact_gain
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lazy = medium_stress_impact_gain
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trusting = medium_stress_impact_gain
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fickle = 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 = 0
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OR = {
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has_trait = brave
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has_trait = lazy
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has_trait = trusting
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has_trait = fickle
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}
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}
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modifier = {
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factor = 2
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has_trait = diligent
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}
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}
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}
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option = { # I don't care
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name = ep3_admin_events.0001.c
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ai_chance = {
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base = 200
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}
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}
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}
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ep3_admin_events.0002 = {
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type = character_event
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title = ep3_admin_events.0002.t
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desc = {
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first_valid = {
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triggered_desc = { # Liege
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trigger = { scope:previous_governor ?= root.liege }
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desc = ep3_admin_events.0002.liege
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}
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triggered_desc = { # Same house died
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trigger = {
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scope:previous_governor ?= {
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is_alive = no
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house = root.house
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}
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}
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desc = ep3_admin_events.0002.house_dead
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}
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triggered_desc = { # Same house fired
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trigger = {
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scope:previous_governor ?= {
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is_alive = yes
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house = root.house
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}
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}
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desc = ep3_admin_events.0002.house_alive
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}
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triggered_desc = { # Diff house died
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trigger = {
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scope:previous_governor ?= { is_alive = no }
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}
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desc = ep3_admin_events.0002.dead
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}
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triggered_desc = { # Diff house fired
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trigger = {
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scope:previous_governor ?= { is_alive = yes }
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}
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desc = ep3_admin_events.0002.alive
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}
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desc = ep3_admin_events.0002.new
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}
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first_valid = {
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triggered_desc = { # Same house
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trigger = { scope:previous_governor.house ?= root.house }
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desc = ep3_admin_events.0002.house
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}
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}
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#desc = double_line_break
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first_valid = {
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triggered_desc = {
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trigger = { exists = scope:appointment_succession }
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desc = ep3_admin_events.0002.appointment_succession
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}
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triggered_desc = {
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trigger = { exists = scope:appointment }
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desc = ep3_admin_events.0002.appointment
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}
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triggered_desc = {
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trigger = { exists = scope:conquest }
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desc = ep3_admin_events.0002.conquest
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}
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}
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desc = ep3_admin_events.0002.desc
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}
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theme = administrative
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left_portrait = {
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character = root
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animation = chancellor
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}
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lower_center_portrait = scope:previous_governor
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lower_right_portrait = {
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character = root.liege
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trigger = {
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root.liege != scope:previous_governor
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}
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}
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cooldown = { days = 1 }
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trigger = {
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this != top_liege
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any_held_title = {
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tier = root.highest_held_title_tier
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is_landless_type_title = no
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is_noble_family_title = no
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}
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NOT = { has_character_flag = successful_governorship_elevation }
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}
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immediate = {
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play_sound_effect = "event:/DLC/EP3/SFX/Stingers/Byzantine_Flavor/ep3_mx_sting_byzantineflavor_become_governor"
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ordered_held_title = {
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limit = {
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tier = root.highest_held_title_tier
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is_landless_type_title = no
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is_noble_family_title = no
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}
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save_scope_as = governor_title
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previous_holder ?= { save_scope_as = previous_governor }
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if = {
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limit = {
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recent_history = { type = appointment_succession days = 1 }
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}
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save_scope_as = appointment_succession
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}
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else_if = {
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limit = {
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recent_history = { type = appointment days = 1 }
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}
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save_scope_as = appointment
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}
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else_if = {
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limit = {
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recent_history = { type = conquest days = 1 }
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}
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save_scope_as = conquest
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}
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}
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}
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option = {
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name = ep3_admin_events.0002.prosperity
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trigger = {
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is_landed = yes
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government_has_flag = government_has_merit
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}
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flavor = building_buildings_give_merit_tt
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custom_tooltip = ep3_admin_events.0002.tt
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add_character_modifier = {
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modifier = tgp_diligent_governor_modifier
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years = 3
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}
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stress_impact = {
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lazy = medium_stress_impact_gain
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diligent = miniscule_stress_impact_loss
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}
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ai_chance = {
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base = 0
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}
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}
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option = {
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name = ep3_admin_events.0002.inspection
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trigger = {
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is_landed = yes
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government_has_flag = government_has_merit
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any_held_title = {
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tier = tier_county
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is_landless_type_title = no
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count >= 1
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}
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}
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flavor = inspections_give_merit_tt
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custom_tooltip = ep3_admin_events.0002.tt
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custom_tooltip = ep3_admin_events.0002.tt_inspection
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add_character_flag = free_inspection
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stress_impact = {
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lazy = medium_stress_impact_gain
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diligent = miniscule_stress_impact_loss
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}
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ai_chance = {
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base = 0
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}
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}
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option = {
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name = ep3_admin_events.0002.a
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custom_tooltip = ep3_admin_events.0002.tt
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stress_impact = {
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base = miniscule_stress_impact_loss
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}
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}
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after = {
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if = {
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limit = {
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is_ai = yes
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}
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domicile ?= {
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move_domicile = root.capital_province
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}
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}
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}
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}
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# Your admin liege changed government, and you have to do so as well
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ep3_admin_events.0003 = {
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hidden = yes
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trigger = {
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government_allows = administrative
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}
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immediate = {
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# Let's evaluate and see which event you should get
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if = { # If you are still landed and remain a vassal
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limit = {
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is_landed = yes
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liege != root
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}
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trigger_event = ep3_admin_events.0001
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}
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else_if = { # You are still landed and become independent
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limit = {
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is_landed = yes
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liege = root
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}
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trigger_event = ep3_admin_events.0005
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}
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else_if = { # You became unlanded - Let's go on an adventure!
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limit = { # Assuming you are a player
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is_landed = no
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}
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trigger_event = ep3_admin_events.0004
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}
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}
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}
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# Event to make admin into adventurers
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ep3_admin_events.0004 = {
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type = character_event
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title = ep3_admin_events.0004.t
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desc = {
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desc = ep3_admin_events.0004.desc
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first_valid = {
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triggered_desc = {
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trigger = {
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exists = scope:reacting_spouse
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scope:reacting_spouse = {
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OR = {
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has_trait = gluttonous
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has_trait = greedy
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}
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}
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}
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desc = ep3_admin_events.0004.desc_spouse_very_upset
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}
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triggered_desc = {
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trigger = { exists = scope:reacting_spouse }
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desc = ep3_admin_events.0004.desc_spouse_upset
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}
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}
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}
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theme = landless_adventurer
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override_background = { reference = estate }
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left_portrait = {
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character = root
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triggered_animation = {
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trigger = {
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OR = {
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has_trait = eccentric
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has_trait = brave
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}
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}
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#animation = delirium
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animation = disappointed
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}
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animation = disbelief
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}
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right_portrait = {
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character = scope:reacting_spouse
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triggered_animation = {
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trigger = {
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OR = {
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has_trait = gluttonous
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has_trait = greedy
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}
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}
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animation = crying
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}
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animation = worry
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}
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immediate = {
