unfucking the mod
This commit is contained in:
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cbe3fbcda2
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d887392b56
1167 changed files with 26982 additions and 13 deletions
824
events/dlc/fp3/fp3_yearly_frontier_chains.txt
Normal file
824
events/dlc/fp3/fp3_yearly_frontier_chains.txt
Normal file
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@ -0,0 +1,824 @@
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namespace = fp3_yearly
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scripted_trigger not_steppe_nomad_trigger = {
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culture = {
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NOR = {
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has_cultural_pillar = heritage_mongolic
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has_cultural_pillar = heritage_turkic
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has_cultural_tradition = tradition_horse_lords
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}
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}
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}
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scripted_trigger suitable_nomad_settling_province_trigger = {
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has_holding_type = castle_holding
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barony = {
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is_under_holy_order_lease = no
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#is_capital_barony = no
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}
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}
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fp3_yearly.8888 = { #Nomads story cycle
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type = character_event
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title = fp3_yearly.8888.t
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desc = fp3_yearly.8888.desc
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theme = vassal
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left_portrait = {
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character = scope:upset_vassal
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animation = anger
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}
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right_portrait = {
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character = root
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animation = personality_rational
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triggered_animation = {
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trigger = {
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diplomacy >= decent_skill_rating
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}
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animation = personality_honorable
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}
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}
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lower_left_portrait = {
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character = scope:possibly_capable_marshal
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}
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lower_right_portrait = {
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character = scope:turkic_leader
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}
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trigger = {
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#standard checks
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has_fp3_dlc_trigger = yes
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root.capital_province = { geographical_region = world_persian_empire }
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is_available_at_peace_adult = yes
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#event fluff triggers
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not_steppe_nomad_trigger = yes
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NOT = { has_character_flag = had_turkic_tribe_story } #since this event starts the story
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exists = cp:councillor_marshal
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cp:councillor_marshal = {
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NOT = { has_trait = craven }
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is_ai = yes
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}
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any_vassal = {
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not_steppe_nomad_trigger = yes
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is_ai = yes
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NOT = {
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this = root.cp:councillor_marshal
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}
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any_held_county = {
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any_county_province = {
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geographical_region = dlc_fp3_eastern_persian_frontier_regions
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NOT = { terrain = steppe }
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}
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}
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}
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any_held_county = { any_county_province = { suitable_nomad_settling_province_trigger = yes } }
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}
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cooldown = { years = 50 }
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immediate = {
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random_vassal = {
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limit = {
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not_steppe_nomad_trigger = yes
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is_ai = yes
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NOT = {
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this = root.cp:councillor_marshal
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}
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any_held_county = {
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any_county_province = {
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geographical_region = dlc_fp3_eastern_persian_frontier_regions
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NOT = { terrain = steppe }
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}
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}
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}
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save_scope_as = upset_vassal
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random_held_county = {
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limit = {
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any_county_province = {
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geographical_region = dlc_fp3_eastern_persian_frontier_regions
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NOT = { terrain = steppe }
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}
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}
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save_scope_as = nomads_county
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}
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}
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random_held_county = {
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limit = {
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any_county_province = { suitable_nomad_settling_province_trigger = yes }
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}
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save_scope_as = nomads_new_county #for use in the claim the former_master might get
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}
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scope:nomads_new_county = {
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random_county_province = {
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limit = { suitable_nomad_settling_province_trigger = yes }
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barony = { save_scope_as = nomads_barony }
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}
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}
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cp:councillor_marshal = { save_scope_as = possibly_capable_marshal }
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scope:nomads_county = {
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add_county_modifier = {
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modifier = fp3_nomad_friction_county_modifier
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years = 50
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}
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}
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create_character = {
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location = root.capital_province
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template = fp3_turko-mongol_leader
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save_scope_as = turkic_leader
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}
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}
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option = {
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name = fp3_yearly.8888.a
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duel = {
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skill = diplomacy
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value = average_skill_rating
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20 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 2
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}
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root = {
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custom_tooltip = fp3_treating_with_turks.success.tt
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trigger_event = {
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id = fp3_yearly.8889
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days = { 2 3 }
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}
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}
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}
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20 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -1
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}
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custom_tooltip = fp3_treating_with_turks.failure.tt
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send_interface_toast = {
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title = fp3_treating_with_turks_toast.failure
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left_icon = root
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}
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}
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}
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scope:upset_vassal = {
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if = {
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limit = {
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OR = { #if he's diplomatically minded, he'll appreciate this
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has_trait = forgiving
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has_trait = trusting
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has_trait = compassionate
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has_diplomacy_lifestyle_trait_trigger = yes
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}
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}
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add_opinion = {
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target = root
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opinion = 20
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modifier = respect_opinion
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}
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}
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else = {
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add_opinion = { #but otherwise, they're not on board
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target = root
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opinion = -10
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modifier = fp3_treats_with_barbarians_opinion
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}
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}
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}
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scope:possibly_capable_marshal = {
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add_opinion = {
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target = root
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opinion = -10
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modifier = disappointed_opinion
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}
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}
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stress_impact = {
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craven = medium_stress_impact_gain
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lazy = medium_stress_impact_gain
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shy = medium_stress_impact_gain
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gregarious = minor_stress_impact_loss
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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_sociability = 0.5
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ai_boldness = 1
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ai_compassion = 0.5
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}
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}
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}
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option = {
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name = fp3_yearly.8888.b
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scope:upset_vassal = {
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add_opinion = {
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target = root
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opinion = 20
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modifier = grateful_opinion
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}
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}
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scope:possibly_capable_marshal = {
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add_opinion = {
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target = root
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opinion = 10
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modifier = trusted_me_opinion
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}
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}
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scope:possibly_capable_marshal = {
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duel = {
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skill = martial
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value = average_skill_rating
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20 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 2
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}
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root = {
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custom_tooltip = fp3_fighting_turks.success.tt
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trigger_event = {
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id = fp3_yearly.8890
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days = { 2 3 }
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}
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}
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}
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20 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -1
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}
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root = {
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custom_tooltip = fp3_fighting_turks.failure.tt
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send_interface_toast = {
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title = fp3_fighting_turks_toast.failure
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left_icon = scope:possibly_capable_marshal
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}
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}
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}
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}
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}
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stress_impact = {
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compassionate = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_boldness = 1
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ai_vengefulness = 0.5
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}
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}
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}
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option = { #Ignore the issue
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name = fp3_yearly.8888.c
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scope:upset_vassal = {
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add_opinion = {
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target = root
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opinion = -20
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modifier = angry_opinion
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}
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}
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scope:possibly_capable_marshal = {
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add_opinion = {
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target = root
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opinion = -10
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modifier = disappointed_opinion
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}
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}
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stress_impact = {
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ambitious = minor_stress_impact_gain
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diligent = minor_stress_impact_gain
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just = minor_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 = -1
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}
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}
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}
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}
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fp3_yearly.8889 = { #Nomads story cycle
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type = character_event
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title = fp3_yearly.8889.t
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desc = fp3_yearly.8889.desc
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theme = vassal
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left_portrait = {
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character = scope:turkic_leader
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animation = disapproval
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}
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right_portrait = {
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character = root
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animation = drink_goblet
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triggered_animation = {
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trigger = {
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diplomacy >= decent_skill_rating
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NOR = {
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has_trait = callous
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has_trait = wrathful
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has_trait = vengeful
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}
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}
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animation = personality_compassionate
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}
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}
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lower_left_portrait = {
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character = scope:upset_vassal
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}
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override_background = { reference = wilderness }
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trigger = {
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#standard checks
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is_available_adult = yes
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#event not breaking sanity triggers
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exists = scope:upset_vassal
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scope:upset_vassal = { is_alive = yes }
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exists = scope:turkic_leader
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scope:turkic_leader = { is_alive = yes }
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exists = scope:nomads_county
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exists = scope:nomads_new_county
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}
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option = {
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name = fp3_yearly.8889.a
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if = {
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limit = {
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scope:upset_vassal = {
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NOT = {
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has_relation_rival = root
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has_relation_nemesis = root
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}
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}
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}
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root = {
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progress_towards_rival_effect = {
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CHARACTER = scope:upset_vassal
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REASON = rival_let_hostile_nomads_roam_free
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OPINION = -20
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}
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}
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}
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else = {
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scope:upset_vassal = {
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add_opinion = {
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target = root
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opinion = -40
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modifier = hate_opinion
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}
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}
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}
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add_courtier = scope:turkic_leader
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spawn_army = {
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men_at_arms = {
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type = horse_archers
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stacks = 1
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}
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location = root.capital_province
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war_keep_on_attacker_victory = yes
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uses_supply = yes
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inheritable = no
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save_scope_as = horsemen_army
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name = turkic_tribal_event_troops
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}
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#This is needed to make the story cycle able to pick up the scopes
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set_variable = {
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name = turkic_leader
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value = scope:turkic_leader
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}
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set_variable = {
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name = upset_vassal
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value = scope:upset_vassal
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}
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set_variable = {
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name = nomads_county
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value = scope:nomads_county
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}
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set_variable = {
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name = nomads_new_county
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value = scope:nomads_new_county
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}
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create_story = turkic_tribe_story
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stress_impact = {
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paranoid = medium_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_sociability = 0.4
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ai_boldness = 0.7
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ai_vengefulness = 0.3
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}
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}
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}
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option = {
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name = fp3_yearly.8889.b
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scope:upset_vassal = {
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add_opinion = {
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target = root
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opinion = -10
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modifier = disappointed_opinion
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}
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}
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add_courtier = scope:turkic_leader
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spawn_army = {
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men_at_arms = {
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type = horse_archers
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stacks = 1
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}
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location = root.capital_province
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war_keep_on_attacker_victory = yes
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uses_supply = yes
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inheritable = no
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save_scope_as = horsemen_army
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name = turkic_tribal_event_troops
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}
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#This is needed to make the story cycle able to pick up the scopes
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set_variable = {
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name = turkic_leader
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value = scope:turkic_leader
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}
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set_variable = {
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name = upset_vassal
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value = scope:upset_vassal
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}
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set_variable = {
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name = nomads_county
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value = scope:nomads_county
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}
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set_variable = {
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name = nomads_new_county
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value = scope:nomads_new_county
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}
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create_story = turkic_tribe_story
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scope:nomads_county = {
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remove_county_modifier = fp3_nomad_friction_county_modifier
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}
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scope:nomads_new_county = {
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add_county_modifier = {
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modifier = fp3_nomad_friction_county_modifier
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years = 30
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}
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}
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stress_impact = {
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generous = medium_stress_impact_loss
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content = medium_stress_impact_gain
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paranoid = medium_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_sociability = 0.6
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ai_boldness = 1
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ai_compassion = 0.2
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}
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}
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}
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option = { #no deal
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name = fp3_yearly.8889.c
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scope:upset_vassal = {
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add_opinion = {
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target = root
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opinion = 20
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modifier = pleased_opinion
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}
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}
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stress_impact = {
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ambitious = medium_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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ai_vengefulness = 0.5
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}
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}
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}
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}
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fp3_yearly.8890 = { #Nomads story cycle
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type = character_event
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title = fp3_yearly.8890.t
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desc = {
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desc = fp3_yearly.8890.desc_beginning
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first_valid = {
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triggered_desc = {
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trigger = {
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scope:upset_vassal = {
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AND = {
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ai_compassion < medium_positive_ai_value
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ai_vengefulness > medium_positive_ai_value
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}
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}
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}
|
||||
desc = fp3_yearly.8890_brutal_demands
|
||||
}
|
||||
desc = fp3_yearly.8890_nonbrutal_demands
|
||||
}
|
||||
desc = fp3_yearly.8890.desc_ending
|
||||
}
|
||||
|
||||
|
||||
theme = vassal
|
||||
left_portrait = {
|
||||
character = scope:turkic_leader
|
||||
animation = prisonhouse
|
||||
}
|
||||
right_portrait = {
|
||||
character = root
|
||||
animation = personality_rational
|
||||
triggered_animation = {
|
||||
trigger = {
|
||||
diplomacy < high_skill_rating
|
||||
NOR = {
|
||||
has_trait = compassionate
|
||||
has_trait = forgiving
|
||||
has_trait = just
|
||||
}
|
||||
}
|
||||
animation = personality_callous
|
||||
}
|
||||
}
|
||||
lower_left_portrait = {
|
||||
character = scope:upset_vassal
|
||||
}
|
||||
|
||||
lower_right_portrait = {
|
||||
character = scope:possibly_capable_marshal
|
||||
}
|
||||
|
||||
trigger = {
|
||||
|
||||
#standard checks
|
||||
is_available_adult = yes
|
||||
|
||||
#event not breaking sanity triggers
|
||||
exists = scope:upset_vassal
|
||||
scope:upset_vassal = { is_alive = yes }
|
||||
|
||||
exists = scope:turkic_leader
|
||||
scope:turkic_leader = { is_alive = yes }
|
||||
|
||||
exists = scope:nomads_county
|
||||
|
||||
exists = scope:nomads_new_county
|
||||
}
|
||||
|
||||
option = {
|
||||
name = fp3_yearly.8890.a
|
||||
|
||||
|
||||
scope:upset_vassal = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = -15
|
||||
modifier = fp3_suspicious_motives_opinion
|
||||
}
|
||||
}
|
||||
|
||||
add_courtier = scope:turkic_leader
|
||||
|
||||
add_hook = {
|
||||
type = indebted_hook
|
||||
target = scope:turkic_leader
|
||||
}
|
||||
|
||||
spawn_army = {
|
||||
men_at_arms = {
|
||||
type = horse_archers
|
||||
stacks = 1
|
||||
}
|
||||
location = root.capital_province
|
||||
war_keep_on_attacker_victory = yes
|
||||
uses_supply = yes
|
||||
inheritable = no
|
||||
save_scope_as = horsemen_army
|
||||
name = turkic_tribal_event_troops
|
||||
}
|
||||
|
||||
#This is needed to make the story cycle able to pick up the scopes
|
||||
set_variable = {
|
||||
name = turkic_leader
|
||||
value = scope:turkic_leader
|
||||
}
|
||||
set_variable = {
|
||||
name = upset_vassal
|
||||
value = scope:upset_vassal
|
||||
}
|
||||
set_variable = {
|
||||
name = nomads_county
|
||||
value = scope:nomads_county
|
||||
}
|
||||
set_variable = {
|
||||
name = nomads_new_county
|
||||
value = scope:nomads_new_county
|
||||
}
|
||||
|
||||
create_story = turkic_tribe_story
|
||||
|
||||
scope:nomads_county = {
|
||||
remove_county_modifier = fp3_nomad_friction_county_modifier
|
||||
}
|
||||
|
||||
scope:nomads_new_county = {
|
||||
add_county_modifier = {
|
||||
modifier = fp3_nomad_friction_county_modifier
|
||||
years = 30
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
content = medium_stress_impact_gain
|
||||
paranoid = medium_stress_impact_gain
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_boldness = 0.5
|
||||
ai_rationality = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = { #execute the nomad leader
|
||||
name = fp3_yearly.8890.b
|
||||
|
||||
add_dread = medium_dread_gain
|
||||
|
||||
scope:upset_vassal = {
|
||||
if = {
|
||||
limit = {
|
||||
AND = { #if they're cruel, he'll enjoy this
|
||||
ai_compassion < 0
|
||||
ai_vengefulness > medium_positive_ai_value
|
||||
}
|
||||
}
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = 30
|
||||
modifier = fp3_very_very_pleased_opinion
|
||||
}
|
||||
}
|
||||
else = {
|
||||
add_opinion = { #but otherwise, they're not on board
|
||||
target = root
|
||||
opinion = -10
|
||||
modifier = fp3_went_too_far_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
scope:turkic_leader = {
|
||||
death = {
|
||||
death_reason = death_execution
|
||||
killer = root
|
||||
}
|
||||
}
|
||||
|
||||
random_list = {
|
||||
50 = {
|
||||
send_interface_toast = {
|
||||
title = nomad_friction_gone.tt
|
||||
left_icon = root
|
||||
|
||||
scope:nomads_county = { remove_county_modifier = fp3_nomad_friction_county_modifier }
|
||||
}
|
||||
}
|
||||
50 = {
|
||||
send_interface_toast = {
|
||||
title = nomad_friction_active.tt
|
||||
left_icon = root
|
||||
|
||||
scope:nomads_county = {
|
||||
add_county_modifier = {
|
||||
modifier = fp3_vengeful_nomads_county_modifier
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
compassionate = medium_stress_impact_gain
|
||||
just = medium_stress_impact_gain
|
||||
arbitrary = medium_stress_impact_loss
|
||||
sadistic = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_vengefulness = 0.5
|
||||
ai_compassion = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = fp3_yearly.8890.c
|
||||
|
||||
add_dread = minor_dread_gain
|
||||
|
||||
scope:turkic_leader = {
|
||||
hard_imprison_character_effect = {
|
||||
TARGET = this
|
||||
IMPRISONER = root
|
||||
}
|
||||
}
|
||||
|
||||
scope:upset_vassal = {
|
||||
add_opinion = {
|
||||
target = root
|
||||
opinion = 20
|
||||
modifier = pleased_opinion
|
||||
}
|
||||
}
|
||||
|
||||
random = {
|
||||
chance = 75
|
||||
send_interface_toast = {
|
||||
title = nomad_friction_gone.tt
|
||||
left_icon = root
|
||||
|
||||
scope:nomads_county = { remove_county_modifier = fp3_nomad_friction_county_modifier }
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
stress_impact = {
|
||||
compassionate = minor_stress_impact_gain
|
||||
just = minor_stress_impact_gain
|
||||
arbitrary = minor_stress_impact_loss
|
||||
cynical = minor_stress_impact_loss
|
||||
}
|
||||
|
||||
ai_chance = {
|
||||
base = 100
|
||||
ai_value_modifier = {
|
||||
ai_vengefulness = 0.5
|
||||
ai_rationality = 1
|
||||
ai_compassion = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue