Compare commits

..

No commits in common. "2e180fb2f5d1ba382bba61343daadf66aadae02d" and "c7a79fd01b1b5fc8eaba5e8a93ee129e0bfac59b" have entirely different histories.

17 changed files with 142 additions and 14364 deletions

File diff suppressed because it is too large Load diff

View file

@ -1106,13 +1106,13 @@ HeirMessageInterface = {
NOT = { government_has_flag = government_is_theocracy }
}
}
# text = {
# localization_key = SUCCESSION_EVENT_WINDOW_HEIR_TRAIT_VARANGIAN
# trigger = {
# is_adult = yes
# has_trait = varangian
# }
# }
text = {
localization_key = SUCCESSION_EVENT_WINDOW_HEIR_TRAIT_VARANGIAN
trigger = {
is_adult = yes
has_trait = varangian
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_HEIR_TRAIT_LUNATIC
trigger = {

View file

@ -1,100 +1,100 @@
#### Embrace Tengriism ###
#embrace_tengriism_decision = {
# picture = {
# reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
# }
# decision_group_type = nomad_minor
# desc = embrace_tengriism_decision_desc
# selection_tooltip = embrace_tengriism_decision_tooltip
#
# is_shown = {
# is_playable_character = yes
# government_has_flag = government_is_nomadic
# OR = {
# culture = { has_cultural_pillar = heritage_mongolic }
# culture = { has_cultural_pillar = heritage_turkic }
# domicile.domicile_culture = { has_cultural_pillar = heritage_mongolic }
# domicile.domicile_culture = { has_cultural_pillar = heritage_turkic }
# }
# NOT = {
# faith = faith:tengri_pagan
# }
# #Cheaper to just switch to domicile's tengriism
# trigger_if = {
# limit = {
# exists = domicile.domicile_faith
# }
# NOT = { domicile.domicile_faith = faith:tengri_pagan }
# }
# }
#
# is_valid_showing_failures_only = {
# is_physically_able_adult = yes
# is_at_war = no
# custom_tooltip = {
# text = not_of_a_steppe_faith_tt
# NOT = {
# religion = religion:tengrism_religion
# }
# }
# }
#
# cost = {
# piety = {
# value = {
# add = major_piety_value
# if = { # Cost increases if you're reverting to pagan
# limit = {
# faith = {
# NOT = {
# has_doctrine_parameter = unreformed
# }
# }
# }
# multiply = 4
# }
# }
# }
# }
#
# effect = {
# root.domicile.domicile_culture = { save_scope_as = domicile_culture }
# set_character_faith = faith:tengri_pagan
# domicile = {
# set_domicile_faith = faith:tengri_pagan
# }
# every_held_title = {
# limit = {
# tier = tier_county
# is_landless_type_title = no
# culture = scope:domicile_culture
# }
# set_county_faith = faith:tengri_pagan
# }
# # Spouses convert
# every_spouse = {
# limit = {
# is_courtier_of = root
# NOT = { faith = root.faith }
# }
# add_to_list = spouses_and_family_to_convert
# }
# # Family at court also convert
# every_close_or_extended_family_member = {
# limit = {
# is_courtier_of = root
# NOT = { faith = root.faith }
# }
# add_to_list = spouses_and_family_to_convert
# }
# every_in_list = {
# list = spouses_and_family_to_convert
# set_character_faith = faith:tengri_pagan
# }
# }
#
# ai_check_interval = 0
#}
### Embrace Tengriism ###
embrace_tengriism_decision = {
picture = {
reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
}
decision_group_type = nomad_minor
desc = embrace_tengriism_decision_desc
selection_tooltip = embrace_tengriism_decision_tooltip
is_shown = {
is_playable_character = yes
government_has_flag = government_is_nomadic
OR = {
culture = { has_cultural_pillar = heritage_mongolic }
culture = { has_cultural_pillar = heritage_turkic }
domicile.domicile_culture = { has_cultural_pillar = heritage_mongolic }
domicile.domicile_culture = { has_cultural_pillar = heritage_turkic }
}
NOT = {
faith = faith:tengri_pagan
}
#Cheaper to just switch to domicile's tengriism
trigger_if = {
limit = {
exists = domicile.domicile_faith
}
NOT = { domicile.domicile_faith = faith:tengri_pagan }
}
}
is_valid_showing_failures_only = {
is_physically_able_adult = yes
is_at_war = no
custom_tooltip = {
text = not_of_a_steppe_faith_tt
NOT = {
religion = religion:tengrism_religion
}
}
}
cost = {
piety = {
value = {
add = major_piety_value
if = { # Cost increases if you're reverting to pagan
limit = {
faith = {
NOT = {
has_doctrine_parameter = unreformed
}
}
}
multiply = 4
}
}
}
}
effect = {
root.domicile.domicile_culture = { save_scope_as = domicile_culture }
set_character_faith = faith:tengri_pagan
domicile = {
set_domicile_faith = faith:tengri_pagan
}
every_held_title = {
limit = {
tier = tier_county
is_landless_type_title = no
culture = scope:domicile_culture
}
set_county_faith = faith:tengri_pagan
}
# Spouses convert
every_spouse = {
limit = {
is_courtier_of = root
NOT = { faith = root.faith }
}
add_to_list = spouses_and_family_to_convert
}
# Family at court also convert
every_close_or_extended_family_member = {
limit = {
is_courtier_of = root
NOT = { faith = root.faith }
}
add_to_list = spouses_and_family_to_convert
}
every_in_list = {
list = spouses_and_family_to_convert
set_character_faith = faith:tengri_pagan
}
}
ai_check_interval = 0
}
### Spread [ROOT.Char.GetFaith.GetNameNoTooltip] to your People ###
proselytize_to_your_people_decision = {

View file

@ -4,7 +4,7 @@
base = 1
modifier = { # Reduces frequency for characters with non-matching cultures
factor = 0.33
religion = religion:folkgerman_religion
religion = religion:germanic_religion
NOT = {
culture = { has_cultural_pillar = heritage_north_germanic }

View file

@ -353,9 +353,9 @@ pool_repopulate_martial = {
}
random_list = {
65 = {}
# 15 = {
# add_trait = varangian
# }
15 = {
add_trait = varangian
}
15 = {
add_trait = berserker
}

View file

@ -111,7 +111,7 @@ varangian_template = {
}
gender_female_chance = root_soldier_female_chance
after_creation = {
# add_trait = varangian
add_trait = varangian
add_trait = tourney_participant
add_trait_xp = {
trait = tourney_participant

View file

@ -1861,10 +1861,10 @@ generate_religion_descent_effect = {
}
else_if = {
limit = {
$RELIGION$ = religion:folkgerman_religion
$RELIGION$ = religion:germanic_religion
}
generate_godly_descent_seed_support_effect = {
FAITH = folkgerman
FAITH = germanic
GOD = $GOD$
}
}

View file

@ -364,6 +364,12 @@ can_have_single_heir_dynasty_house_trigger = {
OR = {
this = culture:czech
this = culture:NEOW_slovak
any_parent_culture_or_above = {
this = culture:czech
}
any_parent_culture_or_above = {
this = culture:NEOW_slovak
}
NOT = { has_innovation = innovation_heraldry }
}
}

View file

@ -277,7 +277,7 @@ gruesome_sacrifices_grand_blot_can_continue_trigger = {
}
fp1_valid_norse_faith_for_jomsvikings_trigger = {
religion = religion:folkgerman_religion
religion = religion:germanic_religion
has_doctrine_parameter = unreformed
}

View file

@ -176,7 +176,7 @@ mpo_important_beheaded_warrior_trigger = {
mpo_keep_prisoners_heads_trigger = {
OR = {
# faith.religion = faith:tengri_pagan.religion
faith.religion = faith:tengri_pagan.religion
has_trait = greatest_of_khans
has_trait = nomadic_philosophy
}
@ -744,7 +744,7 @@ mpo_valid_widow_marrier_trigger = {
culture = {
has_cultural_pillar = heritage_turkic
}
# faith.religion = faith:tengri_pagan.religion
faith.religion = faith:tengri_pagan.religion
}
#Can have multiple wives or concubines
faith = {

View file

@ -1,505 +0,0 @@
### DEPRECATED
#story_cycle_house_feud = {
#
# on_setup = {
# ### Scopes
# save_scope_as = house_feud_story
# }
#
# on_end = {
# var:house_feud_house.house_head ?= { save_scope_as = house_feud_rival }
# if = {
# limit = {
# NAND = {
# exists = story_owner.var:house_feud_swapped_house
# story_owner.var:house_feud_swapped_house = var:house_feud_house
# }
# }
# house_feud_end_modifier_effect = yes
# }
# story_owner = {
# save_scope_as = house_feud_ender
# if = {
# limit = { exists = scope:house_feud_rival }
# create_character_memory = {
# type = house_feud_ended_memory
# participants = {
# house_head = scope:house_feud_rival
# }
# }
# }
# house = {
# set_variable = {
# name = house_feud_cooldown
# years = 25
# }
# set_variable = {
# name = house_feud_ended
# years = 1
# }
# hidden_effect = {
# if = {
# limit = {
# any_house_member = { is_alive = yes }
# }
# every_house_member = {
# limit = { is_alive = yes }
# if = {
# limit = {
# exists = scope:house_feud_rival
# scope:house_feud_rival = { is_alive = yes }
# has_opinion_modifier = {
# modifier = house_feud_opinion
# target = scope:house_feud_rival
# }
# }
# remove_opinion = {
# modifier = house_feud_opinion
# target = scope:house_feud_rival
# }
# }
# }
# }
# }
# }
# }
# # Inform target feud has ended
# if = {
# limit = {
# exists = var:house_feud_house.house_head
# var:house_feud_house.house_head = { is_alive = yes }
# }
# story_owner = { save_scope_as = house_feud_attacker }
# var:house_feud_house.house_head = {
# trigger_event = {
# id = bp1_house_feud.0502
# days = 5
# }
# }
# }
# }
#
# on_owner_death = {
# # Transfer to heir
# if = {
# limit = {
# exists = scope:story.var:house_feud_house.house_head
# story_owner = {
# is_playable_character = yes
# exists = player_heir
# }
# }
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner = {
# save_scope_as = old_house_head
# player_heir = { save_scope_as = new_story_owner }
# }
# #transfer_house_feud_story_cycle_to_effect = {
# # CHARACTER = scope:new_story_owner
# # STORY = scope:story
# #}
# }
# # Or destroy
# else = {
# scope:story = { end_story = yes }
# }
# }
#
# # Something happens - random events
# effect_group = {
# years = { 1 2 }
# chance = 50
#
# trigger = {
# exists = var:house_feud_house.house_head
# var:house_feud_house.house_head = { is_alive = yes }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner = {
# trigger_event = { on_action = ongoing_house_feud_events }
# }
# }
# }
# }
#
# #Achieved claim
# effect_group = {
# days = 1
#
# trigger = {
# NOT = { has_variable = house_feud_revenged }
# story_owner = { age >= 9 }
# has_variable = house_feud_reason
# var:house_feud_reason = flag:competing_claim
# has_variable = house_feud_title
# var:house_feud_title = {
# exists = previous_holder.house
# previous_holder.house = scope:story.var:house_feud_house_2_first_head.house
# holder.house = scope:story.story_owner.house
# }
# }
#
#
# }
#
# #Avenged death
# effect_group = {
# days = 1
#
# trigger = {
# NOT = { has_variable = house_feud_revenged }
# story_owner = { age >= 9 }
# has_variable = house_feud_reason
# OR = {
# var:house_feud_reason = flag:head_killed
# var:house_feud_reason = flag:family_killed
# }
# has_variable = house_feud_attacker
# var:house_feud_attacker = {
# is_alive = no
# exists = killer
# killer.house = scope:story.story_owner.house
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# var:house_feud_attacker = { save_scope_as = house_feud_attacker }
# var:house_feud_victim = { save_scope_as = house_feud_victim }
# set_variable = {
# name = house_feud_revenged
# value = scope:house_feud_rival.house
# }
# story_owner = { trigger_event = bp1_house_feud.7001 }
# }
# }
# }
#
# #Count length of the feud
# effect_group = {
# years = 1
#
# trigger = { exists = var:house_feud_length_counter }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# change_variable = {
# name = house_feud_length_counter
# add = 1
# }
# }
# }
# }
#
# #Out of diplo range
# effect_group = {
# days = 1
#
# trigger = {
# story_owner = { save_temporary_scope_as = story_owner_temp }
# var:house_feud_house.house_head ?= {
# is_alive = yes
# NOT = { in_diplomatic_range = scope:story_owner_temp }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# end_story = yes
# }
# }
# }
#
# #Wiped out
# effect_group = {
# days = 1
#
# trigger = {
# story_owner.age >= 9
# house_feud_wiped_out_trigger = yes
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# story_owner = { trigger_event = bp1_house_feud.0830 }
# }
# }
# }
#
# #Not rival with house head
# effect_group = {
# months = { 1 2 }
#
# trigger = {
# story_owner = {
# age >= 9
# trigger_if = {
# limit = { has_variable = house_feud_next_cooldown }
# NOT = { var:house_feud_next_cooldown = scope:story.var:house_feud_house.house_head }
# }
# }
# exists = var:house_feud_house.house_head
# exists = var:house_feud_house_2_first_head
# var:house_feud_house = var:house_feud_house_2_first_head.house
# var:house_feud_house.house_head = {
# is_alive = yes
# age >= 9
# NOT = { has_relation_rival = scope:story.story_owner }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner = { trigger_event = bp1_house_feud.0840 }
# }
# }
# }
#
# #Add opinion modifiers
# effect_group = {
# months = 6
#
# trigger = {
# var:house_feud_house.house_head ?= { save_temporary_scope_as = house_feud_head_temp }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner.house = {
# every_house_member = { trigger_event = bp1_house_feud.0600 }
# }
# }
# }
# }
#
# # Target house can decide to reciprocate
# effect_group = {
# months = 6
# trigger = {
# scope:story.var:house_feud_house.house_head ?= {
# valid_for_feud_events_with_target_trigger = { TARGET = scope:story.story_owner }
# trigger_if = {
# limit = { has_variable = house_feud_reciprocate_cooldown }
# NOT = { var:house_feud_reciprocate_cooldown = scope:story.story_owner.house }
# }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# story_owner = { save_scope_as = house_feud_rival }
# scope:story = { save_scope_as = other_house_feud_story }
# scope:story.var:house_feud_house.house_head = {
# random = {
# chance = 50
# modifier = {
# add = 25
# intrigue > scope:house_feud_rival.intrigue
# }
# modifier = {
# add = 25
# has_relation_nemesis = scope:house_feud_rival
# }
# modifier = {
# add = -25
# has_trait = trusting
# }
# trigger_event = bp1_house_feud.0500
# }
# }
# }
# }
# }
#
# #Murder inform
# effect_group = {
# months = 1
#
# trigger = {
# story_owner.house = {
# any_house_member = {
# opinion = {
# target = scope:story.story_owner
# value >= -25
# }
# NOT = {
# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
# }
# any_secret = {
# secret_type = secret_murder
# secret_target = {
# exists = house
# house = scope:story.var:house_feud_house
# }
# NOT = {
# any_secret_knower = { this = scope:story.story_owner }
# }
# }
# }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# story_owner.house = {
# random_house_member = {
# limit = {
# opinion = {
# target = scope:story.story_owner
# value >= -25
# }
# NOT = {
# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
# }
# }
# random_secret = {
# limit = {
# secret_type = secret_murder
# secret_target = {
# exists = house
# house = scope:story.var:house_feud_house
# }
# NOT = {
# any_secret_knower = { this = scope:story.story_owner }
# }
# }
# reveal_to = scope:story.story_owner
# }
# }
# }
# }
# }
# }
#
# # Cuckoldry inform
# effect_group = {
# months = 1
#
# trigger = {
# story_owner.house = {
# any_house_member = {
# opinion = {
# target = scope:story.story_owner
# value >= -25
# }
# NOT = {
# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
# }
# any_secret = {
# secret_type = secret_lover
# secret_target = {
# exists = house
# house = scope:story.var:house_feud_house
# }
# NOT = {
# any_secret_knower = { this = scope:story.story_owner }
# }
# }
# }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# story_owner.house = {
# random_house_member = {
# limit = {
# opinion = {
# target = scope:story.story_owner
# value >= -25
# }
# NOT = {
# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
# }
# }
# random_secret = {
# limit = {
# secret_type = secret_lover
# secret_target = {
# exists = house
# house = scope:story.var:house_feud_house
# }
# NOT = {
# any_secret_knower = { this = scope:story.story_owner }
# }
# }
# reveal_to = scope:story.story_owner
# }
# }
# }
# }
# }
# }
#
# # Stop AI feuds from going too hard against players
# effect_group = {
# months = 1
# trigger = { always = yes }
#
# triggered_effect = {
# trigger = {
# story_owner = { is_ai = yes }
# var:house_feud_house.house.house_head ?= { is_ai = no }
# # House must be sufficiently large to support a Feud
# var:house_feud_house.house = {
# any_house_member = {
# count < 5
# is_alive = yes
# is_adult = yes
# }
# }
# }
# effect = {
# story_owner = { save_scope_as = story_owner }
# debug_log = "House Feud cancelled against player"
# debug_log_scopes = yes
# end_story = yes
# }
# }
# }
#
# # Maintenance group
# effect_group = {
# months = 1
# trigger = { always = yes }
#
# triggered_effect = {
# trigger = {
# OR = {
# NOT = { exists = var:house_feud_house }
# NOT = { exists = var:house_feud_house_1_first_head }
# NOT = { exists = var:house_feud_house_2_first_head }
# NOT = { exists = var:house_feud_length_counter }
# NOT = { exists = var:house_feud_death_counter }
# NOT = { exists = var:house_feud_kill_counter }
# NOT = { exists = var:house_feud_reason }
# }
# }
# effect = {
# # Variable is missing! Ending story prematurely.
# story_owner = { save_scope_as = story_owner }
# debug_log = "House Feud invalidated"
# debug_log_scopes = yes
# end_story = yes
# }
# }
# }
#}

View file

@ -1613,7 +1613,7 @@ ep3_emperor_yearly.8050 = {
}
}
# Faith
religion:folkgerman_religion = {
religion:germanic_religion = {
any_faith = { num_county_followers >= 1 }
}
}
@ -1677,7 +1677,7 @@ ep3_emperor_yearly.8050 = {
save_scope_as = raider_culture
}
# Faith
religion:folkgerman_religion = {
religion:germanic_religion = {
random_faith = {
limit = { num_county_followers >= 1 }
weight = {

View file

@ -2040,7 +2040,7 @@ fp1_jomsvikings.1001 = {
# If someone reformed Norse paganism, the Jomsvikings lament it.
triggered_desc = {
trigger = {
religion:folkgerman_religion = {
religion:germanic_religion = {
any_faith = {
NOT = { has_doctrine_parameter = unreformed }
}

View file

@ -1733,7 +1733,7 @@ mpo_nomad_events.1012 = {
has_trait = devoted
}
OR = {
# faith.religion = faith:tengri_pagan.religion
faith.religion = faith:tengri_pagan.religion
has_trait = nomadic_philosophy
government_has_flag = government_is_nomadic
}
@ -6774,7 +6774,7 @@ mpo_nomad_events.1091 = {
culture = {
has_cultural_pillar = heritage_turkic
}
# faith.religion = faith:tengri_pagan.religion
faith.religion = faith:tengri_pagan.religion
}
#Can have multiple wives or concubines
faith = {

View file

@ -76,7 +76,7 @@ scripted_trigger warhorse_0002_steppe_trigger = {
culture = {
has_cultural_pillar = heritage_turkic
}
# faith.religion = faith:tengri_pagan.religion
faith.religion = faith:tengri_pagan.religion
}
}

File diff suppressed because it is too large Load diff

View file

@ -1130,9 +1130,20 @@
##d_visegrad ###################################
###c_visegrad
3803 = { #Buda
culture = nepmese
religion = hungarian
holding = castle_holding
culture = avar
religion = tengri_pagan
holding = tribal_holding
890.1.1 = {
religion = nepmese
}
935.1.1 = {
holding = castle_holding
#Date used to switch ti feudal_government in title history
}
950.1.1 = {
culture = hungarian
}
}
522 = { #Pest
holding = church_holding
@ -1237,8 +1248,8 @@
###c_hewes
523 = { #Hewes
culture = hungarian
religion = roman_catholic
culture = avar
religion = tengri_pagan
holding = tribal_holding
935.1.1 = {