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if = { # Destroy your noble family title if you have one
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limit = {
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any_held_title = {
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is_noble_family_title = yes
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}
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}
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every_held_title = {
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limit = {
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is_noble_family_title = yes
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}
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save_temporary_scope_as = family_title
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prev = { destroy_title = scope:family_title }
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}
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}
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if = { # Become an adventurer
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limit = { is_ai = no }
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create_landless_adventurer_title_effect = {
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REASON = flag:runaway_allowed
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FLAVOR_CHAR = root
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}
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hidden_effect = {
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contract_passive_spawn_effect = {
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SPAWN_CONTRACTS = 5
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}
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}
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}
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if = { # If you are married, let's save your spouse as a scope for some added flavor
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limit = {
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is_married = yes
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any_spouse = {
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employer = root
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}
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}
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random_spouse = {
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limit = { employer = root }
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save_scope_as = reacting_spouse
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}
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}
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}
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option = {
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name = {
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trigger = {
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exists = scope:reacting_spouse
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scope:reacting_spouse = {
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OR = {
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has_trait = gluttonous
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has_trait = greedy
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}
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}
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}
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text = ep3_admin_events.0004.a
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}
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name = {
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trigger = {
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exists = scope:reacting_spouse
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scope:reacting_spouse = {
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NOR = {
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has_trait = gluttonous
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has_trait = greedy
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}
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}
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}
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text = ep3_admin_events.0004.b
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}
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name = {
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trigger = {
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NOT = { exists = scope:reacting_spouse }
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}
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text = ep3_admin_events.0004.c
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}
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}
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}
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# Notification event that you became independent
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ep3_admin_events.0005 = {
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type = character_event
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title = ep3_admin_events.0005.t
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desc = {
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desc = ep3_admin_events.0005.intro
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first_valid = {
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triggered_desc = {
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trigger = { exists = scope:still_admin }
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desc = ep3_admin_events.0005.desc_still_admin
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}
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desc = ep3_admin_events.0005.desc_lost_admin
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}
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}
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theme = administrative
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left_portrait = {
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character = root
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triggered_animation = {
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trigger = {
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||||
OR = {
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has_trait = fickle
|
||||
has_trait = lazy
|
||||
has_trait = paranoid
|
||||
}
|
||||
}
|
||||
animation = stress
|
||||
}
|
||||
animation = interested
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:messenger
|
||||
animation = chancellor
|
||||
}
|
||||
lower_right_portrait = scope:gov_liege
|
||||
|
||||
immediate = {
|
||||
# Let's find a character to bring us these news
|
||||
if = {
|
||||
limit = {
|
||||
exists = cp:councillor_chancellor
|
||||
cp:councillor_chancellor = { is_available_healthy_ai_adult = yes }
|
||||
}
|
||||
cp:councillor_chancellor = { save_scope_as = messenger }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
any_courtier = { is_available_healthy_ai_adult = yes }
|
||||
}
|
||||
ordered_courtier = {
|
||||
limit = {
|
||||
is_available_healthy_ai_adult = yes
|
||||
}
|
||||
order_by = diplomacy
|
||||
save_scope_as = messenger
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_character = {
|
||||
location = root.capital_province
|
||||
template = diplomacy_foreign_affairs_focus_friend_template
|
||||
faith = root.capital_county.faith
|
||||
culture = root.capital_county.culture
|
||||
save_scope_as = messenger
|
||||
}
|
||||
}
|
||||
|
||||
# Show this to make it clear to the player that you became independent
|
||||
show_as_tooltip = {
|
||||
create_title_and_vassal_change = {
|
||||
type = independency
|
||||
save_scope_as = change
|
||||
add_claim_on_loss = no
|
||||
}
|
||||
becomes_independent = { change = scope:change }
|
||||
resolve_title_and_vassal_change = scope:change
|
||||
}
|
||||
if = { # You are allowed to keep admin as your government
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
culture ?= { has_cultural_parameter = can_adopt_administrative_government_as_kingdom_tier }
|
||||
}
|
||||
save_scope_as = still_admin
|
||||
}
|
||||
else = { # You change your government
|
||||
admin_change_government_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = ep3_admin_events.0005.a
|
||||
# We handle everything in the immediate
|
||||
}
|
||||
}
|
||||
|
||||
# Reception Hall domicile upgrade provides legitimacy
|
||||
# We put it in a delayed event to make sure that we can notify the player of the effect, so they can see it
|
||||
ep3_admin_events.0010 = {
|
||||
hidden = yes
|
||||
|
||||
immediate = {
|
||||
save_scope_as = legitimacy_gainer
|
||||
|
||||
# We first send the notification of the legitimacy being granted
|
||||
house = {
|
||||
every_house_member = {
|
||||
limit = { is_ai = no }
|
||||
send_interface_message = {
|
||||
type = event_toast_effect_good
|
||||
title = ep3_dynasty_legacy_gain_legitimacy_effect_title
|
||||
left_icon = root
|
||||
right_icon = root.primary_title
|
||||
show_as_tooltip = {
|
||||
scope:legitimacy_gainer = { add_legitimacy = house.var:ep3_legacy_legitimacy_counter }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Then we add the actual legitimacy
|
||||
add_legitimacy = house.var:ep3_legacy_legitimacy_counter
|
||||
|
||||
# Finally, let's reset the counter according to building level
|
||||
house = {
|
||||
if = {
|
||||
limit = {
|
||||
house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_04 }
|
||||
}
|
||||
change_variable = {
|
||||
name = ep3_legacy_legitimacy_counter
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_03 }
|
||||
}
|
||||
change_variable = {
|
||||
name = ep3_legacy_legitimacy_counter
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_02 }
|
||||
}
|
||||
change_variable = {
|
||||
name = ep3_legacy_legitimacy_counter
|
||||
multiply = 0.25
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
house_head.domicile ?= { has_domicile_parameter = reception_hall_legitimacy_loss_01 }
|
||||
}
|
||||
change_variable = {
|
||||
name = ep3_legacy_legitimacy_counter
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue