diff --git a/common/accolade_names/00_accolade_names.txt b/common/accolade_names/00_accolade_names.txt index 1b09f416..7586f7c8 100644 --- a/common/accolade_names/00_accolade_names.txt +++ b/common/accolade_names/00_accolade_names.txt @@ -2952,10 +2952,10 @@ accolade_knight_of_god = { trigger = { NOR = { faith.religion = religion:finnic_religion -# faith.religion = religion:north_african_religion -# faith.religion = religion:paganism_religion -# faith.religion = religion:west_african_religion -# faith.religion = religion:west_african_roog_religion + faith.religion = religion:north_african_religion + faith.religion = religion:paganism_religion + faith.religion = religion:west_african_religion + faith.religion = religion:west_african_roog_religion } } desc = accolade_good_god @@ -2967,6 +2967,7 @@ accolade_knight_of_god = { potential = { exists = liege religion = liege.religion + NOT = { faith.religion = religion:west_african_bori_religion } } } @@ -4301,14 +4302,14 @@ accolade_the_knight_of_aspect = { } desc = accolade_of_true_culture_virtue } -# triggered_desc = { -# trigger = { -# liege ?= { -# faith.religion = religion:tengrism_religion -# } -# } -# desc = accolade_of_the_wind_horse -# } + triggered_desc = { + trigger = { + liege ?= { + faith.religion = religion:tengrism_religion + } + } + desc = accolade_of_the_wind_horse + } triggered_desc = { trigger = { scope:accolade_type = { diff --git a/common/activities/activity_types/coronation.txt b/common/activities/activity_types/coronation.txt index cb1e8210..479a965f 100644 --- a/common/activities/activity_types/coronation.txt +++ b/common/activities/activity_types/coronation.txt @@ -3875,10 +3875,10 @@ #Ruler faith matches scope:host = { OR = { -# religion = religion:tengrism_religion + religion = religion:tengrism_religion religion = religion:hungaric_religion -# religion = religion:siberian_religion -# religion = religion:kamuyism_religion + religion = religion:siberian_religion + religion = religion:kamuyism_religion AND = { religion = religion:buddhism_religion scope:activity.activity_location ?= { diff --git a/common/activities/activity_types/pilgrimage.txt b/common/activities/activity_types/pilgrimage.txt index c606853f..a2d92642 100644 --- a/common/activities/activity_types/pilgrimage.txt +++ b/common/activities/activity_types/pilgrimage.txt @@ -2883,10 +2883,10 @@ trigger = { scope:host = { OR = { -# religion = religion:tengrism_religion + religion = religion:tengrism_religion religion = religion:hungaric_religion -# religion = religion:siberian_religion -# religion = religion:kamuyism_religion + religion = religion:siberian_religion + religion = religion:kamuyism_religion } } } @@ -3002,12 +3002,12 @@ environment = "environment_event_forest" ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" } -# background = { -# trigger = { scope:host.religion = religion:tengrism_religion } -# texture = "gfx/interface/illustrations/event_scenes/forest.dds" -# environment = "environment_event_forest" -# ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" -# } + background = { + trigger = { scope:host.religion = religion:tengrism_religion } + texture = "gfx/interface/illustrations/event_scenes/forest.dds" + environment = "environment_event_forest" + ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day" + } #Fallback background = { diff --git a/common/casus_belli_types/00_religious_war.txt b/common/casus_belli_types/00_religious_war.txt index fd057ff6..5a8b472b 100644 --- a/common/casus_belli_types/00_religious_war.txt +++ b/common/casus_belli_types/00_religious_war.txt @@ -113,25 +113,25 @@ tier = tier_county is_landless_type_title = no } -# # Filter for struggles -# trigger_if = { -# limit = { -# scope:attacker = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# } -# scope:defender = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# } -# } -# are_holy_wars_disabled_in_struggle_phase_trigger = yes -# } -# are_holy_wars_disabled_by_struggle_conciliation_trigger = no # Disabled against other involved faiths in FP2 Conciliation ending + # Filter for struggles + trigger_if = { + limit = { + scope:attacker = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + } + } + scope:defender = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + } + } + } + are_holy_wars_disabled_in_struggle_phase_trigger = yes + } + are_holy_wars_disabled_by_struggle_conciliation_trigger = no # Disabled against other involved faiths in FP2 Conciliation ending } @@ -685,24 +685,24 @@ religious_war = { } } # Filter for struggles -# trigger_if = { -# limit = { -# scope:attacker = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# } -# scope:defender = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# } -# } -# are_holy_wars_disabled_in_struggle_phase_trigger = yes -# } -# are_holy_wars_disabled_by_struggle_conciliation_trigger = no # Disabled against other involved faiths in FP2 Conciliation ending + trigger_if = { + limit = { + scope:attacker = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + } + } + scope:defender = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + } + } + } + are_holy_wars_disabled_in_struggle_phase_trigger = yes + } + are_holy_wars_disabled_by_struggle_conciliation_trigger = no # Disabled against other involved faiths in FP2 Conciliation ending } should_invalidate = { @@ -1286,25 +1286,25 @@ major_religious_war = { is_landless_type_title = no } # Filter for struggles -# trigger_if = { -# limit = { -# scope:attacker = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# } -# scope:defender = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# } -# } -# are_holy_wars_disabled_in_struggle_phase_trigger = yes -# } -# are_holy_wars_disabled_by_struggle_conciliation_trigger = no # Disabled against other involved faiths in FP2 Conciliation ending -# + trigger_if = { + limit = { + scope:attacker = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + } + } + scope:defender = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + } + } + } + are_holy_wars_disabled_in_struggle_phase_trigger = yes + } + are_holy_wars_disabled_by_struggle_conciliation_trigger = no # Disabled against other involved faiths in FP2 Conciliation ending + scope:target = { trigger_if = { limit = { diff --git a/common/character_interactions/00_character_interactions.txt b/common/character_interactions/00_character_interactions.txt index e2d1d8a2..9bab5fc7 100644 --- a/common/character_interactions/00_character_interactions.txt +++ b/common/character_interactions/00_character_interactions.txt @@ -806,21 +806,21 @@ offer_vassalization_interaction = { } } -# modifier = { # Iberian Struggle, less likely for outsiders to vassalize inside -# add = -35 -# desc = iberian_struggle_reason_reason -# trigger = { -# scope:actor = { -# NOT = { -# any_character_struggle = { is_struggle_type = iberian_struggle } -# } -# } -# scope:recipient = { -# any_character_struggle = { is_struggle_type = iberian_struggle } -# } -# } -# } -# + modifier = { # Iberian Struggle, less likely for outsiders to vassalize inside + add = -35 + desc = iberian_struggle_reason_reason + trigger = { + scope:actor = { + NOT = { + any_character_struggle = { is_struggle_type = iberian_struggle } + } + } + scope:recipient = { + any_character_struggle = { is_struggle_type = iberian_struggle } + } + } + } + modifier = { #Ageism modifier vs kids. desc = offer_vassalization_interaction_aibehavior_child_tt trigger = { diff --git a/common/character_interactions/00_gift.txt b/common/character_interactions/00_gift.txt index 938131a4..b06b8dc1 100644 --- a/common/character_interactions/00_gift.txt +++ b/common/character_interactions/00_gift.txt @@ -747,18 +747,18 @@ gift_interaction = { } } -# modifier = { -# add = 100 -# scope:actor = { -# is_at_war = no -# has_trait = fp3_struggle_supporter -# any_character_struggle = { is_struggle_type = persian_struggle } -# } -# scope:recipient = { -# title:d_sunni.holder ?= this -# gold < 0 -# } -# } + modifier = { + add = 100 + scope:actor = { + is_at_war = no + has_trait = fp3_struggle_supporter + any_character_struggle = { is_struggle_type = persian_struggle } + } + scope:recipient = { + title:d_sunni.holder ?= this + gold < 0 + } + } # Nomads are slightly less likely to do this since they'd prefer to send Herd instead modifier = { diff --git a/common/character_interactions/00_marriage_interactions.txt b/common/character_interactions/00_marriage_interactions.txt index 92e32f77..bdd108ef 100644 --- a/common/character_interactions/00_marriage_interactions.txt +++ b/common/character_interactions/00_marriage_interactions.txt @@ -995,32 +995,32 @@ arrange_marriage_interaction = { localization = MARRIAGE_HOOK } -# send_option = { # FP3 -# is_shown = { -# scope:actor = { -# any_character_struggle = { -# is_struggle_type = persian_struggle -# has_struggle_phase_parameter = can_trade_piety_for_marriage_acceptance -# } -# } -# } -# is_valid = { -# scope:actor = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = persian_struggle -# } -# } -# scope:recipient = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = persian_struggle -# } -# } -# } -# flag = piety_cost_reduction -# localization = TRADE_PIETY_FOR_BETTER_AI_ACCEPTANCE -# } + send_option = { # FP3 + is_shown = { + scope:actor = { + any_character_struggle = { + is_struggle_type = persian_struggle + has_struggle_phase_parameter = can_trade_piety_for_marriage_acceptance + } + } + } + is_valid = { + scope:actor = { + any_character_struggle = { + involvement = involved + is_struggle_type = persian_struggle + } + } + scope:recipient = { + any_character_struggle = { + involvement = involved + is_struggle_type = persian_struggle + } + } + } + flag = piety_cost_reduction + localization = TRADE_PIETY_FOR_BETTER_AI_ACCEPTANCE + } send_option = { # EP3 Influence is_shown = { # Actor must have a government that uses influence diff --git a/common/character_interactions/00_scheme_interactions.txt b/common/character_interactions/00_scheme_interactions.txt index 87542de4..aea3fb7d 100644 --- a/common/character_interactions/00_scheme_interactions.txt +++ b/common/character_interactions/00_scheme_interactions.txt @@ -842,62 +842,62 @@ befriend_interaction = { # Struggle modifier = { -# scope:actor = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# phase_has_catalyst = catalyst_became_friend_lover_with_character -# } -# } -# scope:recipient = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# phase_has_catalyst = catalyst_became_friend_lover_with_character -# } -# } -# add = { -# value = 0 -# if = { -# limit = { -# scope:actor = { -# has_character_flag = agenda_towards_deescalation -# trait_compatibility = { -# target = scope:recipient -# value >= low_positive_trait_compatibility -# } -# } -# scope:recipient = { -# has_character_flag = agenda_towards_deescalation -# } -# } -# add = 200 -# } -# else_if = { -# limit = { -# scope:actor = { -# has_character_flag = agenda_towards_deescalation -# trait_compatibility = { -# target = scope:recipient -# value >= low_positive_trait_compatibility -# } -# } -# } -# add = 50 -# } -# else_if = { -# limit = { -# scope:actor = { -# has_character_flag = agenda_towards_escalation -# } -# } -# add = -200 -# } -# else = { -# add = 10 -# } -# } -# } + scope:actor = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + phase_has_catalyst = catalyst_became_friend_lover_with_character + } + } + scope:recipient = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + phase_has_catalyst = catalyst_became_friend_lover_with_character + } + } + add = { + value = 0 + if = { + limit = { + scope:actor = { + has_character_flag = agenda_towards_deescalation + trait_compatibility = { + target = scope:recipient + value >= low_positive_trait_compatibility + } + } + scope:recipient = { + has_character_flag = agenda_towards_deescalation + } + } + add = 200 + } + else_if = { + limit = { + scope:actor = { + has_character_flag = agenda_towards_deescalation + trait_compatibility = { + target = scope:recipient + value >= low_positive_trait_compatibility + } + } + } + add = 50 + } + else_if = { + limit = { + scope:actor = { + has_character_flag = agenda_towards_escalation + } + } + add = -200 + } + else = { + add = 10 + } + } + } modifier = { factor = 25 @@ -1402,52 +1402,52 @@ seduce_interaction = { } } -# # Struggle -# modifier = { -# scope:recipient = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# phase_has_catalyst = catalyst_became_friend_lover_with_character -# } -# } -# scope:actor = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# phase_has_catalyst = catalyst_became_friend_lover_with_character -# } -# } -# add = { -# value = 0 -# if = { -# limit = { -# scope:actor = { -# has_character_flag = agenda_towards_deescalation -# trait_compatibility = { -# target = scope:recipient -# value >= low_positive_trait_compatibility -# } -# } -# scope:recipient = { -# has_character_flag = agenda_towards_deescalation -# } -# } -# add = 50 -# } -# else_if = { -# limit = { -# scope:actor = { -# has_character_flag = agenda_towards_escalation -# } -# } -# add = -200 -# } -# else = { -# add = 5 -# } -# } -# } + # Struggle + modifier = { + scope:recipient = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + phase_has_catalyst = catalyst_became_friend_lover_with_character + } + } + scope:actor = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + phase_has_catalyst = catalyst_became_friend_lover_with_character + } + } + add = { + value = 0 + if = { + limit = { + scope:actor = { + has_character_flag = agenda_towards_deescalation + trait_compatibility = { + target = scope:recipient + value >= low_positive_trait_compatibility + } + } + scope:recipient = { + has_character_flag = agenda_towards_deescalation + } + } + add = 50 + } + else_if = { + limit = { + scope:actor = { + has_character_flag = agenda_towards_escalation + } + } + add = -200 + } + else = { + add = 5 + } + } + } modifier = { factor = 1.25 @@ -1843,25 +1843,25 @@ court_interaction = { ai_potential = { is_adult = yes -# trigger_if = { -# limit = { -# NOR = { -# culture = { -# has_cultural_parameter = ai_romance_scheme_increase -# } -# AND = { -# has_character_flag = agenda_towards_deescalation -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character -# } -# } -# } -# } -# ai_honor >= high_positive_ai_value -# ai_compassion >= low_positive_ai_value -# } + trigger_if = { + limit = { + NOR = { + culture = { + has_cultural_parameter = ai_romance_scheme_increase + } + AND = { + has_character_flag = agenda_towards_deescalation + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character + } + } + } + } + ai_honor >= high_positive_ai_value + ai_compassion >= low_positive_ai_value + } highest_held_title_tier > tier_barony NOR = { has_trait = celibate @@ -1881,69 +1881,69 @@ court_interaction = { -# # Struggle -# modifier = { -# scope:actor = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character -# } -# } -# scope:recipient = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character -# } -# } -# add = { -# value = 0 -# if = { -# limit = { -# scope:actor = { -# has_character_flag = agenda_towards_deescalation -# } -# scope:recipient = { -# has_character_flag = agenda_towards_deescalation -# } -# } -# add = 25 -# } -# else_if = { -# limit = { -# scope:actor = { -# has_character_flag = agenda_towards_escalation -# } -# } -# add = -200 -# } -# else = { -# add = 5 -# } -# } -# } + # Struggle + modifier = { + scope:actor = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character + } + } + scope:recipient = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character + } + } + add = { + value = 0 + if = { + limit = { + scope:actor = { + has_character_flag = agenda_towards_deescalation + } + scope:recipient = { + has_character_flag = agenda_towards_deescalation + } + } + add = 25 + } + else_if = { + limit = { + scope:actor = { + has_character_flag = agenda_towards_escalation + } + } + add = -200 + } + else = { + add = 5 + } + } + } + + modifier = { # Motivate AI's to use it on catalyst providers exclusively + add = -50 + scope:actor = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character + } + } + scope:recipient = { + NOT = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character + } + } + } + } -# modifier = { # Motivate AI's to use it on catalyst providers exclusively -# add = -50 -# scope:actor = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character -# } -# } -# scope:recipient = { -# NOT = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character -# } -# } -# } -# } -# opinion_modifier = { opinion_target = scope:recipient multiplier = 0.4 diff --git a/common/character_interactions/00_vassal_interactions.txt b/common/character_interactions/00_vassal_interactions.txt index 22f18606..9103ce07 100644 --- a/common/character_interactions/00_vassal_interactions.txt +++ b/common/character_interactions/00_vassal_interactions.txt @@ -3295,71 +3295,71 @@ vassal_claim_liege_title_interaction = { } # Agenda impact -# modifier = { -# scope:actor = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# } -# add = { -# value = 0 -# if = { -# limit = { -# scope:actor = { -# any_character_struggle = { -# phase_has_catalyst = catalyst_gain_claim_on_title_fp2 -# } -# has_character_flag = agenda_towards_escalation -# } -# } -# add = 200 -# } -# else_if = { -# limit = { -# scope:actor = { -# any_character_struggle = { -# phase_has_catalyst = catalyst_gain_claim_on_title_fp2 -# } -# } -# } -# add = -100 -# } -# } -# } -# -# modifier = { -# scope:actor = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = persian_struggle -# } -# } -# add = { -# value = 0 -# if = { -# limit = { -# scope:actor = { -# any_character_struggle = { -# phase_has_catalyst = catalyst_gain_claim_on_title_fp3 -# } -# has_trait = fp3_struggle_detractor -# } -# } -# add = 200 -# } -# else_if = { -# limit = { -# scope:actor = { -# any_character_struggle = { -# phase_has_catalyst = catalyst_gain_claim_on_title_fp3 -# } -# } -# } -# add = -100 -# } -# } -# } + modifier = { + scope:actor = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + } + } + add = { + value = 0 + if = { + limit = { + scope:actor = { + any_character_struggle = { + phase_has_catalyst = catalyst_gain_claim_on_title_fp2 + } + has_character_flag = agenda_towards_escalation + } + } + add = 200 + } + else_if = { + limit = { + scope:actor = { + any_character_struggle = { + phase_has_catalyst = catalyst_gain_claim_on_title_fp2 + } + } + } + add = -100 + } + } + } + + modifier = { + scope:actor = { + any_character_struggle = { + involvement = involved + is_struggle_type = persian_struggle + } + } + add = { + value = 0 + if = { + limit = { + scope:actor = { + any_character_struggle = { + phase_has_catalyst = catalyst_gain_claim_on_title_fp3 + } + has_trait = fp3_struggle_detractor + } + } + add = 200 + } + else_if = { + limit = { + scope:actor = { + any_character_struggle = { + phase_has_catalyst = catalyst_gain_claim_on_title_fp3 + } + } + } + add = -100 + } + } + } modifier = { factor = 0.25 diff --git a/common/character_interactions/03_fp2_interactions.txt b/common/character_interactions/03_fp2_interactions.txt index e8ba3871..938dd6e4 100644 --- a/common/character_interactions/03_fp2_interactions.txt +++ b/common/character_interactions/03_fp2_interactions.txt @@ -2692,30 +2692,30 @@ incite_revolts_interaction = { has_relation_rival = scope:recipient } } -# # Only available during Opportunity, Hostility and Tension phases -# scope:actor = { -# any_character_struggle = { -# involvement = involved -# has_struggle_phase_parameter = unlocks_incite_revolts_interaction -# # Can only target involved -# is_secondary_character_involvement_involved_trigger = { CHAR = scope:recipient } -# } -# } -# AND = { -# scope:actor = { -# has_trait = fp3_struggle_detractor -# any_character_struggle = { -# involvement = involved -# is_struggle_type = persian_struggle -# } -# } -# scope:recipient = { -# any_character_struggle = { -# is_struggle_type = persian_struggle -# involvement = involved -# } -# } -# } + # Only available during Opportunity, Hostility and Tension phases + scope:actor = { + any_character_struggle = { + involvement = involved + has_struggle_phase_parameter = unlocks_incite_revolts_interaction + # Can only target involved + is_secondary_character_involvement_involved_trigger = { CHAR = scope:recipient } + } + } + AND = { + scope:actor = { + has_trait = fp3_struggle_detractor + any_character_struggle = { + involvement = involved + is_struggle_type = persian_struggle + } + } + scope:recipient = { + any_character_struggle = { + is_struggle_type = persian_struggle + involvement = involved + } + } + } scope:actor.domicile ?= { has_domicile_parameter = can_use_incite_revolts } @@ -3026,18 +3026,18 @@ incite_revolts_interaction = { ai_potential = { short_term_gold >= medium_gold_value OR = { -# any_character_struggle = { -# has_struggle_phase_parameter = unlocks_incite_revolts_interaction -# involvement = involved -# OR = { -# is_struggle_phase = struggle_iberia_phase_opportunity -# is_struggle_phase = struggle_iberia_phase_hostility -# } -# } -# any_character_struggle = { -# is_struggle_type = persian_struggle -# involvement = involved -# } + any_character_struggle = { + has_struggle_phase_parameter = unlocks_incite_revolts_interaction + involvement = involved + OR = { + is_struggle_phase = struggle_iberia_phase_opportunity + is_struggle_phase = struggle_iberia_phase_hostility + } + } + any_character_struggle = { + is_struggle_type = persian_struggle + involvement = involved + } domicile ?= { has_domicile_parameter = can_use_incite_revolts } @@ -5075,26 +5075,26 @@ invite_foreign_ruler_to = { # Interaction deprecated by new activity planning system always = no -# scope:actor != scope:recipient -# # Scope:actor needs to either be involved in certain struggle types or else have a specific perk. -# scope:actor = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# } -# # Scope:recipient must be landed, and neither over or under scope:actor. -# scope:recipient = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# is_playable_character = yes -# NOR = { -# any_liege_or_above = { this = scope:actor } -# any_vassal_or_below = { this = scope:actor } -# } -# } + scope:actor != scope:recipient + # Scope:actor needs to either be involved in certain struggle types or else have a specific perk. + scope:actor = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle +} + } + # Scope:recipient must be landed, and neither over or under scope:actor. + scope:recipient = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + } + is_playable_character = yes + NOR = { + any_liege_or_above = { this = scope:actor } + any_vassal_or_below = { this = scope:actor } + } + } } is_valid_showing_failures_only = { diff --git a/common/character_interactions/09_mpo_interactions.txt b/common/character_interactions/09_mpo_interactions.txt index bebcfec3..319c8577 100644 --- a/common/character_interactions/09_mpo_interactions.txt +++ b/common/character_interactions/09_mpo_interactions.txt @@ -667,20 +667,20 @@ } } -# modifier = { # Iberian Struggle, less likely for outsiders to vassalize inside -# add = -35 -# desc = iberian_struggle_reason_reason -# trigger = { -# scope:actor = { -# NOT = { -# any_character_struggle = { is_struggle_type = iberian_struggle } -# } -# } -# scope:recipient = { -# any_character_struggle = { is_struggle_type = iberian_struggle } -# } -# } -# } + modifier = { # Iberian Struggle, less likely for outsiders to vassalize inside + add = -35 + desc = iberian_struggle_reason_reason + trigger = { + scope:actor = { + NOT = { + any_character_struggle = { is_struggle_type = iberian_struggle } + } + } + scope:recipient = { + any_character_struggle = { is_struggle_type = iberian_struggle } + } + } + } modifier = { #Ageism modifier vs kids. desc = offer_vassalization_interaction_aibehavior_child_tt @@ -9008,20 +9008,20 @@ mpo_offer_submission_or_ruin = { } } -# modifier = { # Iberian Struggle, less likely for outsiders to vassalize inside -# add = -35 -# desc = iberian_struggle_reason_reason -# trigger = { -# scope:actor = { -# NOT = { -# any_character_struggle = { is_struggle_type = iberian_struggle } -# } -# } -# scope:recipient = { -# any_character_struggle = { is_struggle_type = iberian_struggle } -# } -# } -# } + modifier = { # Iberian Struggle, less likely for outsiders to vassalize inside + add = -35 + desc = iberian_struggle_reason_reason + trigger = { + scope:actor = { + NOT = { + any_character_struggle = { is_struggle_type = iberian_struggle } + } + } + scope:recipient = { + any_character_struggle = { is_struggle_type = iberian_struggle } + } + } + } modifier = { #Ageism modifier vs kids. desc = offer_vassalization_interaction_aibehavior_child_tt diff --git a/common/coat_of_arms/template_lists/coa_templates.txt b/common/coat_of_arms/template_lists/coa_templates.txt index d2587b07..23eee5e1 100644 --- a/common/coat_of_arms/template_lists/coa_templates.txt +++ b/common/coat_of_arms/template_lists/coa_templates.txt @@ -176,7 +176,7 @@ AND = { OR = { # scope:faith = faith:nestorian -# scope:religion = religion:tengrism_religion + scope:religion = religion:tengrism_religion scope:religion = religion:zoroastrianism_religion scope:religion = religion:hungaric_religion AND = { @@ -209,7 +209,7 @@ AND = { OR = { # scope:faith = faith:nestorian -# scope:religion = religion:tengrism_religion + scope:religion = religion:tengrism_religion scope:religion = religion:zoroastrianism_religion scope:religion = religion:hungaric_religion AND = { @@ -232,7 +232,7 @@ AND = { OR = { # scope:faith = faith:nestorian -# scope:religion = religion:tengrism_religion + scope:religion = religion:tengrism_religion scope:religion = religion:zoroastrianism_religion scope:religion = religion:hungaric_religion AND = { diff --git a/common/coat_of_arms/template_lists/colored_emblem_lists.txt b/common/coat_of_arms/template_lists/colored_emblem_lists.txt index ce969384..cd8ae5ec 100644 --- a/common/coat_of_arms/template_lists/colored_emblem_lists.txt +++ b/common/coat_of_arms/template_lists/colored_emblem_lists.txt @@ -1618,24 +1618,24 @@ colored_emblem_texture_lists = { 5000 = "ce_star_sassanian.dds" 5000 = "ce_triskel_sassanian.dds" } -# special_selection = { -# trigger = { -# scope:faith = faith:nestorian -# } -# 20000 = "ce_tamgha_nestorian_01.dds" -# 20000 = "ce_tamgha_nestorian_02.dds" -# 20000 = "ce_nestorian_tamgha_trinity.dds" -# 20000 = "ce_nestorian_tamgha_chalice.dds" -# 20000 = "ce_nestorian_tamgha_cross_hill.dds" -# 20000 = "ce_cross_armenian.dds" -# 20000 = "ce_cross_greek.dds" -# 20000 = "ce_cross_pisan.dds" -# 20000 = "ce_nestorian_cross.dds" -# 20000 = "ce_nestorian_cross_lotus.dds" -# 20000 = "ce_nestorian_bird.dds" -# 20000 = "ce_nestorian_gammate_cross.dds" -# 20000 = "ce_nestorian_cross_birds.dds" -# } + special_selection = { + trigger = { + scope:faith = faith:nestorian + } + 20000 = "ce_tamgha_nestorian_01.dds" + 20000 = "ce_tamgha_nestorian_02.dds" + 20000 = "ce_nestorian_tamgha_trinity.dds" + 20000 = "ce_nestorian_tamgha_chalice.dds" + 20000 = "ce_nestorian_tamgha_cross_hill.dds" + 20000 = "ce_cross_armenian.dds" + 20000 = "ce_cross_greek.dds" + 20000 = "ce_cross_pisan.dds" + 20000 = "ce_nestorian_cross.dds" + 20000 = "ce_nestorian_cross_lotus.dds" + 20000 = "ce_nestorian_bird.dds" + 20000 = "ce_nestorian_gammate_cross.dds" + 20000 = "ce_nestorian_cross_birds.dds" + } special_selection = { # Jewish Khazars trigger = { scope:faith.religion = religion:judaism_religion @@ -1713,41 +1713,41 @@ colored_emblem_texture_lists = { 1000 = "ce_african_otumfuo.dds" 1000 = "ce_african_tamfo.dds" -# special_selection = { -# trigger = { # Serere -# scope:faith.religion = religion:west_african_roog_religion -# } -# 2000 = "ce_african_jaaniw.dds" -# 2000 = "ce_religion_african_roog_sene.dds" -# 2000 = "ce_african_koh.dds" -# 2000 = "ce_african_hidoox.dds" -# 2000 = "ce_african_ja_ir.dds" -# 2000 = "ce_bull_passant.dds" -# 2000 = "ce_antelope.dds" -# 2000 = "ce_camel.dds" -# # Raampa symbols, totemic animals : camel, antelope, lion, hare etc -# } -# special_selection = { # Hausa -# trigger = { -# scope:faith.religion = religion:west_african_bori_religion -# } -# 1000 = "ce_arewa_knot.dds" -# 1000 = "ce_hausa_cross.dds" -# 1000 = "ce_hausa_knot.dds" -# } -# special_selection = { # Mandé -# trigger = { -# scope:faith.religion = religion:west_african_religion -# } -# 1000 = "ce_kanaga.dds" -# 1000 = "ce_african_munun_ti.dds" -# 1000 = "ce_african_mende.dds" -# 1000 = "ce_african_venus.dds" -# 1000 = "ce_african_fu_ti.dds" -# 1000 = "ce_african_kara.dds" -# 1000 = "ce_african_kile.dds" -# 1000 = "ce_african_karaka.dds" -# } + special_selection = { + trigger = { # Serere + scope:faith.religion = religion:west_african_roog_religion + } + 2000 = "ce_african_jaaniw.dds" + 2000 = "ce_religion_african_roog_sene.dds" + 2000 = "ce_african_koh.dds" + 2000 = "ce_african_hidoox.dds" + 2000 = "ce_african_ja_ir.dds" + 2000 = "ce_bull_passant.dds" + 2000 = "ce_antelope.dds" + 2000 = "ce_camel.dds" + # Raampa symbols, totemic animals : camel, antelope, lion, hare etc + } + special_selection = { # Hausa + trigger = { + scope:faith.religion = religion:west_african_bori_religion + } + 1000 = "ce_arewa_knot.dds" + 1000 = "ce_hausa_cross.dds" + 1000 = "ce_hausa_knot.dds" + } + special_selection = { # Mandé + trigger = { + scope:faith.religion = religion:west_african_religion + } + 1000 = "ce_kanaga.dds" + 1000 = "ce_african_munun_ti.dds" + 1000 = "ce_african_mende.dds" + 1000 = "ce_african_venus.dds" + 1000 = "ce_african_fu_ti.dds" + 1000 = "ce_african_kara.dds" + 1000 = "ce_african_kile.dds" + 1000 = "ce_african_karaka.dds" + } } african_geometrical_charge_list = { 1000 = "ce_african_pattern_dancetty.dds" diff --git a/common/council_tasks/00_court_chaplain_tasks.txt b/common/council_tasks/00_court_chaplain_tasks.txt index c760726c..8bafc148 100644 --- a/common/council_tasks/00_court_chaplain_tasks.txt +++ b/common/council_tasks/00_court_chaplain_tasks.txt @@ -1508,21 +1508,21 @@ task_fabricate_claim = { } } # Misc Bonuses -# if = { # FP3 -# limit = { -# scope:councillor_liege = { -# any_character_struggle = { -# is_struggle_type = persian_struggle -# is_struggle_phase = struggle_persia_phase_unrest -# } -# } -# } -# add = { # +25% of total -# value = scope:councillor.court_chaplain_fabricate_claim_base_total -# divide = 4 -# desc = FABRICATE_CLAIM_ANY_STRUGGLE_BONUS -# } -# } + if = { # FP3 + limit = { + scope:councillor_liege = { + any_character_struggle = { + is_struggle_type = persian_struggle + is_struggle_phase = struggle_persia_phase_unrest + } + } + } + add = { # +25% of total + value = scope:councillor.court_chaplain_fabricate_claim_base_total + divide = 4 + desc = FABRICATE_CLAIM_ANY_STRUGGLE_BONUS + } + } if = { limit = { scope:councillor_liege = { @@ -1784,63 +1784,63 @@ task_fabricate_claim = { add = 100 } -# # Agenda impact -# if = { -# limit = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# } -# add = { -# value = 0 -# if = { -# limit = { -# any_character_struggle = { -# phase_has_catalyst = catalyst_gain_claim_on_title_fp2 -# } -# has_character_flag = agenda_towards_escalation -# } -# add = 200 -# } -# else_if = { -# limit = { -# any_character_struggle = { -# phase_has_catalyst = catalyst_gain_claim_on_title_fp2 -# } -# } -# add = -100 -# } -# } -# } -# -# if = { -# limit = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = persian_struggle -# } -# } -# add = { -# value = 0 -# if = { -# limit = { -# any_character_struggle = { -# phase_has_catalyst = catalyst_gain_claim_on_title_fp3 -# } -# has_trait = fp3_struggle_detractor -# } -# add = 200 -# } -# else_if = { -# limit = { -# any_character_struggle = { -# phase_has_catalyst = catalyst_gain_claim_on_title_fp3 -# } -# } -# add = -100 -# } -# } -# } + # Agenda impact + if = { + limit = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + } + } + add = { + value = 0 + if = { + limit = { + any_character_struggle = { + phase_has_catalyst = catalyst_gain_claim_on_title_fp2 + } + has_character_flag = agenda_towards_escalation + } + add = 200 + } + else_if = { + limit = { + any_character_struggle = { + phase_has_catalyst = catalyst_gain_claim_on_title_fp2 + } + } + add = -100 + } + } + } + + if = { + limit = { + any_character_struggle = { + involvement = involved + is_struggle_type = persian_struggle + } + } + add = { + value = 0 + if = { + limit = { + any_character_struggle = { + phase_has_catalyst = catalyst_gain_claim_on_title_fp3 + } + has_trait = fp3_struggle_detractor + } + add = 200 + } + else_if = { + limit = { + any_character_struggle = { + phase_has_catalyst = catalyst_gain_claim_on_title_fp3 + } + } + add = -100 + } + } + } } } diff --git a/common/council_tasks/00_steward_tasks.txt b/common/council_tasks/00_steward_tasks.txt index 2392367f..7b5d53a9 100644 --- a/common/council_tasks/00_steward_tasks.txt +++ b/common/council_tasks/00_steward_tasks.txt @@ -1477,14 +1477,14 @@ task_promote_culture = { limit = { scope:councillor_liege = { has_character_flag = no_ai_culture_convert -# NAND = { # ignore it if in Hostility with escalation -# has_character_flag = agenda_towards_escalation -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# is_struggle_phase = struggle_iberia_phase_hostility -# } -# } + NAND = { # ignore it if in Hostility with escalation + has_character_flag = agenda_towards_escalation + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + is_struggle_phase = struggle_iberia_phase_hostility + } + } } } multiply = 0 diff --git a/common/culture/cultures/NEOW_central_germanic.txt b/common/culture/cultures/NEOW_central_germanic.txt index f212a5c8..6b83afd5 100644 --- a/common/culture/cultures/NEOW_central_germanic.txt +++ b/common/culture/cultures/NEOW_central_germanic.txt @@ -480,7 +480,7 @@ swabian = { coa_gfx = { german_group_coa_gfx western_coa_gfx } building_gfx = { western_building_gfx } - clothing_gfx = { swabian_clothing_gfx dde_hre_clothing_gfx western_clothing_gfx } + clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx } unit_gfx = { western_unit_gfx } house_coa_frame = house_frame_19 house_coa_mask_offset = { 0.0 0.025 } diff --git a/common/customizable_localization/00_artifact_court_custom_loc.txt b/common/customizable_localization/00_artifact_court_custom_loc.txt index a7f0de8a..8e84754a 100644 --- a/common/customizable_localization/00_artifact_court_custom_loc.txt +++ b/common/customizable_localization/00_artifact_court_custom_loc.txt @@ -533,137 +533,161 @@ RandomSaintName = { # Used for other artifacts text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_fertility_god_name } text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_wealth_god_name } text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_household_god_name } text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_knowledge_god_name } text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_war_god_name } text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_water_god_name } -# text = { -# trigger = { -# OR = { -# faith = faith:coptic -# faith = faith:armenian_apostolic -# } -# } -# localization_key = east_christian_fertility_god_name -# } -# -# text = { -# trigger = { -# OR = { -# faith = faith:coptic -# faith = faith:armenian_apostolic -# } -# } -# localization_key = east_christian_wealth_god_name -# } -# -# text = { -# trigger = { -# OR = { -# faith = faith:coptic -# faith = faith:armenian_apostolic -# } -# } -# localization_key = east_christian_household_god_name -# } -# -# text = { -# trigger = { -# OR = { -# faith = faith:coptic -# faith = faith:armenian_apostolic -# } -# } -# localization_key = east_christian_knowledge_god_name -# } -# -# text = { -# trigger = { -# OR = { -# faith = faith:coptic -# faith = faith:armenian_apostolic -# } -# } -# localization_key = east_christian_war_god_name -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_fertility_god_name -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_wealth_god_name -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_household_god_name -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_knowledge_god_name -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_war_god_name -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_water_god_name -# } + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_fertility_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_wealth_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_household_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_knowledge_god_name + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_war_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_fertility_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_wealth_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_household_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_knowledge_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_war_god_name + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_water_god_name + } } RandomSaintNamePossessive = { @@ -673,134 +697,161 @@ RandomSaintNamePossessive = { text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_fertility_god_name_possessive } text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_wealth_god_name_possessive } text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_household_god_name_possessive } text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_knowledge_god_name_possessive } text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_war_god_name_possessive } text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + religion = religion:catholic_religion + faith = faith:orthodox + faith = faith:nestorian + } } localization_key = west_christian_water_god_name_possessive } text = { trigger = { - NEOW_religion_is_broadly_christian_trigger = yes + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } } localization_key = east_christian_fertility_god_name_possessive } -# text = { -# trigger = { -# OR = { -# faith = faith:coptic -# faith = faith:armenian_apostolic -# } -# } -# localization_key = east_christian_wealth_god_name_possessive -# } -# -# text = { -# trigger = { -# OR = { -# faith = faith:coptic -# faith = faith:armenian_apostolic -# } -# } -# localization_key = east_christian_household_god_name_possessive -# } -# -# text = { -# trigger = { -# OR = { -# faith = faith:coptic -# faith = faith:armenian_apostolic -# } -# } -# localization_key = east_christian_knowledge_god_name_possessive -# } -# -# text = { -# trigger = { -# OR = { -# faith = faith:coptic -# faith = faith:armenian_apostolic -# } -# } -# localization_key = east_christian_war_god_name_possessive -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_fertility_god_name_possessive -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_wealth_god_name_possessive -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_household_god_name_possessive -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_knowledge_god_name_possessive -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_war_god_name_possessive -# } -# -# text = { -# trigger = { -# faith = faith:insular_celtic -# } -# localization_key = insular_celtic_water_god_name_possessive -# } + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_wealth_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_household_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_knowledge_god_name_possessive + } + + text = { + trigger = { + OR = { + faith = faith:coptic + faith = faith:armenian_apostolic + } + } + localization_key = east_christian_war_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_fertility_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_wealth_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_household_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_knowledge_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_war_god_name_possessive + } + + text = { + trigger = { + faith = faith:insular_celtic + } + localization_key = insular_celtic_water_god_name_possessive + } } PredeterminedSaintName = { # Used for icons and any future artifacts that uses the decoration_saint artifact feature diff --git a/common/decisions/10_religious_decisions.txt b/common/decisions/10_religious_decisions.txt index 372b57ec..25e533ff 100644 --- a/common/decisions/10_religious_decisions.txt +++ b/common/decisions/10_religious_decisions.txt @@ -73,23 +73,23 @@ appoint_a_righteous_caliph_decision = { # Appoint a righteous caliph # Must be independent. top_liege = this # Not during the Persian struggle -# trigger_if = { # Done this way to hide it for Spanish muslims and the like -# limit = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = persian_struggle -# } -# } -# custom_tooltip = { -# text = must_not_be_persia_involved_tt -# NOT = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = persian_struggle -# } -# } -# } -# } + trigger_if = { # Done this way to hide it for Spanish muslims and the like + limit = { + any_character_struggle = { + involvement = involved + is_struggle_type = persian_struggle + } + } + custom_tooltip = { + text = must_not_be_persia_involved_tt + NOT = { + any_character_struggle = { + involvement = involved + is_struggle_type = persian_struggle + } + } + } + } # Should have a decent piety level. piety_level >= high_piety_level # Must have a decent proportion of sub-realm counties of the faith. diff --git a/common/decisions/dlc_decisions/03_fp2_decisions.txt b/common/decisions/dlc_decisions/03_fp2_decisions.txt index 763612f6..a703bfdd 100644 --- a/common/decisions/dlc_decisions/03_fp2_decisions.txt +++ b/common/decisions/dlc_decisions/03_fp2_decisions.txt @@ -6,897 +6,657 @@ ############################################# ### [ROOT.Char.GetPrimaryTitle.GetAdjectiveNoTooltip] Dominance ### -#struggle_iberia_ending_hostility_decision = { -# decision_group_type = major -# title = struggle_iberia_ending_hostility_decision -# picture = { -# reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds" -# } -# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_hostility.dds" -# desc = struggle_iberia_ending_hostility_decision_desc -# selection_tooltip = struggle_iberia_ending_hostility_decision_tooltip -# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" -# is_invisible = yes -# sort_order = 80 -# cooldown = { days = 1 } -# -# is_shown = { -# is_landless_adventurer = no -# has_fp2_dlc_trigger = yes -# } -# -# is_valid = { -# top_liege = this -# -# OR = { -# custom_tooltip = { -# text = struggle_iberia_ending_hostility_decision_correct_phase_tt -# struggle:iberian_struggle = { -# is_struggle_phase = struggle_iberia_phase_hostility -# } -# } -# ## Completely control Hispania for 5 years -# AND = { -# completely_controls_region = world_europe_west_iberia -# primary_title = { -# tier >= tier_kingdom -# title_held_years >= 5 -# } -# } -# } -# -# # Hold and completely control two de jure kingdoms of Hispania -# OR = { -# custom_tooltip = { # -# text = struggle_iberia_ending_hostility_decision_kingdom_tt -# any_held_title = { # 1st kingdom -# title_tier = kingdom -# de_jure_liege = title:e_spain -# root = { completely_controls = prev } -# save_temporary_scope_as = spanish_kingdom -# } -# any_held_title = { # 2nd kingdom -# title_tier = kingdom -# de_jure_liege = title:e_spain -# trigger_if = { -# limit = { exists = scope:spanish_kingdom } -# this != scope:spanish_kingdom -# } -# root = { completely_controls = prev } -# save_temporary_scope_as = spanish_kingdom_2 -# } -# } -# custom_tooltip = { -# text = struggle_iberia_ending_hostility_decision_united_spanish_throne_tt -# AND = { -# exists = global_var:unite_the_spanish_thrones_decision_title -# primary_title = global_var:unite_the_spanish_thrones_decision_title -# } -# } -# } -# -# -# # All your capital kingdom's de jure counties are of your culture and faith -# trigger_if = { -# limit = { -# exists = global_var:unite_the_spanish_thrones_decision_title -# primary_title = global_var:unite_the_spanish_thrones_decision_title -# } -# custom_tooltip = { -# text = struggle_iberia_ending_hostility_decision_county_light_tt -# capital_county.de_jure_liege.de_jure_liege = { -# any_de_jure_county = { -# percent >= 0.75 -# culture = root.culture -# faith = root.faith -# } -# } -# } -# } -# trigger_else = { -# custom_tooltip = { -# text = struggle_iberia_ending_hostility_decision_county_tt -# capital_county.de_jure_liege.de_jure_liege = { -# any_de_jure_county = { -# count = all -# culture = root.culture -# faith = root.faith -# } -# } -# } -# } -# -# # No other realm controls more than 20% of the Iberia region -# custom_tooltip = { -# text = struggle_iberia_ending_hostility_decision_region_tt -# NOT = { -# struggle:iberian_struggle = { -# any_involved_ruler = { -# this != root -# top_liege = this -# primary_title ?= { is_mercenary_company = no } -# save_temporary_scope_as = iberian_realm -# any_county_in_region = { -# region = world_europe_west_iberia -# percent > fp2_struggle_hostility_region_percent_decimal_value -# holder.top_liege = scope:iberian_realm -# } -# } -# } -# } -# } -# -# # Completely control at least 2 of the important Iberian duchies -# calc_true_if = { -# amount >= 2 -# completely_controls = title:d_galicia -# completely_controls = title:d_toledo -# completely_controls = title:d_cordoba -# completely_controls = title:d_valencia -# completely_controls = title:d_barcelona -# } -# } -# -# effect = { -# if = { -# limit = { has_dlc_feature = legends } -# legend_seed_struggle_ending_effect = { -# ENDER = root -# STRUGGLE = iberian_struggle -# } -# } -# if = { -# limit = { has_ach_dlc_trigger = yes } -# add_character_flag = ach_ended_struggle -# } -# -# ##### Major Effects ##### -# show_as_tooltip = { -# dynasty = { add_dynasty_prestige = 10000 } -# fp2_struggle_hostility_ender_effect = yes -# } -# # Hispania is available! -# custom_tooltip = fp2_struggle_can_create_empire_of_hispania_tt -# custom_description_no_bullet = { text = fp2_struggle_house_tt } -# # Keep the Struggle Clash for your House -# custom_tooltip = fp2_struggle_can_keep_using_struggle_clash_tt -# # Boost to culture and faith conversion -# custom_tooltip = fp2_struggle_hostility_conversion_tt -# # Damage opinion with other culture/faiths -# custom_tooltip = fp2_struggle_hostility_opinion_tt -# custom_tooltip = fp2_struggle_hostility_opinion_negative_tt -# # Choose Holy War boost, Culture War boost, or both -# custom_description_no_bullet = { text = fp2_struggle_hostility_list_tt } -# #custom_tooltip = fp2_struggle_hostility_holy_cb_joint_tt -# #custom_tooltip = fp2_struggle_hostility_culture_cb_tt -# -# -# -# show_as_tooltip = { -# stress_impact = { -# humble = medium_stress_impact_gain -# cynical = medium_stress_impact_gain -# } -# } -# -# -# # Achievements -# add_achievement_global_variable_effect = { -# VARIABLE = fp2_iberian_hostilities_achievement_unlocked -# VALUE = yes -# } -# fp2_holiday_in_iberia_check = yes -# -# # Trigger a player facing event as a coda -# trigger_event = fp2_struggle.0900 -# } -# -# cost = {} -# -# ai_check_interval_by_tier = { -# barony = 0 -# county = 0 -# duchy = 0 -# kingdom = 120 -# empire = 120 -# hegemony = 120 -# } -# -# ai_potential = { always = yes } -# -# ai_will_do = { base = 100 } -#} +struggle_iberia_ending_hostility_decision = { + decision_group_type = major + title = struggle_iberia_ending_hostility_decision + picture = { + reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds" + } + extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_hostility.dds" + desc = struggle_iberia_ending_hostility_decision_desc + selection_tooltip = struggle_iberia_ending_hostility_decision_tooltip + confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" + is_invisible = yes + sort_order = 80 + cooldown = { days = 1 } + + is_shown = { + is_landless_adventurer = no + has_fp2_dlc_trigger = yes + } + + is_valid = { + top_liege = this + + OR = { + custom_tooltip = { + text = struggle_iberia_ending_hostility_decision_correct_phase_tt + struggle:iberian_struggle = { + is_struggle_phase = struggle_iberia_phase_hostility + } + } + ## Completely control Hispania for 5 years + AND = { + completely_controls_region = world_europe_west_iberia + primary_title = { + tier >= tier_kingdom + title_held_years >= 5 + } + } + } + + # Hold and completely control two de jure kingdoms of Hispania + OR = { + custom_tooltip = { # + text = struggle_iberia_ending_hostility_decision_kingdom_tt + any_held_title = { # 1st kingdom + title_tier = kingdom + de_jure_liege = title:e_spain + root = { completely_controls = prev } + save_temporary_scope_as = spanish_kingdom + } + any_held_title = { # 2nd kingdom + title_tier = kingdom + de_jure_liege = title:e_spain + trigger_if = { + limit = { exists = scope:spanish_kingdom } + this != scope:spanish_kingdom + } + root = { completely_controls = prev } + save_temporary_scope_as = spanish_kingdom_2 + } + } + custom_tooltip = { + text = struggle_iberia_ending_hostility_decision_united_spanish_throne_tt + AND = { + exists = global_var:unite_the_spanish_thrones_decision_title + primary_title = global_var:unite_the_spanish_thrones_decision_title + } + } + } + + + # All your capital kingdom's de jure counties are of your culture and faith + trigger_if = { + limit = { + exists = global_var:unite_the_spanish_thrones_decision_title + primary_title = global_var:unite_the_spanish_thrones_decision_title + } + custom_tooltip = { + text = struggle_iberia_ending_hostility_decision_county_light_tt + capital_county.de_jure_liege.de_jure_liege = { + any_de_jure_county = { + percent >= 0.75 + culture = root.culture + faith = root.faith + } + } + } + } + trigger_else = { + custom_tooltip = { + text = struggle_iberia_ending_hostility_decision_county_tt + capital_county.de_jure_liege.de_jure_liege = { + any_de_jure_county = { + count = all + culture = root.culture + faith = root.faith + } + } + } + } + + # No other realm controls more than 20% of the Iberia region + custom_tooltip = { + text = struggle_iberia_ending_hostility_decision_region_tt + NOT = { + struggle:iberian_struggle = { + any_involved_ruler = { + this != root + top_liege = this + primary_title ?= { is_mercenary_company = no } + save_temporary_scope_as = iberian_realm + any_county_in_region = { + region = world_europe_west_iberia + percent > fp2_struggle_hostility_region_percent_decimal_value + holder.top_liege = scope:iberian_realm + } + } + } + } + } + + # Completely control at least 2 of the important Iberian duchies + calc_true_if = { + amount >= 2 + completely_controls = title:d_galicia + completely_controls = title:d_toledo + completely_controls = title:d_cordoba + completely_controls = title:d_valencia + completely_controls = title:d_barcelona + } + } + + effect = { + if = { + limit = { has_dlc_feature = legends } + legend_seed_struggle_ending_effect = { + ENDER = root + STRUGGLE = iberian_struggle + } + } + if = { + limit = { has_ach_dlc_trigger = yes } + add_character_flag = ach_ended_struggle + } + + ##### Major Effects ##### + show_as_tooltip = { + dynasty = { add_dynasty_prestige = 10000 } + fp2_struggle_hostility_ender_effect = yes + } + # Hispania is available! + custom_tooltip = fp2_struggle_can_create_empire_of_hispania_tt + custom_description_no_bullet = { text = fp2_struggle_house_tt } + # Keep the Struggle Clash for your House + custom_tooltip = fp2_struggle_can_keep_using_struggle_clash_tt + # Boost to culture and faith conversion + custom_tooltip = fp2_struggle_hostility_conversion_tt + # Damage opinion with other culture/faiths + custom_tooltip = fp2_struggle_hostility_opinion_tt + custom_tooltip = fp2_struggle_hostility_opinion_negative_tt + # Choose Holy War boost, Culture War boost, or both + custom_description_no_bullet = { text = fp2_struggle_hostility_list_tt } + #custom_tooltip = fp2_struggle_hostility_holy_cb_joint_tt + #custom_tooltip = fp2_struggle_hostility_culture_cb_tt + + + + show_as_tooltip = { + stress_impact = { + humble = medium_stress_impact_gain + cynical = medium_stress_impact_gain + } + } + + + # Achievements + add_achievement_global_variable_effect = { + VARIABLE = fp2_iberian_hostilities_achievement_unlocked + VALUE = yes + } + fp2_holiday_in_iberia_check = yes + + # Trigger a player facing event as a coda + trigger_event = fp2_struggle.0900 + } + + cost = {} + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = { always = yes } + + ai_will_do = { base = 100 } +} + +############################################# +# Compromise Ending # +# by Joe Parkin # +############################################# + +### Status Quo ### +struggle_iberia_ending_compromise_decision = { + decision_group_type = major + title = struggle_iberia_ending_compromise_decision + picture = { + reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_compromise.dds" + } + extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_compromise.dds" + desc = struggle_iberia_ending_compromise_decision_desc + selection_tooltip = struggle_iberia_ending_compromise_decision_tooltip + confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" + is_invisible = yes + cooldown = { days = 1 } + + sort_order = 80 + + is_shown = { + is_landless_adventurer = no + has_fp2_dlc_trigger = yes + } + + is_valid = { + top_liege = this + + custom_tooltip = { + text = struggle_iberia_ending_compromise_decision_correct_phase_tt + struggle:iberian_struggle = { + is_struggle_phase = struggle_iberia_phase_compromise + } + } + + OR = { + # Exalted among Men or higher + prestige_level >= very_high_prestige_level + # Hold and completely control a de jure kingdom of Hispania + custom_tooltip = { + text = struggle_iberia_ending_compromise_decision_kingdom_tt + fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes + } + } + + # Control less than 50% of Iberia + custom_tooltip = { + text = struggle_iberia_ending_compromise_decision_region_tt + fp2_struggle_ending_percent_iberia_trigger = yes + } + + # No one else controls more than 50% of Iberia + custom_tooltip = { + text = struggle_iberia_ending_compromise_decision_other_region_tt + fp2_struggle_ending_other_percent_iberia_trigger = yes + } + + # No Independent Involved rulers are at war with each other + custom_tooltip = { + text = struggle_iberia_ending_compromise_truce_tt + NOT = { + struggle:iberian_struggle = { + any_involved_ruler = { + top_liege = this + is_landless_adventurer = no + primary_title = { is_mercenary_company = no } + any_primary_war_enemy = { + top_liege = this + is_landless_adventurer = no + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + } + primary_title = { is_mercenary_company = no } + } + } + } + } + } + + OR = { + # Every other involved independent ruler in Iberia has at least 60 opinion of you or is strong hooked + custom_tooltip = { + text = struggle_iberia_ending_compromise_decision_opinion_tt + struggle:iberian_struggle = { + NOT = { + any_involved_ruler = { + this != root + top_liege = this + primary_title = { is_holy_order = no } + primary_title = { is_mercenary_company = no } + is_landless_adventurer = no + save_temporary_scope_as = this_character + NOR = { + root = { has_strong_hook = scope:this_character } + opinion = { + target = root + value >= struggle_iberia_ending_compromise_decision_opinion_value + } + } + } + } + } + } + # No other independent ruler in Iberia is a king or above + custom_tooltip = { + text = struggle_iberia_ending_compromise_decision_independent_tt + struggle:iberian_struggle = { + NOT = { + any_involved_ruler = { + this != root + top_liege = this + primary_title = { is_mercenary_company = no } + is_landless_adventurer = no + primary_title.tier >= tier_kingdom + } + } + } + } + # More than 25% of Iberia is controlled by Interloper or Uninvolved rulers + custom_tooltip = { + text = struggle_iberia_ending_compromise_decision_interloper_tt + any_county_in_region = { + region = world_europe_west_iberia + percent > fp2_struggle_compromise_uninvolved_percent_decimal_value + holder.top_liege = { fp2_character_interloper_in_struggle_trigger = yes } + } + } + } + + # Completely control any of the important Iberian duchies + calc_true_if = { + amount >= 1 + completely_controls = title:d_galicia + completely_controls = title:d_toledo + completely_controls = title:d_cordoba + completely_controls = title:d_valencia + completely_controls = title:d_barcelona + } + } + + effect = { + if = { + limit = { has_dlc_feature = legends } + legend_seed_struggle_ending_effect = { + ENDER = root + STRUGGLE = iberian_struggle + } + } + if = { + limit = { has_ach_dlc_trigger = yes } + add_character_flag = ach_ended_struggle + } + ##### Major Effects ##### + # Personal effects for ruler + show_as_tooltip = { fp2_struggle_compromise_ender_effect = yes } + # Independent/Split De Jure Duchies will become De Jure Kingdoms + if = { + limit = { + title:e_spain = { + any_in_de_jure_hierarchy = { fp2_struggle_ending_compromise_independent_duchy_trigger = yes } + } + } + custom_tooltip = fp2_struggle_compromise_create_new_kingdoms_tt + } + # Other Tooltips! + fp2_struggle_compromise_tooltip_effect = yes + + ##### Minor Effects ##### + # Self-sufficiency/defensive modifiers for each independent realm + show_as_tooltip = { fp2_struggle_compromise_modifier_rewards_effect = yes } + + show_as_tooltip = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + } + + # Achievements + add_achievement_global_variable_effect = { + VARIABLE = fp2_iberian_compromise_achievement_unlocked + VALUE = yes + } + fp2_holiday_in_iberia_check = yes + + # Trigger a player facing event as a coda + trigger_event = fp2_struggle.0901 + } + + cost = {} + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = { always = yes } + + ai_will_do = { base = 100 } +} + +############################################# +# Conciliation Ending # +# by Joe Parkin # +############################################# + +### Détente ### +struggle_iberia_ending_conciliation_decision = { + decision_group_type = major + title = struggle_iberia_ending_conciliation_decision + picture = { + reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_conciliation.dds" + } + extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_conciliation.dds" + desc = struggle_iberia_ending_conciliation_decision_desc + selection_tooltip = struggle_iberia_ending_conciliation_decision_tooltip + confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" + is_invisible = yes + cooldown = { days = 1 } + + sort_order = 80 + + is_shown = { + is_landless_adventurer = no + has_fp2_dlc_trigger = yes + } + + is_valid = { + top_liege = this + + custom_tooltip = { + text = struggle_iberia_ending_conciliation_decision_correct_phase_tt + struggle:iberian_struggle = { + is_struggle_phase = struggle_iberia_phase_conciliation + } + } + + prestige_level >= very_high_prestige_level # Exalted among Men or higher + + # Hold and completely control a de jure kingdom of Hispania + custom_tooltip = { + text = struggle_iberia_ending_compromise_decision_kingdom_tt + fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes + } + + # Every other independent involved ruler in Iberia is allied to you + custom_tooltip = { + text = struggle_iberia_ending_conciliation_decision_alliance_tt + struggle:iberian_struggle = { + NOT = { + any_involved_ruler = { + top_liege = this + is_landless_adventurer = no + primary_title = { is_mercenary_company = no } + primary_title = { is_holy_order = no } + NOR = { + this = root + is_allied_to = root + } + } + } + } + } + + # Control less than 50% of Iberia + custom_tooltip = { + text = struggle_iberia_ending_compromise_decision_region_tt + fp2_struggle_ending_percent_iberia_trigger = yes + } + } + + effect = { + if = { + limit = { has_dlc_feature = legends } + legend_seed_struggle_ending_effect = { + ENDER = root + STRUGGLE = iberian_struggle + } + } + if = { + limit = { has_ach_dlc_trigger = yes } + add_character_flag = ach_ended_struggle + } + ##### Major Effects ##### + show_as_tooltip = { + fp2_struggle_conciliation_ender_effect = yes + fp2_struggle_conciliation_tooltip_effect = yes + fp2_struggle_conciliation_modifier_rewards_effect = yes + } + + show_as_tooltip = { + stress_impact = { + arrogant = medium_stress_impact_gain + zealous = medium_stress_impact_gain + } + } + + # Achievements + add_achievement_global_variable_effect = { + VARIABLE = fp2_iberian_conciliation_achievement_unlocked + VALUE = yes + } + fp2_holiday_in_iberia_check = yes + + + # Trigger a player facing event as a coda + trigger_event = fp2_struggle.0902 + } + + cost = {} + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = { always = yes } + + ai_will_do = { base = 100 } +} -############################################## -## Compromise Ending # -## by Joe Parkin # -############################################## -# -#### Status Quo ### -#struggle_iberia_ending_compromise_decision = { -# decision_group_type = major -# title = struggle_iberia_ending_compromise_decision -# picture = { -# reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_compromise.dds" -# } -# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_compromise.dds" -# desc = struggle_iberia_ending_compromise_decision_desc -# selection_tooltip = struggle_iberia_ending_compromise_decision_tooltip -# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" -# is_invisible = yes -# cooldown = { days = 1 } -# -# sort_order = 80 -# -# is_shown = { -# is_landless_adventurer = no -# has_fp2_dlc_trigger = yes -# } -# -# is_valid = { -# top_liege = this -# -# custom_tooltip = { -# text = struggle_iberia_ending_compromise_decision_correct_phase_tt -# struggle:iberian_struggle = { -# is_struggle_phase = struggle_iberia_phase_compromise -# } -# } -# -# OR = { -# # Exalted among Men or higher -# prestige_level >= very_high_prestige_level -# # Hold and completely control a de jure kingdom of Hispania -# custom_tooltip = { -# text = struggle_iberia_ending_compromise_decision_kingdom_tt -# fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes -# } -# } -# -# # Control less than 50% of Iberia -# custom_tooltip = { -# text = struggle_iberia_ending_compromise_decision_region_tt -# fp2_struggle_ending_percent_iberia_trigger = yes -# } -# -# # No one else controls more than 50% of Iberia -# custom_tooltip = { -# text = struggle_iberia_ending_compromise_decision_other_region_tt -# fp2_struggle_ending_other_percent_iberia_trigger = yes -# } -# -# # No Independent Involved rulers are at war with each other -# custom_tooltip = { -# text = struggle_iberia_ending_compromise_truce_tt -# NOT = { -# struggle:iberian_struggle = { -# any_involved_ruler = { -# top_liege = this -# is_landless_adventurer = no -# primary_title = { is_mercenary_company = no } -# any_primary_war_enemy = { -# top_liege = this -# is_landless_adventurer = no -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# primary_title = { is_mercenary_company = no } -# } -# } -# } -# } -# } -# -# OR = { -# # Every other involved independent ruler in Iberia has at least 60 opinion of you or is strong hooked -# custom_tooltip = { -# text = struggle_iberia_ending_compromise_decision_opinion_tt -# struggle:iberian_struggle = { -# NOT = { -# any_involved_ruler = { -# this != root -# top_liege = this -# primary_title = { is_holy_order = no } -# primary_title = { is_mercenary_company = no } -# is_landless_adventurer = no -# save_temporary_scope_as = this_character -# NOR = { -# root = { has_strong_hook = scope:this_character } -# opinion = { -# target = root -# value >= struggle_iberia_ending_compromise_decision_opinion_value -# } -# } -# } -# } -# } -# } -# # No other independent ruler in Iberia is a king or above -# custom_tooltip = { -# text = struggle_iberia_ending_compromise_decision_independent_tt -# struggle:iberian_struggle = { -# NOT = { -# any_involved_ruler = { -# this != root -# top_liege = this -# primary_title = { is_mercenary_company = no } -# is_landless_adventurer = no -# primary_title.tier >= tier_kingdom -# } -# } -# } -# } -# # More than 25% of Iberia is controlled by Interloper or Uninvolved rulers -# custom_tooltip = { -# text = struggle_iberia_ending_compromise_decision_interloper_tt -# any_county_in_region = { -# region = world_europe_west_iberia -# percent > fp2_struggle_compromise_uninvolved_percent_decimal_value -# holder.top_liege = { fp2_character_interloper_in_struggle_trigger = yes } -# } -# } -# } -# -# # Completely control any of the important Iberian duchies -# calc_true_if = { -# amount >= 1 -# completely_controls = title:d_galicia -# completely_controls = title:d_toledo -# completely_controls = title:d_cordoba -# completely_controls = title:d_valencia -# completely_controls = title:d_barcelona -# } -# } -# -# effect = { -# if = { -# limit = { has_dlc_feature = legends } -# legend_seed_struggle_ending_effect = { -# ENDER = root -# STRUGGLE = iberian_struggle -# } -# } -# if = { -# limit = { has_ach_dlc_trigger = yes } -# add_character_flag = ach_ended_struggle -# } -# ##### Major Effects ##### -# # Personal effects for ruler -# show_as_tooltip = { fp2_struggle_compromise_ender_effect = yes } -# # Independent/Split De Jure Duchies will become De Jure Kingdoms -# if = { -# limit = { -# title:e_spain = { -# any_in_de_jure_hierarchy = { fp2_struggle_ending_compromise_independent_duchy_trigger = yes } -# } -# } -# custom_tooltip = fp2_struggle_compromise_create_new_kingdoms_tt -# } -# # Other Tooltips! -# fp2_struggle_compromise_tooltip_effect = yes -# -# ##### Minor Effects ##### -# # Self-sufficiency/defensive modifiers for each independent realm -# show_as_tooltip = { fp2_struggle_compromise_modifier_rewards_effect = yes } -# -# show_as_tooltip = { -# stress_impact = { -# arrogant = medium_stress_impact_gain -# } -# } -# -# # Achievements -# add_achievement_global_variable_effect = { -# VARIABLE = fp2_iberian_compromise_achievement_unlocked -# VALUE = yes -# } -# fp2_holiday_in_iberia_check = yes -# -# # Trigger a player facing event as a coda -# trigger_event = fp2_struggle.0901 -# } -# -# cost = {} -# -# ai_check_interval_by_tier = { -# barony = 0 -# county = 0 -# duchy = 0 -# kingdom = 120 -# empire = 120 -# hegemony = 120 -# } -# -# ai_potential = { always = yes } -# -# ai_will_do = { base = 100 } -#} -# -############################################## -## Conciliation Ending # -## by Joe Parkin # -############################################## -# -#### Détente ### -#struggle_iberia_ending_conciliation_decision = { -# decision_group_type = major -# title = struggle_iberia_ending_conciliation_decision -# picture = { -# reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_conciliation.dds" -# } -# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_conciliation.dds" -# desc = struggle_iberia_ending_conciliation_decision_desc -# selection_tooltip = struggle_iberia_ending_conciliation_decision_tooltip -# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" -# is_invisible = yes -# cooldown = { days = 1 } -# -# sort_order = 80 -# -# is_shown = { -# is_landless_adventurer = no -# has_fp2_dlc_trigger = yes -# } -# -# is_valid = { -# top_liege = this -# -# custom_tooltip = { -# text = struggle_iberia_ending_conciliation_decision_correct_phase_tt -# struggle:iberian_struggle = { -# is_struggle_phase = struggle_iberia_phase_conciliation -# } -# } -# -# prestige_level >= very_high_prestige_level # Exalted among Men or higher -# -# # Hold and completely control a de jure kingdom of Hispania -# custom_tooltip = { -# text = struggle_iberia_ending_compromise_decision_kingdom_tt -# fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes -# } -# -# # Every other independent involved ruler in Iberia is allied to you -# custom_tooltip = { -# text = struggle_iberia_ending_conciliation_decision_alliance_tt -# struggle:iberian_struggle = { -# NOT = { -# any_involved_ruler = { -# top_liege = this -# is_landless_adventurer = no -# primary_title = { is_mercenary_company = no } -# primary_title = { is_holy_order = no } -# NOR = { -# this = root -# is_allied_to = root -# } -# } -# } -# } -# } -# -# # Control less than 50% of Iberia -# custom_tooltip = { -# text = struggle_iberia_ending_compromise_decision_region_tt -# fp2_struggle_ending_percent_iberia_trigger = yes -# } -# } -# -# effect = { -# if = { -# limit = { has_dlc_feature = legends } -# legend_seed_struggle_ending_effect = { -# ENDER = root -# STRUGGLE = iberian_struggle -# } -# } -# if = { -# limit = { has_ach_dlc_trigger = yes } -# add_character_flag = ach_ended_struggle -# } -# ##### Major Effects ##### -# show_as_tooltip = { -# fp2_struggle_conciliation_ender_effect = yes -# fp2_struggle_conciliation_tooltip_effect = yes -# fp2_struggle_conciliation_modifier_rewards_effect = yes -# } -# -# show_as_tooltip = { -# stress_impact = { -# arrogant = medium_stress_impact_gain -# zealous = medium_stress_impact_gain -# } -# } -# -# # Achievements -# add_achievement_global_variable_effect = { -# VARIABLE = fp2_iberian_conciliation_achievement_unlocked -# VALUE = yes -# } -# fp2_holiday_in_iberia_check = yes -# -# -# # Trigger a player facing event as a coda -# trigger_event = fp2_struggle.0902 -# } -# -# cost = {} -# -# ai_check_interval_by_tier = { -# barony = 0 -# county = 0 -# duchy = 0 -# kingdom = 120 -# empire = 120 -# hegemony = 120 -# } -# -# ai_potential = { always = yes } -# -# ai_will_do = { base = 100 } -#} -# -##################################### -### Secure the Mediterranean -### By Hugo Cortell -##################################### -##### Secure The Mediterranean ### -##secure_mediterranean_decision = { -## title = fp2_secure_mediterranean.t -## picture = { -## reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds" -## } -## desc = fp2_secure_mediterranean.desc -## decision_group_type = major -## -## selection_tooltip = fp2_secure_mediterranean.tip -## sort_order = 50 -## -## is_shown = { -## # DLC check -## has_fp2_dlc_trigger = yes -## # Standard checks -## is_playable_character = yes -## exists = dynasty -## NOT = { -## is_target_in_global_variable_list = { -## name = unavailable_unique_decisions -## target = flag:flag_secured_the_mediterranean -## } -## } -## -## OR = { -## completely_controls = title:d_sardinia -## completely_controls = title:d_sicily -## AND = { -## completely_controls = title:d_mallorca -## completely_controls = title:d_corsica -## } -## } -## } -## -## is_valid = { -## completely_controls = title:d_mallorca -## completely_controls = title:d_sardinia -## completely_controls = title:d_corsica -## completely_controls = title:d_sicily -## } -## -## is_valid_showing_failures_only = { -## is_landed = yes -## } -## -## effect = { -## add_to_global_variable_list = { -## name = unavailable_unique_decisions -## target = flag:flag_secured_the_mediterranean -## } -## -## # LOC -## root = { -## save_scope_as = mediterranean_conqueror -## house = { save_scope_as = mediterranean_house } -## } -## title:d_mallorca = { save_scope_as = mallorca } -## title:d_sardinia = { save_scope_as = sardinas } -## title:d_sicily = { save_scope_as = sicily } -## title:k_mediterranean_sea = { save_scope_as = mediterranean_title } -## -## every_player = { -## limit = { -## this != ROOT -## any_held_title = { title_province = { geographical_region = dlc_fp2_mediterranean_shoreline } } -## } -## send_interface_message = { -## type = event_generic_bad_with_text -## title = secure_mediterranean_decision.involved_notif -## desc = secure_mediterranean_decision.involved_notif_desc # Players who get this: "why do I hear boss music?" (It is meant to sound vaguely threatening) -## left_icon = scope:mediterranean_conqueror -## -## show_as_tooltip = { -## scope:mediterranean_conqueror = { -## house = { -## add_house_modifier = { -## modifier = fp2_controls_the_mediterranean_house_modifier -## years = 100 -## } -## } -## dynasty = { add_dynasty_prestige = major_prestige_gain } -## } -## } -## } -## } -## -## house = { -## add_house_modifier = { -## modifier = fp2_controls_the_mediterranean_house_modifier -## years = 100 -## } -## } -## dynasty = { add_dynasty_prestige = major_prestige_gain } # You used to get +25% prestiege, but that caused UI issues -## custom_tooltip = secure_mediterranean_decision.a -## -## create_title_and_vassal_change = { -## type = created -## save_scope_as = title_change -## add_claim_on_loss = yes -## } -## title:k_mediterranean_sea = { -## change_title_holder = { -## holder = root -## change = scope:title_change -## } -## } -## resolve_title_and_vassal_change = scope:title_change -## title:d_mallorca = { set_de_jure_liege_title = title:k_mediterranean_sea } -## title:d_sardinia = { set_de_jure_liege_title = title:k_mediterranean_sea } -## title:d_corsica = { set_de_jure_liege_title = title:k_mediterranean_sea } -## title:d_sicily = { set_de_jure_liege_title = title:k_mediterranean_sea } -## -## hidden_effect = { -## title:k_mediterranean_sea = { set_de_jure_liege_title = title:e_italy } # Straying closer to remaking the roman empire -## trigger_event = iberia_north_africa.2105 -## } -## } -## -## cost = { -## gold = { -## value = 0 -## if = { -## limit = { -## has_treasury = no -## } -## add = major_gold_value -## multiply = 1.5 -## round = yes -## } -## } -## treasury = { -## value = 0 -## if = { -## limit = { -## has_treasury = yes -## } -## add = major_gold_value -## multiply = 1.5 -## round = yes -## } -## } -## prestige = { -## value = major_prestige_gain -## multiply = 3 -## round = yes -## } -## } -## -## ai_check_interval_by_tier = { -## barony = 0 -## county = 0 -## duchy = 0 -## kingdom = 730 -## empire = 730 -## hegemony = 730 -## } -## -## ai_potential = { -## is_ruler = yes -## short_term_gold >= { -## value = major_gold_value -## multiply = 1.5 -## round = yes -## } -## prestige >= { -## value = major_prestige_gain -## multiply = 3 -## round = yes -## } -## } -## -## ai_will_do = { -## base = 80 -## } -##} -# -############################################## -## Eat a Cheese -## by Daniel "yes I know what exciting content is stop bullying me" Moore -############################################################################ -#### Eat Your Cheese ### -#eat_cheese_decision = { -# picture = { -# reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" -# } -# desc = eat_cheese_decision_desc -# -# is_shown = { -# any_character_artifact = { -# has_variable = has_cheese_artifact -# } -# } -# -# effect = { -# -# custom_tooltip = eat_cheese_effect_tt -# -# trigger_event = fp2_yearly.1008 -# -# } -# -# ai_check_interval = 0 -# -# ai_potential = { -# -# } -# -# ai_will_do = { -# base = 100 -# } -#} -# #################################### -## Sponsor Jewish Sciences +## Secure the Mediterranean ## By Hugo Cortell #################################### -#### Sponsor Jewish Sciences ### -#golden_age_jewish_science_in_iberia_decision = { +#### Secure The Mediterranean ### +#secure_mediterranean_decision = { +# title = fp2_secure_mediterranean.t # picture = { -# reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" +# reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds" # } -# desc = golden_age_jewish_science_in_iberia_decision_desc -# decision_group_type = struggle +# desc = fp2_secure_mediterranean.desc +# decision_group_type = major +# +# selection_tooltip = fp2_secure_mediterranean.tip +# sort_order = 50 # # is_shown = { +# # DLC check # has_fp2_dlc_trigger = yes -# top_liege = root -# top_liege = this # (Redundancy check) -# is_landed_or_landless_administrative = yes -# AND = { -# exists = struggle:iberian_struggle -# any_character_struggle = { -# involvement = involved -# has_struggle_phase_parameter = unlocks_golden_age_jewish_science_decision +# # Standard checks +# is_playable_character = yes +# exists = dynasty +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_secured_the_mediterranean +# } +# } +# +# OR = { +# completely_controls = title:d_sardinia +# completely_controls = title:d_sicily +# AND = { +# completely_controls = title:d_mallorca +# completely_controls = title:d_corsica # } # } # } # # is_valid = { -# OR = { # Either the var does not exist (no current golden age) or you are not the sponsor of the current golden age -# NOT = { exists = global_var:fp2_current_jewish_science_sponsor } -# trigger_if = { -# limit = { exists = global_var:fp2_current_jewish_science_sponsor } -# custom_tooltip = { -# text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.b -# NOT = { root = global_var:fp2_current_jewish_science_sponsor } -# is_ai = no # Prevents the AI from stealing the golden age, players can steal each other's golden age -# } -# } -# } -# trigger_if = { # If you are not your culture's head, you must earn their approval -# limit = { -# exists = culture.culture_head # Redundancy check! -# culture.culture_head != root -# } -# custom_tooltip = { -# text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.a -# culture.culture_head = { -# save_temporary_opinion_value_as = { -# name = target_opinion -# target = root -# } -# scope:target_opinion > 0 -# } -# } -# } +# completely_controls = title:d_mallorca +# completely_controls = title:d_sardinia +# completely_controls = title:d_corsica +# completely_controls = title:d_sicily +# } +# +# is_valid_showing_failures_only = { +# is_landed = yes # } # # effect = { -# hidden_effect = { # Prevent any case in which modifiers could be stacked -# struggle:iberian_struggle = { -# every_involved_ruler = { -# remove_character_modifier = fp2_sponsored_golden_age_modifier -# remove_character_modifier = fp2_part_of_golden_age_modifier -# } -# } +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_secured_the_mediterranean # } # -# send_interface_toast = { -# type = event_toast_effect_good -# title = golden_age_jewish_science_in_iberia_decision.player_notif.t -# right_icon = root -# play_music_cue = mx_cue_meadandwine -# -# add_character_modifier = { -# modifier = fp2_sponsored_golden_age_modifier -# years = 120 -# } -# capital_county = { -# add_county_modifier = { -# modifier = fp2_epicenter_of_golden_age_modifier -# years = 60 -# } -# } +# # LOC +# root = { +# save_scope_as = mediterranean_conqueror +# house = { save_scope_as = mediterranean_house } # } -# culture = { add_to_list = already_involved_cultures } # Ensures that only one top ruler for each involved culture is picked -# struggle:iberian_struggle = { -# every_involved_ruler = { -# custom = fp2_one_independent_ruler_of_each_culture_notifier -# limit = { -# culture = { save_temporary_scope_as = current_culture } -# NOT = { # Checks that it is not in the list of "I am already benefiting from this" -# this = root # (Also must not be root) -# any_in_list = { -# list = already_involved_cultures -# this = scope:current_culture -# } -# } -# top_liege = this # Redundancy checks, vital to ensuring this has a 110% success rate -# top_liege = this # Redundancy check -# } -# if = { -# limit = { NOT = { has_character_modifier = fp2_part_of_golden_age_modifier } } -# culture = { add_to_list = already_involved_cultures } -# send_interface_toast = { -# type = event_toast_effect_good -# title = golden_age_jewish_science_in_iberia_decision.player_notif.t -# right_icon = root # Showing root is WAD, lets other players know who started it +# title:d_mallorca = { save_scope_as = mallorca } +# title:d_sardinia = { save_scope_as = sardinas } +# title:d_sicily = { save_scope_as = sicily } +# title:k_mediterranean_sea = { save_scope_as = mediterranean_title } # -# add_character_modifier = { -# modifier = fp2_part_of_golden_age_modifier -# years = 120 +# every_player = { +# limit = { +# this != ROOT +# any_held_title = { title_province = { geographical_region = dlc_fp2_mediterranean_shoreline } } +# } +# send_interface_message = { +# type = event_generic_bad_with_text +# title = secure_mediterranean_decision.involved_notif +# desc = secure_mediterranean_decision.involved_notif_desc # Players who get this: "why do I hear boss music?" (It is meant to sound vaguely threatening) +# left_icon = scope:mediterranean_conqueror +# +# show_as_tooltip = { +# scope:mediterranean_conqueror = { +# house = { +# add_house_modifier = { +# modifier = fp2_controls_the_mediterranean_house_modifier +# years = 100 +# } # } +# dynasty = { add_dynasty_prestige = major_prestige_gain } # } # } # } # } # +# house = { +# add_house_modifier = { +# modifier = fp2_controls_the_mediterranean_house_modifier +# years = 100 +# } +# } +# dynasty = { add_dynasty_prestige = major_prestige_gain } # You used to get +25% prestiege, but that caused UI issues +# custom_tooltip = secure_mediterranean_decision.a +# +# create_title_and_vassal_change = { +# type = created +# save_scope_as = title_change +# add_claim_on_loss = yes +# } +# title:k_mediterranean_sea = { +# change_title_holder = { +# holder = root +# change = scope:title_change +# } +# } +# resolve_title_and_vassal_change = scope:title_change +# title:d_mallorca = { set_de_jure_liege_title = title:k_mediterranean_sea } +# title:d_sardinia = { set_de_jure_liege_title = title:k_mediterranean_sea } +# title:d_corsica = { set_de_jure_liege_title = title:k_mediterranean_sea } +# title:d_sicily = { set_de_jure_liege_title = title:k_mediterranean_sea } +# # hidden_effect = { -# random_list = { -# 100 = { -# trigger_event = { # Translator/book retailer event -# id = iberia_north_africa.2001 -# days = { 4 32 } -# } -# } -# 110 = { -# trigger_event = { # Cataract Surgery event -# id = iberia_north_africa.2002 -# days = { 4 32 } -# } -# } -# 90 = { -# trigger_event = { # Bickering scholars event -# id = iberia_north_africa.2003 -# days = { 4 32 } -# } -# } -# } -# } -# -# set_global_variable = { -# name = fp2_current_jewish_science_sponsor -# value = root -# years = 120 +# title:k_mediterranean_sea = { set_de_jure_liege_title = title:e_italy } # Straying closer to remaking the roman empire +# trigger_event = iberia_north_africa.2105 # } # } # @@ -908,7 +668,7 @@ # has_treasury = no # } # add = major_gold_value -# multiply = 2.25 +# multiply = 1.5 # round = yes # } # } @@ -919,10 +679,15 @@ # has_treasury = yes # } # add = major_gold_value -# multiply = 2.25 +# multiply = 1.5 # round = yes # } # } +# prestige = { +# value = major_prestige_gain +# multiply = 3 +# round = yes +# } # } # # ai_check_interval_by_tier = { @@ -934,340 +699,575 @@ # hegemony = 730 # } # -# ai_potential = {} -# -# ai_will_do = { -# base = 0 -# modifier = { -# add = { -# value = learning -# multiply = 5 -# round = yes -# } -# always = yes -# } -# } -#} -# -############################################## -## Convene Council of Toledo # -## by Joe Parkin and Ola Jentzsch # -############################################## -#### Council Of Toledo Decision ### -#council_of_toledo_decision = { -# title = council_of_toledo_decision_title -# picture = { -# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" -# } -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { exists = global_var:council_of_toledo_counter } -# desc = council_of_toledo_decision_desc_count -# } -# desc = council_of_toledo_decision_desc -# } -# } -# selection_tooltip = council_of_toledo_decision_tooltip -# cooldown = { years = council_of_toledo_decision_decision_cooldown_value } -# decision_group_type = major -# -# sort_order = 80 -# -# is_shown = { -# # DLC check -# has_fp2_dlc_trigger = yes -# # Is Mozarabic (or reformed Mozarabic) -# faith = { -# portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church } -# } -# any_vassal = { } -# } -# -# is_valid = { -# # Owns Toledo -# custom_tooltip = { -# text = council_of_toledo_decision_toledo_holder_trigger -# is_toledo_ownership_valid_trigger = yes -# } -# any_vassal = { -# count >= 3 -# is_powerful_vassal = yes -# custom_tooltip = { -# text = council_of_toledo_decision_toledo_faith_trigger -# faith = root.faith -# } -# } -# -# realm_size >= council_of_toledo_realm_size_value -# # update fp2_struggle_council_toledo_decision_trigger if changing this -# } -# -# is_valid_showing_failures_only = { -# is_landed = yes -# # Not at war -# is_at_war = no -# } -# -# effect = { -# custom_tooltip = council_of_toledo_decision_tt -# faith:mozarabic_church = { -# change_fervor = { -# value = 10 -# desc = fervor_gain_ascetic_example -# } -# } -# # Council counter -# if = { -# limit = { exists = global_var:council_of_toledo_counter } -# change_global_variable = { -# name = council_of_toledo_counter -# add = 1 -# } -# } -# else = { -# set_global_variable = { -# name = council_of_toledo_counter -# value = 19 -# } -# } -# if = { -# limit = { -# any_character_struggle = { is_struggle_type = iberian_struggle } -# } -# custom_tooltip = council_of_toledo_decision_catalyst_tt -# } -# trigger_event = { -# on_action = fp2_struggle_council_toledo_organize -# days = 1 -# } -# } -# -# cost = { -# gold = { -# value = 0 -# if = { -# limit = { -# has_treasury = no -# } -# add = council_of_toledo_gold_cost_value -# } -# } -# treasury = { -# value = 0 -# if = { -# limit = { -# has_treasury = yes -# } -# add = council_of_toledo_gold_cost_value -# } -# } -# piety = council_of_toledo_piety_cost_value -# } -# -# ai_check_interval_by_tier = { -# barony = 0 -# county = 0 -# duchy = 0 -# kingdom = 60 -# empire = 60 -# hegemony = 60 -# } -# # ai_potential = { # is_ruler = yes -# short_term_gold >= council_of_toledo_gold_cost_value +# short_term_gold >= { +# value = major_gold_value +# multiply = 1.5 +# round = yes +# } +# prestige >= { +# value = major_prestige_gain +# multiply = 3 +# round = yes +# } # } # # ai_will_do = { -# base = 100 +# base = 80 # } #} -# -############################################## -## Secure Iberian Foothold -## by Joe Parkin and Ola Jentzsch -############################################## -#### Secure Iberian Foothold Decision ### -#secure_iberian_foothold_decision = { -# title = secure_iberian_foothold_decision_title -# picture = { -# reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" -# } -# desc = secure_iberian_foothold_decision_desc -# selection_tooltip = secure_iberian_foothold_decision_tooltip -# sort_order = 80 -# decision_group_type = struggle -# -# is_shown = { -# is_landless_adventurer = no -# # DLC check -# has_fp2_dlc_trigger = yes -# # Struggle is active -# exists = struggle:iberian_struggle -# # Not Involved and capital lies outside Iberia -# custom_tooltip = { -# text = fp2_struggle_uninvolved_or_external_tt -# NOR = { -# any_character_struggle = { -# is_struggle_type = iberian_struggle -# involvement = involved -# } -# } -# } -# # Hold land near Iberia -# any_sub_realm_county = { -# title_province = { -# OR = { -# geographical_region = world_europe_west_iberia # Iberia -# geographical_region = ghw_region_southern_france # Aquitaine -# geographical_region = world_africa_north_west # Maghreb -# } -# } -# } -# NOT = { has_title = title:e_spain } -# } -# -# is_valid = { -# ##### General triggers ##### -# # Struggle phase must be right -# custom_tooltip = { -# text = fp2_struggle_uninvolved_or_external_tt -# NOT = { -# capital_province = { geographical_region = world_europe_west_iberia } -# } -# } -# custom_tooltip = { -# text = fp2_struggle_secure_iberian_foothold_empire_tt -# any_held_title = { -# title_tier >= empire -# NOT = { this = title:e_spain } -# } -# } -# # If my religion is involved, I need to own the better portion of those counties -# trigger_if = { -# limit = { -# religion = { -# any_faith = { -# struggle:iberian_struggle = { is_faith_involved_in_struggle = prev } -# } -# } -# } -# custom_tooltip = { -# text = fp2_struggle_secure_iberian_foothold_religion_tt -# fp2_struggle_secure_iberian_foothold_religion_percent_value >= fp2_struggle_secure_iberian_foothold_religion_target_percent_value -# } -# } -# # Otherwise, I need to own a big chunk of the peninsula -# trigger_else = { -# custom_tooltip = { -# text = fp2_struggle_secure_iberian_foothold_outsider_tt -# any_county_in_region = { -# region = world_europe_west_iberia -# percent >= fp2_struggle_secure_iberian_foothold_outsider_target_percent_decimal_value -# holder.top_liege = root -# } -# } -# } -# -# ##### Iberian kingdom triggers ##### -# -# # Any de jure kingdom of Iberia is completely controlled -# custom_tooltip = { -# text = fp2_struggle_secure_iberian_foothold_kingdom_iberian_tt -# any_held_title = { fp2_struggle_secure_iberian_foothold_iberian_kingdom_trigger = yes } -# } -# # Real tooltips -# trigger_if = { -# limit = { exists = scope:iberian_kingdom_temp } -# # That kingdom is mostly my faith -# custom_tooltip = { -# text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt -# fp2_struggle_secure_iberian_foothold_faith_trigger = yes -# } -# # Borders held lands in a non-Iberian kingdom you hold -# custom_tooltip = { -# text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt -# scope:iberian_kingdom_temp = { fp2_struggle_secure_iberian_foothold_outsider_kingdom_trigger = yes } -# } -# # Held that kingdom for a while -# custom_tooltip = { -# text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt -# scope:iberian_kingdom_temp = { title_held_years >= fp2_struggle_secure_iberian_foothold_years_value } -# } -# } -# # Fake tooltips -# trigger_else = { -# custom_tooltip = { -# text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt -# always = no -# } -# # Borders held lands in a non-Iberian kingdom you hold -# custom_tooltip = { -# text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt -# always = no -# } -# custom_tooltip = { -# text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt -# always = no -# } -# } -# } -# -# is_valid_showing_failures_only = { -# trigger_if = { -# limit = { exists = struggle:iberian_struggle } -# custom_tooltip = { -# text = fp2_struggle_phase_hostility_or_opportunity_tt -# struggle:iberian_struggle = { -# has_struggle_phase_parameter = unlocks_secure_iberian_foothold_decision -# } -# } -# } -# } -# -# effect = { -# legend_seed_struggle_ending_effect = { -# ENDER = root -# STRUGGLE = iberian_struggle -# } -# if = { -# limit = { has_ach_dlc_trigger = yes } -# add_character_flag = ach_ended_struggle -# } -# if = { -# limit = { -# any_held_title = { title_tier = empire } -# } -# custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_held_effect_tt -# } -# else = { custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_dejure_effect_tt } -# -# trigger_event = { -# id = fp2_other_decisions.1000 -# } -# -# custom_tooltip = fp2_struggle_secure_iberian_foothold_ends_the_struggle_tt -# } -# -# cost = {} -# -# ai_check_interval_by_tier = { -# barony = 0 -# county = 0 -# duchy = 0 -# kingdom = 120 -# empire = 120 -# hegemony = 120 -# } -# -# ai_potential = {} -# -# ai_will_do = { -# base = 100 -# } -#} -# + +############################################# +# Eat a Cheese +# by Daniel "yes I know what exciting content is stop bullying me" Moore +########################################################################### +### Eat Your Cheese ### +eat_cheese_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + desc = eat_cheese_decision_desc + + is_shown = { + any_character_artifact = { + has_variable = has_cheese_artifact + } + } + + effect = { + + custom_tooltip = eat_cheese_effect_tt + + trigger_event = fp2_yearly.1008 + + } + + ai_check_interval = 0 + + ai_potential = { + + } + + ai_will_do = { + base = 100 + } +} + +################################### +# Sponsor Jewish Sciences +# By Hugo Cortell +################################### +### Sponsor Jewish Sciences ### +golden_age_jewish_science_in_iberia_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" + } + desc = golden_age_jewish_science_in_iberia_decision_desc + decision_group_type = struggle + + is_shown = { + has_fp2_dlc_trigger = yes + top_liege = root + top_liege = this # (Redundancy check) + is_landed_or_landless_administrative = yes + AND = { + exists = struggle:iberian_struggle + any_character_struggle = { + involvement = involved + has_struggle_phase_parameter = unlocks_golden_age_jewish_science_decision + } + } + } + + is_valid = { + OR = { # Either the var does not exist (no current golden age) or you are not the sponsor of the current golden age + NOT = { exists = global_var:fp2_current_jewish_science_sponsor } + trigger_if = { + limit = { exists = global_var:fp2_current_jewish_science_sponsor } + custom_tooltip = { + text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.b + NOT = { root = global_var:fp2_current_jewish_science_sponsor } + is_ai = no # Prevents the AI from stealing the golden age, players can steal each other's golden age + } + } + } + trigger_if = { # If you are not your culture's head, you must earn their approval + limit = { + exists = culture.culture_head # Redundancy check! + culture.culture_head != root + } + custom_tooltip = { + text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.a + culture.culture_head = { + save_temporary_opinion_value_as = { + name = target_opinion + target = root + } + scope:target_opinion > 0 + } + } + } + } + + effect = { + hidden_effect = { # Prevent any case in which modifiers could be stacked + struggle:iberian_struggle = { + every_involved_ruler = { + remove_character_modifier = fp2_sponsored_golden_age_modifier + remove_character_modifier = fp2_part_of_golden_age_modifier + } + } + } + + send_interface_toast = { + type = event_toast_effect_good + title = golden_age_jewish_science_in_iberia_decision.player_notif.t + right_icon = root + play_music_cue = mx_cue_meadandwine + + add_character_modifier = { + modifier = fp2_sponsored_golden_age_modifier + years = 120 + } + capital_county = { + add_county_modifier = { + modifier = fp2_epicenter_of_golden_age_modifier + years = 60 + } + } + } + culture = { add_to_list = already_involved_cultures } # Ensures that only one top ruler for each involved culture is picked + struggle:iberian_struggle = { + every_involved_ruler = { + custom = fp2_one_independent_ruler_of_each_culture_notifier + limit = { + culture = { save_temporary_scope_as = current_culture } + NOT = { # Checks that it is not in the list of "I am already benefiting from this" + this = root # (Also must not be root) + any_in_list = { + list = already_involved_cultures + this = scope:current_culture + } + } + top_liege = this # Redundancy checks, vital to ensuring this has a 110% success rate + top_liege = this # Redundancy check + } + if = { + limit = { NOT = { has_character_modifier = fp2_part_of_golden_age_modifier } } + culture = { add_to_list = already_involved_cultures } + send_interface_toast = { + type = event_toast_effect_good + title = golden_age_jewish_science_in_iberia_decision.player_notif.t + right_icon = root # Showing root is WAD, lets other players know who started it + + add_character_modifier = { + modifier = fp2_part_of_golden_age_modifier + years = 120 + } + } + } + } + } + + hidden_effect = { + random_list = { + 100 = { + trigger_event = { # Translator/book retailer event + id = iberia_north_africa.2001 + days = { 4 32 } + } + } + 110 = { + trigger_event = { # Cataract Surgery event + id = iberia_north_africa.2002 + days = { 4 32 } + } + } + 90 = { + trigger_event = { # Bickering scholars event + id = iberia_north_africa.2003 + days = { 4 32 } + } + } + } + } + + set_global_variable = { + name = fp2_current_jewish_science_sponsor + value = root + years = 120 + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = major_gold_value + multiply = 2.25 + round = yes + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = major_gold_value + multiply = 2.25 + round = yes + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 730 + empire = 730 + hegemony = 730 + } + + ai_potential = {} + + ai_will_do = { + base = 0 + modifier = { + add = { + value = learning + multiply = 5 + round = yes + } + always = yes + } + } +} + +############################################# +# Convene Council of Toledo # +# by Joe Parkin and Ola Jentzsch # +############################################# +### Council Of Toledo Decision ### +council_of_toledo_decision = { + title = council_of_toledo_decision_title + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + desc = { + first_valid = { + triggered_desc = { + trigger = { exists = global_var:council_of_toledo_counter } + desc = council_of_toledo_decision_desc_count + } + desc = council_of_toledo_decision_desc + } + } + selection_tooltip = council_of_toledo_decision_tooltip + cooldown = { years = council_of_toledo_decision_decision_cooldown_value } + decision_group_type = major + + sort_order = 80 + + is_shown = { + # DLC check + has_fp2_dlc_trigger = yes + # Is Mozarabic (or reformed Mozarabic) + faith = { + portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church } + } + any_vassal = { } + } + + is_valid = { + # Owns Toledo + custom_tooltip = { + text = council_of_toledo_decision_toledo_holder_trigger + is_toledo_ownership_valid_trigger = yes + } + any_vassal = { + count >= 3 + is_powerful_vassal = yes + custom_tooltip = { + text = council_of_toledo_decision_toledo_faith_trigger + faith = root.faith + } + } + + realm_size >= council_of_toledo_realm_size_value + # update fp2_struggle_council_toledo_decision_trigger if changing this + } + + is_valid_showing_failures_only = { + is_landed = yes + # Not at war + is_at_war = no + } + + effect = { + custom_tooltip = council_of_toledo_decision_tt + faith:mozarabic_church = { + change_fervor = { + value = 10 + desc = fervor_gain_ascetic_example + } + } + # Council counter + if = { + limit = { exists = global_var:council_of_toledo_counter } + change_global_variable = { + name = council_of_toledo_counter + add = 1 + } + } + else = { + set_global_variable = { + name = council_of_toledo_counter + value = 19 + } + } + if = { + limit = { + any_character_struggle = { is_struggle_type = iberian_struggle } + } + custom_tooltip = council_of_toledo_decision_catalyst_tt + } + trigger_event = { + on_action = fp2_struggle_council_toledo_organize + days = 1 + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = council_of_toledo_gold_cost_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = council_of_toledo_gold_cost_value + } + } + piety = council_of_toledo_piety_cost_value + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + is_ruler = yes + short_term_gold >= council_of_toledo_gold_cost_value + } + + ai_will_do = { + base = 100 + } +} + +############################################# +# Secure Iberian Foothold +# by Joe Parkin and Ola Jentzsch +############################################# +### Secure Iberian Foothold Decision ### +secure_iberian_foothold_decision = { + title = secure_iberian_foothold_decision_title + picture = { + reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" + } + desc = secure_iberian_foothold_decision_desc + selection_tooltip = secure_iberian_foothold_decision_tooltip + sort_order = 80 + decision_group_type = struggle + + is_shown = { + is_landless_adventurer = no + # DLC check + has_fp2_dlc_trigger = yes + # Struggle is active + exists = struggle:iberian_struggle + # Not Involved and capital lies outside Iberia + custom_tooltip = { + text = fp2_struggle_uninvolved_or_external_tt + NOR = { + any_character_struggle = { + is_struggle_type = iberian_struggle + involvement = involved + } + } + } + # Hold land near Iberia + any_sub_realm_county = { + title_province = { + OR = { + geographical_region = world_europe_west_iberia # Iberia + geographical_region = ghw_region_southern_france # Aquitaine + geographical_region = world_africa_north_west # Maghreb + } + } + } + NOT = { has_title = title:e_spain } + } + + is_valid = { + ##### General triggers ##### + # Struggle phase must be right + custom_tooltip = { + text = fp2_struggle_uninvolved_or_external_tt + NOT = { + capital_province = { geographical_region = world_europe_west_iberia } + } + } + custom_tooltip = { + text = fp2_struggle_secure_iberian_foothold_empire_tt + any_held_title = { + title_tier >= empire + NOT = { this = title:e_spain } + } + } + # If my religion is involved, I need to own the better portion of those counties + trigger_if = { + limit = { + religion = { + any_faith = { + struggle:iberian_struggle = { is_faith_involved_in_struggle = prev } + } + } + } + custom_tooltip = { + text = fp2_struggle_secure_iberian_foothold_religion_tt + fp2_struggle_secure_iberian_foothold_religion_percent_value >= fp2_struggle_secure_iberian_foothold_religion_target_percent_value + } + } + # Otherwise, I need to own a big chunk of the peninsula + trigger_else = { + custom_tooltip = { + text = fp2_struggle_secure_iberian_foothold_outsider_tt + any_county_in_region = { + region = world_europe_west_iberia + percent >= fp2_struggle_secure_iberian_foothold_outsider_target_percent_decimal_value + holder.top_liege = root + } + } + } + + ##### Iberian kingdom triggers ##### + + # Any de jure kingdom of Iberia is completely controlled + custom_tooltip = { + text = fp2_struggle_secure_iberian_foothold_kingdom_iberian_tt + any_held_title = { fp2_struggle_secure_iberian_foothold_iberian_kingdom_trigger = yes } + } + # Real tooltips + trigger_if = { + limit = { exists = scope:iberian_kingdom_temp } + # That kingdom is mostly my faith + custom_tooltip = { + text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt + fp2_struggle_secure_iberian_foothold_faith_trigger = yes + } + # Borders held lands in a non-Iberian kingdom you hold + custom_tooltip = { + text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt + scope:iberian_kingdom_temp = { fp2_struggle_secure_iberian_foothold_outsider_kingdom_trigger = yes } + } + # Held that kingdom for a while + custom_tooltip = { + text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt + scope:iberian_kingdom_temp = { title_held_years >= fp2_struggle_secure_iberian_foothold_years_value } + } + } + # Fake tooltips + trigger_else = { + custom_tooltip = { + text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt + always = no + } + # Borders held lands in a non-Iberian kingdom you hold + custom_tooltip = { + text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt + always = no + } + custom_tooltip = { + text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt + always = no + } + } + } + + is_valid_showing_failures_only = { + trigger_if = { + limit = { exists = struggle:iberian_struggle } + custom_tooltip = { + text = fp2_struggle_phase_hostility_or_opportunity_tt + struggle:iberian_struggle = { + has_struggle_phase_parameter = unlocks_secure_iberian_foothold_decision + } + } + } + } + + effect = { + legend_seed_struggle_ending_effect = { + ENDER = root + STRUGGLE = iberian_struggle + } + if = { + limit = { has_ach_dlc_trigger = yes } + add_character_flag = ach_ended_struggle + } + if = { + limit = { + any_held_title = { title_tier = empire } + } + custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_held_effect_tt + } + else = { custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_dejure_effect_tt } + + trigger_event = { + id = fp2_other_decisions.1000 + } + + custom_tooltip = fp2_struggle_secure_iberian_foothold_ends_the_struggle_tt + } + + cost = {} + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = {} + + ai_will_do = { + base = 100 + } +} + ################################### # Build Pilgrim Roads # By Hugo Cortell diff --git a/common/dynasty_house_motto_inserts/00_inserts.txt b/common/dynasty_house_motto_inserts/00_inserts.txt deleted file mode 100644 index cadd2f98..00000000 --- a/common/dynasty_house_motto_inserts/00_inserts.txt +++ /dev/null @@ -1,4556 +0,0 @@ -noun_immaterial = { - honor = { - trigger = { - NOT = { has_trait = deceitful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = honest } - multiply = 3 - } - if = { - limit = { has_trait = just } - multiply = 2 - } - } - } - truth = { - trigger = { - NOT = { has_trait = deceitful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = honest } - multiply = 3 - } - if = { - limit = { has_trait = just } - multiply = 2 - } - } - } - triumph = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = ambitious } - multiply = 3 - } - } - } - renown = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = ambitious } - multiply = 3 - } - } - } - valor = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - } - } - strength = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - } - } - courage = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - } - } - might = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - } - } - boldness = { - trigger = { - NOT = { has_trait = shy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - } - } - victory = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = ambitious } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0.1 - } - } - } - conquest = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = ambitious } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0.1 - } - } - } - wisdom = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = patient } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 1.25 - } - } - } - vigilance = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = paranoid } - multiply = 3 - } - } - } - peace = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = calm } - multiply = 3 - } - } - } - friendship = { - trigger = { - NOR = { - has_trait = sadistic - has_trait = callous - has_trait = paranoid - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = gregarious } - multiply = 3 - } - } - } - family = { - trigger = { - NOR = { - has_trait = sadistic - has_trait = callous - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = chaste } - multiply = 3 - } - } - } - union = { - trigger = { - NOR = { - has_trait = sadistic - has_trait = callous - has_trait = paranoid - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = compassionate } - multiply = 2 - } - } - } - goodness = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = compassionate } - multiply = 3 - } - } - } - deception = { - trigger = { - OR = { - has_trait = deceitful - has_trait = arbitrary - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = deceitful } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - pleasure = { - trigger = { - NOT = { has_trait = chaste } - } - weight = { - value = 1000 - if = { - limit = { has_trait = lustful } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0.1 - } - } - } - dread = { - trigger = { - OR = { - has_trait = sadistic - has_trait = callous - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = sadistic } - multiply = 5 - } - } - } - adversity = { - trigger = { - OR = { - has_trait = sadistic - has_trait = callous - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = stubborn } - multiply = 3 - } - } - } - bribery = { - trigger = { - has_trait = deceitful - } - weight = { - value = 1000 - if = { - limit = { has_trait = greedy } - multiply = 3 - } - } - } - fear = { - trigger = { - OR = { - has_trait = sadistic - has_trait = callous - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = sadistic } - multiply = 3 - } - } - } - delight = { - trigger = { - has_trait = lustful - } - weight = { - value = 1000 - if = { - limit = { has_trait = lustful } - multiply = 3 - } - } - } - death = { - trigger = { - OR = { - has_trait = sadistic - has_trait = callous - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = sadistic } - multiply = 3 - } - } - } - perseverance = { - trigger = { - NOT = { has_trait = lazy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = diligent } - multiply = 3 - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = stubborn } - multiply = 3 - } - } - } - faith = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - } - } - salvation = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - trust = { - trigger = { - NOT = { has_trait = paranoid } - } - weight = { - value = 1000 - if = { - limit = { has_trait = trusting } - multiply = 3 - } - } - } - piety = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - devotion = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - forgiveness = { - trigger = { - NOT = { has_trait = vengeful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = forgiving } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - innocence = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = shy } - multiply = 3 - } - if = { - limit = { has_trait = calm } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0.1 - } - } - } - learning = { - trigger = { - NOT = { has_trait = wrathful } - } - weight = { - value = 1000 - if = { - limit = { learning = 20 } - multiply = 3 - } - } - } - prayer = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = humble } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - hope = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = content } - multiply = 3 - } - if = { - limit = { has_trait = trusting } - multiply = 2 - } - } - } - love = { - trigger = { - NOR = { - has_trait = paranoid - has_trait = ambitious - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = content } - multiply = 3 - } - if = { - limit = { has_trait = trusting } - multiply = 2 - } - } - } - safety = { - trigger = { - NOT = { has_trait = trusting } - } - weight = { - value = 1000 - if = { - limit = { has_trait = vengeful } - multiply = 2 - } - } - } - loyalty = { - trigger = { - NOT = { has_trait = paranoid } - } - weight = { - value = 1000 - if = { - limit = { has_trait = trusting } - multiply = 3 - } - } - } - fidelity = { - trigger = { - NOT = { has_trait = lustful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = chaste } - multiply = 3 - } - } - } - nobility = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = arrogant } - multiply = 3 - } - } - } - labour = { - trigger = { - NOT = { has_trait = lazy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = diligent } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - fortune = { - trigger = { - NOT = { has_trait = lazy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = greedy } - multiply = 3 - } - } - } - industry = { - trigger = { - NOT = { has_trait = lazy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = diligent } - multiply = 3 - } - } - } - prosperity = { - trigger = { - NOT = { has_trait = lazy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = diligent } - multiply = 3 - } - } - } - defence = { - trigger = { - has_trait = paranoid - } - weight = { - value = 1000 - if = { - limit = { has_trait = stubborn } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0.1 - } - } - } - bravery = { - trigger = { - NOT = { has_trait = craven } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0.1 - } - } - } - endurance = { - trigger = { - NOR = { - has_trait = fickle - has_trait = lazy - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = stubborn } - multiply = 3 - } - if = { - limit = { has_trait = diligent } - multiply = 2 - } - } - } - liberty = { - trigger = { - NOT = { has_trait = arbitrary } - } - weight = { - value = 1000 - if = { - limit = { has_trait = just } - multiply = 2 - } - } - } - virtue = { - trigger = { - num_sinful_traits = 0 - } - weight = { - value = 1000 - if = { - limit = { has_trait = humble } - multiply = 3 - } - } - } - splendour = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = arrogant } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0.1 - } - } - } - respect = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = arrogant } - multiply = 3 - } - } - } - right = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = arrogant } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0.1 - } - } - } - enlightenment = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 2500 - } - } - compassion = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - inspiration = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - harmony = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - filial_piety = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - balance = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - purity = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - emptiness = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - destiny = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - discipline = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - merit = { - trigger = { - broadly_chinese_religion_trigger = yes - } - weight = { - value = 1000 - } - } - - rebirth = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - grace = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - mandate = { - trigger = { - broadly_chinese_religion_trigger = yes - } - weight = { - value = 1000 - } - } - - sincerity = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - justice = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - order = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - law = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - insight = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - -} - -adjective_immaterial = { - honorable = { - trigger = { - NOT = { has_trait = deceitful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = honest } - multiply = 3 - } - if = { - limit = { has_trait = just } - multiply = 2 - } - } - } - truthful = { - trigger = { - NOT = { has_trait = deceitful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = honest } - multiply = 3 - } - if = { - limit = { has_trait = just } - multiply = 2 - } - } - } - triumphant = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = ambitious } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - valorous = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - strong = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - courageous = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - mighty = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - cunning = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = patient } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - bold = { - trigger = { - NOT = { has_trait = shy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - victorious = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = ambitious } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - wise = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = patient } - multiply = 3 - } - } - } - vigilant = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = paranoid } - multiply = 3 - } - } - } - peaceful = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = calm } - multiply = 3 - } - } - } - good = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = compassionate } - multiply = 3 - } - } - } - dreadful = { - trigger = { - OR = { - has_trait = sadistic - has_trait = callous - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = sadistic } - multiply = 5 - } - } - } - persevering = { - trigger = { - NOT = { has_trait = lazy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = diligent } - multiply = 3 - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = stubborn } - multiply = 3 - } - } - } - faithful = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - } - } - pious = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - } - } - devoted = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - } - } - forgiving = { - trigger = { - NOT = { has_trait = vengeful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = forgiving } - multiply = 3 - } - } - } - learned = { - trigger = { - NOT = { has_trait = wrathful } - } - weight = { - value = 1000 - if = { - limit = { learning = 20 } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 1.25 - } - } - } - loving = { - trigger = { - NOR = { - has_trait = paranoid - has_trait = ambitious - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = content } - multiply = 3 - } - if = { - limit = { has_trait = trusting } - multiply = 2 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - loyal = { - trigger = { - NOT = { has_trait = paranoid } - } - weight = { - value = 1000 - if = { - limit = { has_trait = trusting } - multiply = 3 - } - } - } - noble = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = arrogant } - multiply = 3 - } - } - } - industrious = { - trigger = { - NOT = { has_trait = lazy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = diligent } - multiply = 3 - } - } - } - stalwart = { - trigger = { - NOT = { has_trait = fickle } - } - weight = { - value = 1000 - if = { - limit = { has_trait = stubborn } - multiply = 3 - } - } - } - virtuous = { - trigger = { - num_sinful_traits = 0 - } - weight = { - value = 1000 - if = { - limit = { has_trait = humble } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - brave = { - trigger = { - NOT = { has_trait = craven } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - calm = { - trigger = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - weight = { - value = 1250 - if = { - limit = { has_trait = calm } - multiply = 3 - } - } - } - harmonious = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - filial = { - trigger = { - broadly_chinese_religion_trigger = yes - } - weight = { - value = 1000 - } - } - - disciplined = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - pure = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - graceful = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - enlightened = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - balanced = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - sincere = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - meritorious = { - trigger = { - broadly_chinese_religion_trigger = yes - } - weight = { - value = 1000 - } - } - - steadfast = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - tranquil = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } -} - -the_adjective_immaterial = { - the_honorable = { - trigger = { - NOT = { has_trait = deceitful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = honest } - multiply = 3 - } - if = { - limit = { has_trait = just } - multiply = 2 - } - } - } - the_truthful = { - trigger = { - NOT = { has_trait = deceitful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = honest } - multiply = 3 - } - if = { - limit = { has_trait = just } - multiply = 2 - } - } - } - the_triumphant = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = ambitious } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - the_valorous = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - the_strong = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - the_courageous = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - the_mighty = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - the_cunning = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = patient } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - the_bold = { - trigger = { - NOT = { has_trait = shy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - the_victorious = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = ambitious } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - the_wise = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = patient } - multiply = 3 - } - } - } - the_vigilant = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = paranoid } - multiply = 3 - } - } - } - the_peaceful = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = calm } - multiply = 3 - } - } - } - the_good = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = compassionate } - multiply = 3 - } - } - } - the_dreadful = { - trigger = { - OR = { - has_trait = sadistic - has_trait = callous - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = sadistic } - multiply = 5 - } - } - } - the_persevering = { - trigger = { - NOT = { has_trait = lazy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = diligent } - multiply = 3 - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = stubborn } - multiply = 3 - } - } - } - the_faithful = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - } - } - the_pious = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - } - } - the_devoted = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - } - } - the_forgiving = { - trigger = { - NOT = { has_trait = vengeful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = forgiving } - multiply = 3 - } - } - } - the_learned = { - trigger = { - NOT = { has_trait = wrathful } - } - weight = { - value = 1000 - if = { - limit = { learning = 20 } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 1.25 - } - } - } - the_loving = { - trigger = { - NOR = { - has_trait = paranoid - has_trait = ambitious - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = content } - multiply = 3 - } - if = { - limit = { has_trait = trusting } - multiply = 2 - } - } - } - the_loyal = { - trigger = { - NOT = { has_trait = paranoid } - } - weight = { - value = 1000 - if = { - limit = { has_trait = trusting } - multiply = 3 - } - } - } - the_noble = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = arrogant } - multiply = 3 - } - } - } - the_industrious = { - trigger = { - NOT = { has_trait = lazy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = diligent } - multiply = 3 - } - } - } - the_stalwart = { - trigger = { - NOT = { has_trait = fickle } - } - weight = { - value = 1000 - if = { - limit = { has_trait = stubborn } - multiply = 3 - } - } - } - the_virtuous = { - trigger = { - num_sinful_traits = 0 - } - weight = { - value = 1000 - if = { - limit = { has_trait = humble } - multiply = 3 - } - } - } - the_brave = { - trigger = { - NOT = { has_trait = craven } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - the_calm = { - trigger = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - weight = { - value = 1250 - if = { - limit = { has_trait = calm } - multiply = 3 - } - } - } - the_harmonious = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - the_filial = { - trigger = { - broadly_chinese_religion_trigger = yes - } - weight = { - value = 1000 - } - } - - the_disciplined = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - the_pure = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - the_graceful = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - the_enlightened = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - the_balanced = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - the_sincere = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - the_meritorious = { - trigger = { - broadly_chinese_religion_trigger = yes - } - weight = { - value = 1000 - } - } - - the_steadfast = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - the_tranquil = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - -} - -adjective_immaterial_a_or_an = { - an_honorable = { - trigger = { - NOT = { has_trait = deceitful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = honest } - multiply = 3 - } - if = { - limit = { has_trait = just } - multiply = 2 - } - } - } - a_truthful = { - trigger = { - NOT = { has_trait = deceitful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = honest } - multiply = 3 - } - if = { - limit = { has_trait = just } - multiply = 2 - } - } - } - a_triumphant = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = ambitious } - multiply = 3 - } - } - } - a_valorous = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - } - } - a_strong = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - a_courageous = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - a_mighty = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - a_cunning = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = patient } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - a_bold = { - trigger = { - NOT = { has_trait = shy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - a_victorious = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = ambitious } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - a_wise = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = patient } - multiply = 3 - } - } - } - a_vigilant = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = paranoid } - multiply = 3 - } - } - } - a_peaceful = { - trigger = { - NOT = { has_trait = impatient } - } - weight = { - value = 1000 - if = { - limit = { has_trait = calm } - multiply = 3 - } - } - } - a_good = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = compassionate } - multiply = 3 - } - } - } - a_dreadful = { - trigger = { - OR = { - has_trait = sadistic - has_trait = callous - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = sadistic } - multiply = 5 - } - } - } - a_persevering = { - trigger = { - NOT = { has_trait = lazy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = diligent } - multiply = 3 - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = stubborn } - multiply = 3 - } - } - } - a_faithful = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - } - } - a_pious = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - } - } - a_devoted = { - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { has_trait = zealous } - multiply = 3 - } - } - } - a_forgiving = { - trigger = { - NOT = { has_trait = vengeful } - } - weight = { - value = 1000 - if = { - limit = { has_trait = forgiving } - multiply = 3 - } - } - } - a_learned = { - trigger = { - NOT = { has_trait = wrathful } - } - weight = { - value = 1000 - if = { - limit = { learning = 20 } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 1.25 - } - } - } - a_loving = { - trigger = { - NOR = { - has_trait = paranoid - has_trait = ambitious - } - } - weight = { - value = 1000 - if = { - limit = { has_trait = content } - multiply = 3 - } - if = { - limit = { has_trait = trusting } - multiply = 2 - } - } - } - a_loyal = { - trigger = { - NOT = { has_trait = paranoid } - } - weight = { - value = 1000 - if = { - limit = { has_trait = trusting } - multiply = 3 - } - } - } - a_noble = { - trigger = { - NOT = { has_trait = humble } - } - weight = { - value = 1000 - if = { - limit = { has_trait = arrogant } - multiply = 3 - } - } - } - an_industrious = { - trigger = { - NOT = { has_trait = lazy } - } - weight = { - value = 1000 - if = { - limit = { has_trait = diligent } - multiply = 3 - } - } - } - a_stalwart = { - trigger = { - NOT = { has_trait = fickle } - } - weight = { - value = 1000 - if = { - limit = { has_trait = stubborn } - multiply = 3 - } - } - } - a_virtuous = { - trigger = { - num_sinful_traits = 0 - } - weight = { - value = 1000 - if = { - limit = { has_trait = humble } - multiply = 3 - } - } - } - a_brave = { - trigger = { - NOT = { has_trait = craven } - } - weight = { - value = 1000 - if = { - limit = { has_trait = brave } - multiply = 3 - } - if = { - limit = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - multiply = 0.1 - } - } - } - a_calm = { - trigger = { - faith = { - religion = { is_in_family = rf_eastern } - } - } - weight = { - value = 1250 - if = { - limit = { has_trait = calm } - multiply = 3 - } - } - } - - a_harmonious = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - a_filial = { - trigger = { - broadly_chinese_religion_trigger = yes - } - weight = { - value = 1000 - } - } - - a_disciplined = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - a_pure = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - a_graceful = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - an_enlightened = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - a_balanced = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - a_sincere = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - a_meritorious = { - trigger = { - broadly_chinese_religion_trigger = yes - } - weight = { - value = 1000 - } - } - - a_steadfast = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - a_tranquil = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - -} - -noble_act = { - defend = { - } - protect = { - } - avenge = { - } - help = { - } - keep = { - } - watch_over = { - } - shield = { - } - guard = { - } - bless = { - } - aid = { - } - assist = { - } - befriend = { - } - champion = { - } - govern = { - } - guide = { - } - heal = { - } - inspire = { - } - rule = { - } - stand_by = { - } - support = { - } - teach = { - } - command = { - } - sway = { - } - repay = { - } - respect_verb = { - } - honor_verb = { - } - serve = { - } - will = { - } - trust_verb = { - } - prepare = { - } - harmonize = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - meditate = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - revere = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - endure = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - cleanse = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - enlighten = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - pacify = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - restore = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - transcend = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - -} - -weapon = { - sword_word = { - weight = { - value = 3000 - if = { - limit = { NOT = { government_has_flag = government_is_tribal } } - multiply = 5 - } - } - } - axe = { - weight = { - value = 3000 - if = { - limit = { government_has_flag = government_is_tribal } - multiply = 5 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - spear = { - weight = { - value = 3000 - } - } - hammer = { - weight = { - value = 3000 - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - bow = { - weight = { - value = 3000 - if = { - limit = { - OR = { - culture = { has_cultural_pillar = heritage_mongolic } - culture = { has_cultural_pillar = heritage_turkic } - } - } - multiply = 5 - } - } - } - lance = { - weight = { - value = 1000 - if = { - limit = { NOT = { government_has_flag = government_is_tribal } } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } -} - -the_weapon = { - the_sword_word = { - weight = { - value = 3000 - if = { - limit = { NOT = { government_has_flag = government_is_tribal } } - multiply = 5 - } - } - } - the_axe = { - weight = { - value = 3000 - if = { - limit = { government_has_flag = government_is_tribal } - multiply = 5 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - the_spear = { - weight = { - value = 3000 - } - } - the_hammer = { - weight = { - value = 3000 - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - the_bow = { - weight = { - value = 3000 - if = { - limit = { - OR = { - culture = { has_cultural_pillar = heritage_mongolic } - culture = { has_cultural_pillar = heritage_turkic } - } - } - multiply = 5 - } - } - } - the_lance = { - weight = { - value = 1000 - if = { - limit = { NOT = { government_has_flag = government_is_tribal } } - multiply = 3 - } - if = { - limit = { - religion_is_broadly_asian_trigger = yes - } - multiply = 0 - } - } - } - the_pen = { - trigger = { - OR = { - learning = 8 - has_trait = scholar - } - } - weight = { - value = 1000 - if = { - limit = { government_has_flag = government_is_tribal } - multiply = 0.25 - } - } - } -} - -creature = { - wolf = { - } - bear = { - } - eagle = { - } - ox = { - } - unicorn = { - trigger = { - NOR = { - culture = { has_cultural_pillar = heritage_west_african } - culture = { has_cultural_pillar = heritage_central_african } - culture = { has_cultural_pillar = heritage_sahelian } - culture = { has_cultural_pillar = heritage_senegambian } - culture = { has_cultural_pillar = heritage_akan } - culture = { has_cultural_pillar = heritage_yoruba } - culture = { has_cultural_pillar = heritage_dravidian } - culture = { has_cultural_pillar = heritage_indo_aryan } - } - } - } - dragon = { - } - boar = { - } - giant_snail = { - trigger = { - has_trait = lunatic - } - } - lion = { - } - fox = { - } - tiger = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_dravidian } - culture = { has_cultural_pillar = heritage_indo_aryan } - } - } - } - elephant = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_dravidian } - culture = { has_cultural_pillar = heritage_indo_aryan } - culture = { has_cultural_pillar = heritage_sahelian } - } - } - } - hound = { - trigger = { - faith = { - NOT = { - religion_tag = islam_religion - } - } - } - } - horse = { - weight = { - value = 1000 - if = { - limit = { - OR = { - culture = { has_cultural_pillar = heritage_mongolic } - culture = { has_cultural_pillar = heritage_turkic } - } - } - multiply = 5 - } - } - } - leopard = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_west_african } - culture = { has_cultural_pillar = heritage_sahelian } - culture = { has_cultural_pillar = heritage_senegambian } - culture = { has_cultural_pillar = heritage_central_african } - } - } - } - gazelle = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_west_african } - culture = { has_cultural_pillar = heritage_sahelian } - culture = { has_cultural_pillar = heritage_senegambian } - culture = { has_cultural_pillar = heritage_central_african } - } - } - } - hippopotamus = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_west_african } - culture = { has_cultural_pillar = heritage_sahelian } - culture = { has_cultural_pillar = heritage_senegambian } - culture = { has_cultural_pillar = heritage_central_african } - } - } - } - reindeer = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_balto_finnic } - culture = { has_cultural_pillar = heritage_ugro_permian } - } - } - weight = { - value = 1000 - if = { - limit = { - has_culture = culture:sami - } - multiply = 5 - } - } - } -} - -the_creature = { - the_wolf = { - } - the_bear = { - } - the_eagle = { - } - the_ox = { - } - the_unicorn = { - } - the_dragon = { - } - the_boar = { - } - the_giant_snail = { - trigger = { - has_trait = lunatic - } - } - the_lion = { - } - the_fox = { - } - the_tiger = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_dravidian } - culture = { has_cultural_pillar = heritage_indo_aryan } - } - } - } - the_elephant = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_dravidian } - culture = { has_cultural_pillar = heritage_indo_aryan } - culture = { has_cultural_pillar = heritage_west_african } - culture = { has_cultural_pillar = heritage_west_african } - culture = { has_cultural_pillar = heritage_sahelian } - culture = { has_cultural_pillar = heritage_central_african } - } - } - } - the_hound = { - trigger = { - faith = { - NOT = { - religion_tag = islam_religion - } - } - } - } - the_horse = { - weight = { - value = 1000 - if = { - limit = { - OR = { - culture = { has_cultural_pillar = heritage_mongolic } - culture = { has_cultural_pillar = heritage_turkic } - } - } - multiply = 5 - } - } - } - the_leopard = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_west_african } - culture = { has_cultural_pillar = heritage_sahelian } - culture = { has_cultural_pillar = heritage_senegambian } - culture = { has_cultural_pillar = heritage_central_african } - } - } - } - the_gazelle = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_west_african } - culture = { has_cultural_pillar = heritage_sahelian } - culture = { has_cultural_pillar = heritage_senegambian } - culture = { has_cultural_pillar = heritage_central_african } - } - } - } - the_hippopotamus = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_west_african } - culture = { has_cultural_pillar = heritage_sahelian } - culture = { has_cultural_pillar = heritage_senegambian } - culture = { has_cultural_pillar = heritage_central_african } - } - } - } - the_reindeer = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_balto_finnic } - culture = { has_cultural_pillar = heritage_ugro_permian } - } - } - weight = { - value = 1000 - if = { - limit = { - has_culture = culture:sami - } - multiply = 5 - } - } - } -} - -annoying_action_verb = { - irritate = { - } - irk = { - } - vex = { - } - bother = { - } - rile = { - } - pester = { - } - challenge = { - } - defy = { - } - mock = { - } - face = { - } -} - -negative_noun = { - envy = { - trigger = { - NOT = { has_trait = impatient } - } - } - fear = { - trigger = { - } - } - doubt = { - trigger = { - NOT = { has_trait = cynical } - } - } - malice = { - trigger = { - NOT = { has_trait = sadistic } - } - } - wanting = { - trigger = { - NOT = { has_trait = lustful } - } - } - cruelty = { - trigger = { - NOT = { has_trait = callous } - } - } - greed = { - trigger = { - NOT = { has_trait = greedy } - } - } - wrath = { - trigger = { - NOT = { has_trait = wrathful } - } - } - - shame = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - attachment = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - delusion = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - ignorance = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - defilement = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - dishonor = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - decay = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - hubris = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - confusion = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - regret = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - chaos = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - -} - -negative_adjective = { - envious = { - trigger = { - NOT = { has_trait = impatient } - } - } - fearful = { - trigger = { - } - } - doubtful = { - trigger = { - NOT = { has_trait = cynical } - } - } - malicious = { - trigger = { - NOT = { has_trait = sadistic } - } - } - wanting_adjective = { - trigger = { - NOT = { has_trait = lustful } - } - } - cruel = { - trigger = { - NOT = { has_trait = callous } - } - } - greedy = { - trigger = { - NOT = { has_trait = greedy } - } - } - wrathful = { - trigger = { - NOT = { has_trait = wrathful } - } - } - - ashamed = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - attached = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - deluded = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - ignorant = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - defiled = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - dishonored = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - decaying = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - hubristic = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - confused = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - - regretful = { - trigger = { - religion_is_broadly_asian_trigger = yes - } - weight = { - value = 1000 - } - } - -} - -various_godly_things_list = { - christ_protects_us = { - } - christs_promises = { - } - suffer_by_god = { - } - not_vain = { - } - all_through_god = { - } - eartly_realm = { - } - praise_be_to_god = { - } - cross_salvation = { - } - salvation_through_christ = { - } - help_o_god = { - } - sing_of_heavenly_things = { - } -} - -unique_pool_list = { - thus_should_law_be_followed = { - } - from_near_and_far = { - } - above_all = { - } - childhood_games = { - } - take_up_arms = { - } - ancestors = { - } - teaching = { - } - eagle_fly = { - } - nothing_scares = { - } - one_after_another = { - } - go_and_die = { - } - mourn_rejoice = { - } - trust_them = { - } - disarmed_man = { - } - drink_your_blood = { - } - from_great_men = { - } - this_sigil = { - } - from_all_my_heart = { - } - regret_past = { - } - do_what_you_must = { - } - good_life = { - } - more_than_silver = { - } - without_fear = { - } - break_bend = { - } - always_a_house = { - } - firm_as_horn = { - } - i_die_where_my_heart_belongs = { - } - iron_gold = { - } - hold_fast = { - } - handsome_enough = { - } -} - -norse_gods_aspects_list = { - odins_wisdom = { - #trigger = { - # NOT = { has_trait = cynical } - #} - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = zealous - has_trait = lifestyle_mystic - has_trait = one_eyed - has_trait = ambitious - has_trait = shrewd - } - } - add = 990 - } - } - } - odins_brilliance = { - #trigger = { - # NOT = { has_trait = cynical } - #} - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = zealous - has_trait = lifestyle_mystic - has_trait = one_eyed - has_trait = ambitious - has_trait = shrewd - } - } - add = 990 - } - } - } - odins_frenzy = { - trigger = { - NOR = { - has_trait = calm - has_trait = patient - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = zealous - has_trait = berserker - has_trait = one_eyed - has_trait = ambitious - } - } - add = 990 - } - } - } - odins_sorcery = { - trigger = { - NOT = { - has_trait = cynical - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = zealous - has_trait = lifestyle_mystic - has_trait = witch - has_trait = one_eyed - has_trait = ambitious - } - } - add = 990 - } - } - } - odins_eye = { - trigger = { - } - weight = { - value = 10 - if = { - limit = { - has_trait = one_eyed - } - add = 7990 - } - } - } - odins_ravens = { - trigger = { - NOT = { - has_trait = cynical - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = zealous - has_trait = lifestyle_mystic - has_trait = witch - has_trait = one_eyed - has_trait = ambitious - } - } - add = 990 - } - } - } - friggs_wisdom = { - trigger = { - NOR = { - has_trait = sadistic - has_trait = callous - has_trait = deceitful - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = calm - has_trait = content - } - } - add = 990 - } - } - } - friggs_loins = { - trigger = { - is_female = yes - NOR = { - has_trait = sadistic - has_trait = callous - has_trait = deceitful - has_trait = chaste - has_trait = celibate - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = fecund - has_trait = lustful - } - } - add = 990 - } - } - } - thors_strength = { - trigger = { - NOR = { - has_trait = calm - has_trait = content - has_trait = patient - has_trait = forgiving - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = impatient - has_trait = brave - has_trait = arrogant - has_trait = strong - has_trait = physique_good - has_trait = gregarious - } - } - add = 990 - } - } - } - thors_thunder = { - trigger = { - NOR = { - has_trait = calm - has_trait = content - has_trait = patient - has_trait = forgiving - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = impatient - has_trait = brave - has_trait = arrogant - has_trait = strong - has_trait = physique_good - has_trait = gregarious - } - } - add = 990 - } - } - } - tyrs_prowess = { - trigger = { - NOR = { - has_trait = arrogant - has_trait = impatient - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = brave - has_trait = scarred - has_trait = strategist - has_trait = lifestyle_blademaster - } - } - add = 990 - } - } - } - tyrs_bravery = { - trigger = { - NOR = { - has_trait = arrogant - has_trait = impatient - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = brave - has_trait = scarred - has_trait = strategist - has_trait = lifestyle_blademaster - } - } - add = 990 - } - } - } - baldurs_light = { - trigger = { - NOR = { - has_trait = deceitful - has_trait = arbitrary - has_trait = arrogant - has_trait = callous - has_trait = sadistic - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = beauty_good - has_trait = just - has_trait = honest - has_trait = compassionate - } - } - add = 990 - } - } - } - baldurs_purity = { - trigger = { - NOR = { - has_trait = deceitful - has_trait = arbitrary - has_trait = arrogant - has_trait = callous - has_trait = sadistic - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = beauty_good - has_trait = just - has_trait = honest - has_trait = compassionate - } - } - add = 990 - } - } - } - baldurs_fairness = { - trigger = { - NOR = { - has_trait = deceitful - has_trait = arbitrary - has_trait = arrogant - has_trait = callous - has_trait = sadistic - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = beauty_good - has_trait = just - has_trait = honest - has_trait = compassionate - } - } - add = 990 - } - } - } - baldurs_wisdom = { - trigger = { - NOR = { - has_trait = deceitful - has_trait = arbitrary - has_trait = arrogant - has_trait = callous - has_trait = sadistic - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = beauty_good - has_trait = just - has_trait = honest - has_trait = compassionate - } - } - add = 990 - } - } - } - baldurs_justice = { - trigger = { - NOR = { - has_trait = deceitful - has_trait = arbitrary - has_trait = arrogant - has_trait = callous - has_trait = sadistic - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = beauty_good - has_trait = just - has_trait = honest - has_trait = compassionate - } - } - add = 990 - } - } - } - lokis_cunning = { - trigger = { - OR = { - has_trait = deceitful - has_trait = arbitrary - has_trait = fickle - has_trait = sadistic - has_trait = callous - } - NOR = { - has_trait = honest - has_trait = just - has_trait = compassionate - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = deceitful - has_trait = arbitrary - has_trait = kinslayer - has_trait = murderer - has_trait = fickle - has_trait = sadistic - has_trait = callous - } - } - add = 990 - } - } - } - lokis_deceit = { - trigger = { - OR = { - has_trait = deceitful - has_trait = arbitrary - has_trait = fickle - has_trait = sadistic - has_trait = callous - } - NOR = { - has_trait = honest - has_trait = just - has_trait = compassionate - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = deceitful - has_trait = arbitrary - has_trait = kinslayer - has_trait = murderer - has_trait = fickle - has_trait = sadistic - has_trait = callous - } - } - add = 990 - } - } - } - heimdalls_sight = { - trigger = { - NOR = { - has_trait = impatient - has_trait = lazy - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = diligent - has_trait = patient - has_trait = overseer - } - } - add = 990 - } - } - } - heimdalls_vigilance = { - trigger = { - NOR = { - has_trait = impatient - has_trait = lazy - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = diligent - has_trait = patient - has_trait = overseer - } - } - add = 990 - } - } - } - freys_virility = { - trigger = { - is_male = yes - NOR = { - has_trait = chaste - has_trait = celibate - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = fecund - has_trait = lustful - } - } - add = 990 - } - } - } - freys_wealth = { - trigger = { - NOR = { - has_trait = greedy - has_trait = vengeful - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = forgiving - has_trait = generous - has_trait = temperate - } - } - add = 990 - } - } - } - freys_harvests = { - trigger = { - NOR = { - has_trait = greedy - has_trait = vengeful - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = forgiving - has_trait = generous - has_trait = temperate - } - } - add = 990 - } - } - } - freys_peace = { - trigger = { - NOR = { - has_trait = greedy - has_trait = vengeful - has_trait = ambitious - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = forgiving - has_trait = generous - has_trait = temperate - } - } - add = 990 - } - } - } - freyas_love = { - trigger = { - NOR = { - has_trait = chaste - has_trait = celibate - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = lustful - has_trait = witch - has_trait = beauty_good - has_trait = lifestyle_mystic - } - } - add = 990 - } - } - } - freyas_beauty = { - trigger = { - NOR = { - has_trait = chaste - has_trait = celibate - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = lustful - has_trait = witch - has_trait = beauty_good - has_trait = lifestyle_mystic - } - } - add = 990 - } - } - } - freyas_pleasure = { - trigger = { - NOR = { - has_trait = chaste - has_trait = celibate - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = lustful - has_trait = witch - has_trait = beauty_good - has_trait = lifestyle_mystic - } - } - add = 990 - } - } - } - freyas_witchcraft = { - trigger = { - NOR = { - has_trait = chaste - has_trait = celibate - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = lustful - has_trait = witch - has_trait = beauty_good - has_trait = lifestyle_mystic - } - } - add = 990 - } - } - } - freyas_cats = { - trigger = { - NOR = { - has_trait = chaste - has_trait = celibate - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = lustful - has_trait = witch - has_trait = beauty_good - has_trait = lifestyle_mystic - } - } - add = 990 - } - } - } - freyas_prophecy = { - trigger = { - NOR = { - has_trait = chaste - has_trait = celibate - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = lustful - has_trait = witch - has_trait = beauty_good - has_trait = lifestyle_mystic - } - } - add = 990 - } - } - } - vidars_vengeance = { - trigger = { - NOT = { - has_trait = forgiving - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = vengeful - has_trait = shy - } - } - add = 990 - } - } - } - vidars_silence = { - trigger = { - NOT = { - has_trait = forgiving - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = vengeful - has_trait = shy - } - } - add = 990 - } - } - } - bragis_poetry = { - trigger = { - NOR = { - has_trait = shy - has_trait = brave - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = gregarious - has_trait = lifestyle_reveler - has_trait = craven - } - } - add = 990 - } - } - } - bragis_music = { - trigger = { - NOR = { - has_trait = shy - has_trait = brave - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = gregarious - has_trait = lifestyle_reveler - has_trait = craven - } - } - add = 990 - } - } - } - hels_darkness = { - trigger = { - OR = { - has_trait = depressed - has_trait = lunatic - has_trait = possessed - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = depressed - has_trait = lunatic - has_trait = possessed - } - } - add = 990 - } - } - } - njords_seas = { - trigger = { - NOT = { - has_trait = generous - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = viking - has_trait = greedy - has_trait = adventurer - } - } - add = 990 - } - } - } - njords_wealth = { - trigger = { - NOT = { - has_trait = generous - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = viking - has_trait = greedy - has_trait = adventurer - } - } - add = 990 - } - } - } - mimirs_knowledge = { - trigger = { - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = shrewd - has_trait = intellect_good - } - } - add = 990 - } - } - } - hodurs_trustiness = { - trigger = { - OR = { - has_trait = trusting - has_trait = blind - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = trusting - has_trait = blind - } - } - add = 990 - } - } - } - ratatoskrs_two_front_teeth = { - trigger = { - is_adult = no - OR = { - has_trait = curious - has_trait = charming - } - } - weight = { - value = 10 - if = { - limit = { - OR = { - has_trait = curious - has_trait = charming - } - } - add = 990 - } - } - } -} - -righteous_reward = { - insert_eternal_peace = {} - insert_rightful_dominion = {} - insert_glorious_purpose = {} - insert_divine_favor = {} -} - -imperishable_legacy = { - insert_deathless_name = {} - insert_undying_truth = {} - insert_shining_lineage = {} - insert_eternal_renown = {} -} - -sacred_tree = { - insert_banyan_spirit = {} - insert_flowering_bodhi = {} - insert_jade_rooted_fig = {} - insert_ancestral_trunk = {} -} - -quiet_endurance = { - insert_grow_in_silence = {} - insert_weather_all_storms = {} - insert_resist_the_axe = {} - insert_keep_our_name = {} -} - -living_land = { - insert_fertile_jungle = {} - insert_whispering_soil = {} - insert_ancient_river = {} - insert_flame_touched_isle = {} -} - -dynastic_fate = { - insert_eternal_mandate = {} - insert_chosen_legacy = {} - insert_celestial_rise = {} - insert_proper_rule = {} -} - -measured_stillness = { - insert_deep_breath = {} - insert_winter_pond = {} - insert_drawn_bow = {} - insert_morning_frost = {} - insert_autumn_water = {} - insert_winter_moon = {} - insert_spring_rain = {} -} - -the_noun_abstract_place = { - insert_heart = {} - insert_will = {} - insert_soul = {} - insert_way = {} - insert_mind = {} - insert_family = {} - insert_people = {} - insert_body = {} - insert_rule = {} - insert_reward = {} - insert_flesh = {} -} \ No newline at end of file diff --git a/common/dynasty_house_mottos/00_mottos.txt b/common/dynasty_house_mottos/00_mottos.txt deleted file mode 100644 index 69aa3ca8..00000000 --- a/common/dynasty_house_mottos/00_mottos.txt +++ /dev/null @@ -1,1031 +0,0 @@ -by_x_and_y = { - insert = noun_immaterial - insert = noun_immaterial - weight = { - value = 1000 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -x_y_and_z = { - insert = noun_immaterial - insert = noun_immaterial - insert = noun_immaterial - weight = { - value = 1000 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -x_under_y_king = { # Wisdom under a Strong King - insert = noun_immaterial - insert = adjective_immaterial_a_or_an - - weight = { - value = 100 - if = { - limit = { - broadly_mainland_east_asian_heritage_trigger = yes - } - multiply = 0 - } - } -} - -x_through_y = { # Conquest through the Sword - insert = noun_immaterial - insert = the_weapon - weight = { - value = 600 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -for_our_foes_x_for_our_friends_y = { # For our Foes, the Sword - for our Friends, Peace - insert = the_weapon - insert = noun_immaterial - weight = { - value = 400 - } - trigger = { - faith = { - religion = { is_in_family = rf_pagan } - } - } -} - -break_your_x_upon_our_y = { # Break your Axe upon our Honor - insert = weapon - insert = noun_immaterial - weight = { - value = 400 - } - trigger = { - faith = { - religion = { is_in_family = rf_pagan } - } - } -} - -by_the_x_and_the_y = { # By the Axe and Spear - insert = weapon - insert = weapon - weight = { - value = 300 - } - trigger = { - faith = { - religion = { is_in_family = rf_pagan } - } - } -} - -with_the_x_i_y_z = { # With the Sword I Honor the Truthful - insert = the_weapon - insert = noble_act - insert = adjective_immaterial - weight = { - value = 300 - } - trigger = { - faith = { - religion = { is_in_family = rf_pagan } - } - } -} - -with_x_I_seek_y = { # With the Axe I Seek Strength - insert = the_weapon - insert = noun_immaterial - weight = { - value = 1000 - } - trigger = { - faith = { - religion = { is_in_family = rf_pagan } - } - } -} - -the_spirit_of_x_grants_us_y = { # The Spirit of the Fox Grants Us Cunning - insert = the_creature - insert = noun_immaterial - weight = { - value = 800 - } - trigger = { - faith = { - religion = { is_in_family = rf_pagan } - } - } -} - -through_x_mind_y = { # Through a Courageous Mind, Enlightenment - insert = adjective_immaterial_a_or_an - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - faith = { - religion = { is_in_family = rf_eastern } - } - } -} - -the_x_mind_knows_y = { # The Calm Mind Knows Peace - insert = adjective_immaterial - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - faith = { - religion = { is_in_family = rf_eastern } - } - } -} - -by_god_and_x = { # By God and Sword. Reads best with a single god, so restricting to the abrahamics - insert = weapon - weight = { - value = 600 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } - trigger = { - faith = { - has_doctrine = doctrine_monotheist - } - } -} - -x_through_god = { - insert = noun_immaterial - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 1000 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -god_x_me = { - insert = noble_act - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 400 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -in_my_x_god_y_me = { # In My Defense, God Defend Me - insert = noun_immaterial - insert = noble_act - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 300 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -god_and_my_x = { # God and My Right - insert = noun_immaterial - trigger = { - NOT = { has_trait = cynical } - } - weight = { - value = 300 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -i_x = { # I Serve - insert = noble_act - weight = { - value = 200 - } -} - -x_me = { # Serve Me - insert = noble_act - weight = { - value = 200 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -remember_the_death_of_founder = { - weight = { - value = 300 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -remember_the_noun_of_founder = { - insert = noun_immaterial - weight = { - value = 300 - } - trigger = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } -} - -dare_to_be_x = { - insert = adjective_immaterial - weight = { - value = 400 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -be_x = { - insert = adjective_immaterial - weight = { - value = 400 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -no_x = { - insert = negative_noun - weight = { - value = 200 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -never_x_always_y = { - insert = negative_adjective - insert = adjective_immaterial - weight = { - value = 600 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -single_noun = { - insert = noun_immaterial - weight = { - value = 200 - } -} - -x_as_y = { # Cunning as the Fox, Strong as the Bear - insert = adjective_immaterial - insert = the_creature - trigger = { - NOT = { - faith = { - religion_tag = islam_religion - } - } - } - weight = { - value = 300 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -x_not_y = { # Irritate not the Lion - insert = annoying_action_verb - insert = the_creature - weight = { - value = 300 - if = { - limit = { - broadly_mainland_east_asian_heritage_trigger = yes - } - multiply = 0 - } - } -} - -x_falls_before_y = { # The Bear falls before the Spear - insert = the_creature - insert = the_weapon - weight = { - value = 300 - if = { - limit = { - broadly_mainland_east_asian_heritage_trigger = yes - } - multiply = 0 - } - } -} - -x_with_y_in_hand = { # Bold with Sword in Hand - insert = adjective_immaterial - insert = weapon - weight = { - value = 500 - if = { - limit = { - broadly_mainland_east_asian_heritage_trigger = yes - } - multiply = 0 - } - } -} - -son_of_x = { - insert = the_creature - - weight = { - value = 150 - if = { - limit = { - faith = { - religion = { is_in_family = rf_pagan } - } - } - multiply = 2 - } - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -x_over_y = { - insert = noun_immaterial - insert = noun_immaterial - weight = { - value = 600 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -x_y_z = { - insert = noun_immaterial - insert = noun_immaterial - insert = noun_immaterial - weight = { - value = 200 - if = { - limit = { - broadly_mainland_east_asian_heritage_trigger = yes - } - multiply = 0 - } - } -} - -x_is_y = { - insert = noun_immaterial - insert = noun_immaterial - weight = { - value = 500 - } -} - -x_without_y = { - insert = noun_immaterial - insert = negative_noun - weight = { - value = 400 - } -} - -the_ancient_x_is_ours = { - insert = noun_immaterial - weight = { - value = 150 - } -} - -may_god_x_y_knight = { - insert = noble_act - insert = the_adjective_immaterial - trigger = { - NEOW_religion_is_broadly_christian_trigger = yes - NOT = { has_trait = cynical } - } - weight = { - value = 150 - if = { - limit = { - broadly_mainland_east_asian_heritage_trigger = yes - } - multiply = 0 - } - } -} - -may_x_join_my_coa = { - insert = noun_immaterial - weight = { - value = 200 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -until_our_x_engulfs_the_world = { - insert = noun_immaterial - weight = { - value = 150 - if = { - limit = { - broadly_mainland_east_asian_heritage_trigger = yes - } - multiply = 0 - } - } -} - -we_swear_by_x = { - insert = norse_gods_aspects_list - weight = { - value = 2000 - } - trigger = { - faith = { - religion = religion:folkgerman_religion - } - } -} - -we_carve_runes_of_x = { - insert = norse_gods_aspects_list - weight = { - value = 2000 - } - trigger = { - faith = { - religion = religion:folkgerman_religion - } - } -} - -with_x_and_y = { - insert = noun_immaterial - insert = norse_gods_aspects_list - weight = { - value = 2000 - } - trigger = { - faith = { - religion = religion:folkgerman_religion - } - } -} - -we_tell_tales_of_x = { - insert = norse_gods_aspects_list - weight = { - value = 2000 - } - trigger = { - faith = { - religion = religion:folkgerman_religion - } - } -} - -x_is_our_y = { - insert = norse_gods_aspects_list - insert = weapon - weight = { - value = 2000 - } - trigger = { - faith = { - religion = religion:folkgerman_religion - } - } -} - -x_guides_us = { - insert = norse_gods_aspects_list - weight = { - value = 2000 - } - trigger = { - faith = { - religion = religion:folkgerman_religion - } - } -} - -house_was_forged_by_x = { - insert = norse_gods_aspects_list - weight = { - value = 2000 - } - trigger = { - faith = { - religion = religion:folkgerman_religion - } - } -} - -founder_shares_x = { - insert = norse_gods_aspects_list - weight = { - value = 2000 - } - trigger = { - NEOW_religion_is_broadly_christian_trigger = yes - } -} - -various_godly_things = { - insert = various_godly_things_list - trigger = { - NEOW_religion_is_broadly_christian_trigger = yes - NOT = { has_trait = cynical } - } - weight = { - value = 300 - } -} - -unique_pool = { - insert = unique_pool_list - weight = { - value = 600 - if = { - limit = { - OR = { - religion_is_broadly_asian_trigger = yes - broadly_mainland_east_asian_heritage_trigger = yes - } - } - multiply = 0 - } - } -} - -# New as of TGP - -# Dharmic Mottos -from_noun_noun = { - insert = noun_immaterial - insert = righteous_reward - weight = { - value = 1500 - } - trigger = { - broadly_dharmic_trigger = yes - } -} - -the_noun_of_noun = { - insert = noun_immaterial - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - broadly_dharmic_trigger = yes - } -} - -bound_unbroken = { - insert = noun_immaterial - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - broadly_dharmic_trigger = yes - } -} - -let_noun_burn_let_negative_noun_fade = { - insert = noun_immaterial - insert = negative_noun - weight = { - value = 1500 - } - trigger = { - broadly_dharmic_trigger = yes - } -} - -through_noun_legacy = { - insert = noun_immaterial - insert = imperishable_legacy - weight = { - value = 1500 - } - trigger = { - broadly_dharmic_trigger = yes - } -} - -where_x_grows_y_may_follow = { - insert = noun_immaterial - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - broadly_dharmic_trigger = yes - } -} - -x_is_a_flame_y_is_ash = { - insert = noun_immaterial - insert = negative_noun - weight = { - value = 1500 - } - trigger = { - broadly_dharmic_trigger = yes - } -} - -x_is_still_like_y = { - insert = the_noun_abstract_place - insert = measured_stillness - weight = { - value = 1500 - } - trigger = { - broadly_dharmic_trigger = yes - } -} - -# India / SE Asia Jungle -tree_endure = { - insert = sacred_tree - insert = quiet_endurance - weight = { - value = 1500 - } - trigger = { - broadly_jungle_dwelling_trigger = yes - faith = { - religion = religion:buddhism_religion - } - } -} - -born_from_living_land_crowned_by_noun = { - insert = living_land - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - broadly_jungle_dwelling_trigger = yes - broadly_dharmic_trigger = yes - } -} - -# Taoist/Confucian/Sinosphere Mottos -with_noun_noun = { - insert = noun_immaterial - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -heaven_favors_adjective = { - insert = the_adjective_immaterial - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -noun_shapes_dynastic_fate = { - insert = noun_immaterial - insert = dynastic_fate - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -let_noun_temper_negative_noun = { - insert = noun_immaterial - insert = negative_noun - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -when_the_negative_noun_breaks_noun_rises = { - insert = negative_noun - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -let_noun_reside_in_place = { - insert = noun_immaterial - insert = the_noun_abstract_place - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -cultivate_noun_and_noun_will_follow = { - insert = noun_immaterial - insert = the_noun_abstract_place - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -noun_is_the_foundation_of_place = { - insert = the_noun_abstract_place - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -begin_with_noun = { - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -study_noun_to_govern_the_place = { - insert = noun_immaterial - insert = the_noun_abstract_place - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -x_is_the_root_of_y = { - insert = noun_immaterial - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -when_x_is_absent_y_remains = { - insert = noun_immaterial - insert = negative_noun - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -the_sage_x_without_y = { - insert = noun_immaterial - insert = negative_noun - weight = { - value = 1500 - } - trigger = { - OR = { - broadly_mainland_east_asian_heritage_trigger = yes - broadly_chinese_religion_trigger = yes - } - } -} - -# Japanese Mottos -in_stillness_noun = { - insert = measured_stillness - insert = noun_immaterial - weight = { - value = 1500 - } - trigger = { - broadly_japanese_island_heritage_trigger = yes - } -} - -adjective_weapon_for_adjective = { - insert = adjective_immaterial_a_or_an - insert = weapon - insert = the_adjective_immaterial - weight = { - value = 1500 - } - trigger = { - broadly_japanese_island_heritage_trigger = yes - } -} \ No newline at end of file diff --git a/common/flavorization/00_title_holders.txt b/common/flavorization/00_title_holders.txt index 27dd16b3..17e61baf 100644 --- a/common/flavorization/00_title_holders.txt +++ b/common/flavorization/00_title_holders.txt @@ -1927,7 +1927,7 @@ baron_theocracy_male_paganism_religion = { top_liege = no } governments = { theocracy_government } - religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion } #tengrism_religion + religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion tengrism_religion } } baron_theocracy_female_paganism_religion = { type = character @@ -1939,7 +1939,7 @@ baron_theocracy_female_paganism_religion = { top_liege = no } governments = { theocracy_government } - religions = { hungaric_religion baltic_religion slavic_religion finnic_religion } # tengrism_religion # paganism_religion + religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion tengrism_religion } } barony_theocracy_paganism_religion = { type = title @@ -1949,7 +1949,7 @@ barony_theocracy_paganism_religion = { } priority = 7 holding = church_holding - religions = { hungaric_religion baltic_religion slavic_religion finnic_religion } #west_african_religion west_african_bori_religion west_african_roog_religion tengrism_religion paganism_religion + religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion } } count_theocracy_male_paganism_religion = { type = character @@ -1961,7 +1961,7 @@ count_theocracy_male_paganism_religion = { top_liege = no } governments = { theocracy_government } - religions = { paganism_religion } #tengrism_religion + religions = { paganism_religion tengrism_religion } } count_theocracy_female_paganism_religion = { type = character @@ -1973,7 +1973,7 @@ count_theocracy_female_paganism_religion = { top_liege = no } governments = { theocracy_government } - religions = { paganism_religion } #tengrism_religion + religions = { paganism_religion tengrism_religion } } county_theocracy_paganism_religion = { type = title @@ -1983,7 +1983,7 @@ county_theocracy_paganism_religion = { } priority = 18 governments = { theocracy_government } - religions = { hungaric_religion baltic_religion slavic_religion finnic_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion paganism_religion + religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion } } duke_theocracy_male_paganism_religion = { type = character @@ -1995,7 +1995,7 @@ duke_theocracy_male_paganism_religion = { top_liege = no } governments = { theocracy_government } - religions = { taoism_religion bon_religion folkgerman_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion zunism_religion paganism_religion + religions = { paganism_religion taoism_religion bon_religion folkgerman_religion tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion zunism_religion } } duke_theocracy_female_paganism_religion = { type = character @@ -2007,7 +2007,7 @@ duke_theocracy_female_paganism_religion = { top_liege = no } governments = { theocracy_government } - religions = { paganism_religion taoism_religion bon_religion folkgerman_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion zunism_religion + religions = { paganism_religion taoism_religion bon_religion folkgerman_religion tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion zunism_religion } } duchy_theocracy_paganism_religion = { type = title @@ -2017,7 +2017,7 @@ duchy_theocracy_paganism_religion = { } priority = 27 governments = { theocracy_government } - religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion folkgerman_religion buddhism_religion hinduism_religion jainism_religion judaism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion zunism_religion zoroastrianism_religion bon_religion taoism_religion + religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion folkgerman_religion zunism_religion zoroastrianism_religion bon_religion taoism_religion buddhism_religion hinduism_religion jainism_religion judaism_religion } } king_theocracy_male_paganism_religion = { type = character @@ -2029,7 +2029,7 @@ king_theocracy_male_paganism_religion = { top_liege = no } governments = { theocracy_government } - religions = { zoroastrianism_religion } #paganism_religion taoism_religion bon_religion tengrism_religion zunism_religion + religions = { paganism_religion taoism_religion bon_religion tengrism_religion zoroastrianism_religion zunism_religion } } king_theocracy_female_paganism_religion = { type = character @@ -2041,7 +2041,7 @@ king_theocracy_female_paganism_religion = { top_liege = no } governments = { theocracy_government } - religions = { zoroastrianism_religion } #paganism_religion taoism_religion bon_religion tengrism_religion zunism_religion + religions = { paganism_religion taoism_religion bon_religion tengrism_religion zoroastrianism_religion zunism_religion } } kingdom_theocracy_paganism_religion = { type = title @@ -2051,7 +2051,7 @@ kingdom_theocracy_paganism_religion = { } priority = 47 governments = { theocracy_government } - religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion folkgerman_religion hellenism_religion zunism_religion zoroastrianism_religion bon_religion taoism_religion buddhism_religion hinduism_religion jainism_religion judaism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion + religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion folkgerman_religion hellenism_religion zunism_religion zoroastrianism_religion bon_religion taoism_religion buddhism_religion hinduism_religion jainism_religion judaism_religion } } emperor_theocracy_male_paganism_religion = { type = character @@ -2063,7 +2063,7 @@ emperor_theocracy_male_paganism_religion = { top_liege = no } governments = { theocracy_government } - religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion taoism_religion zoroastrianism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion + religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion taoism_religion tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion zoroastrianism_religion } } emperor_theocracy_female_paganism_religion = { type = character @@ -2267,228 +2267,228 @@ duke_theocracy_female_finnic_religion = { # Tengrism (uses Pagan) # West African -#baron_theocracy_male_west_african_religion = { -# type = character -# gender = male -# special = holder -# tier = barony -# priority = 7 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_religion } -#} -#baron_theocracy_female_west_african_religion = { -# type = character -# gender = female -# special = holder -# tier = barony -# priority = 7 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_religion } -#} -#count_theocracy_male_west_african_religion = { -# type = character -# gender = male -# special = holder -# tier = county -# priority = 18 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_religion } -#} -#count_theocracy_female_west_african_religion = { -# type = character -# gender = female -# special = holder -# tier = county -# priority = 18 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_religion } -#} -#king_theocracy_male_west_african_religion = { -# type = character -# gender = male -# special = holder -# tier = kingdom -# priority = 47 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_religion } -#} -#king_theocracy_female_west_african_religion = { -# type = character -# gender = female -# special = holder -# tier = kingdom -# priority = 47 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_religion } -#} -# -## West African Bori -#baron_theocracy_male_west_african_bori_religion = { -# type = character -# gender = male -# special = holder -# tier = barony -# priority = 7 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_bori_religion } -#} -#baron_theocracy_female_west_african_bori_religion = { -# type = character -# gender = female -# special = holder -# tier = barony -# priority = 7 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_bori_religion } -#} -#count_theocracy_male_west_african_bori_religion = { -# type = character -# gender = male -# special = holder -# tier = county -# priority = 18 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_bori_religion } -#} -#count_theocracy_female_west_african_bori_religion = { -# type = character -# gender = female -# special = holder -# tier = county -# priority = 18 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_bori_religion } -#} -#king_theocracy_male_west_african_bori_religion = { -# type = character -# gender = male -# special = holder -# tier = kingdom -# priority = 47 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_bori_religion } -#} -#king_theocracy_female_west_african_bori_religion = { -# type = character -# gender = female -# special = holder -# tier = kingdom -# priority = 47 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_bori_religion } -#} -# -## West African Roog -#baron_theocracy_male_west_african_roog_religion = { -# type = character -# gender = male -# special = holder -# tier = barony -# priority = 7 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_roog_religion } -#} -#baron_theocracy_female_west_african_roog_religion = { -# type = character -# gender = female -# special = holder -# tier = barony -# priority = 7 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_roog_religion } -#} -#count_theocracy_male_west_african_roog_religion = { -# type = character -# gender = male -# special = holder -# tier = county -# priority = 18 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_roog_religion } -#} -#count_theocracy_female_west_african_roog_religion = { -# type = character -# gender = female -# special = holder -# tier = county -# priority = 18 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_roog_religion } -#} -#king_theocracy_male_west_african_roog_religion = { -# type = character -# gender = male -# special = holder -# tier = kingdom -# priority = 47 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_roog_religion } -#} -#king_theocracy_female_west_african_roog_religion = { -# type = character -# gender = female -# special = holder -# tier = kingdom -# priority = 47 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { west_african_roog_religion } -#} -# -## Zoroastrianism +baron_theocracy_male_west_african_religion = { + type = character + gender = male + special = holder + tier = barony + priority = 7 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_religion } +} +baron_theocracy_female_west_african_religion = { + type = character + gender = female + special = holder + tier = barony + priority = 7 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_religion } +} +count_theocracy_male_west_african_religion = { + type = character + gender = male + special = holder + tier = county + priority = 18 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_religion } +} +count_theocracy_female_west_african_religion = { + type = character + gender = female + special = holder + tier = county + priority = 18 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_religion } +} +king_theocracy_male_west_african_religion = { + type = character + gender = male + special = holder + tier = kingdom + priority = 47 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_religion } +} +king_theocracy_female_west_african_religion = { + type = character + gender = female + special = holder + tier = kingdom + priority = 47 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_religion } +} + +# West African Bori +baron_theocracy_male_west_african_bori_religion = { + type = character + gender = male + special = holder + tier = barony + priority = 7 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_bori_religion } +} +baron_theocracy_female_west_african_bori_religion = { + type = character + gender = female + special = holder + tier = barony + priority = 7 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_bori_religion } +} +count_theocracy_male_west_african_bori_religion = { + type = character + gender = male + special = holder + tier = county + priority = 18 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_bori_religion } +} +count_theocracy_female_west_african_bori_religion = { + type = character + gender = female + special = holder + tier = county + priority = 18 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_bori_religion } +} +king_theocracy_male_west_african_bori_religion = { + type = character + gender = male + special = holder + tier = kingdom + priority = 47 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_bori_religion } +} +king_theocracy_female_west_african_bori_religion = { + type = character + gender = female + special = holder + tier = kingdom + priority = 47 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_bori_religion } +} + +# West African Roog +baron_theocracy_male_west_african_roog_religion = { + type = character + gender = male + special = holder + tier = barony + priority = 7 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_roog_religion } +} +baron_theocracy_female_west_african_roog_religion = { + type = character + gender = female + special = holder + tier = barony + priority = 7 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_roog_religion } +} +count_theocracy_male_west_african_roog_religion = { + type = character + gender = male + special = holder + tier = county + priority = 18 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_roog_religion } +} +count_theocracy_female_west_african_roog_religion = { + type = character + gender = female + special = holder + tier = county + priority = 18 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_roog_religion } +} +king_theocracy_male_west_african_roog_religion = { + type = character + gender = male + special = holder + tier = kingdom + priority = 47 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_roog_religion } +} +king_theocracy_female_west_african_roog_religion = { + type = character + gender = female + special = holder + tier = kingdom + priority = 47 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { west_african_roog_religion } +} + +# Zoroastrianism baron_theocracy_male_zoroastrianism_religion = { type = character gender = male @@ -2572,55 +2572,55 @@ duke_theocracy_female_zoroastrianism_religion = { religions = { zoroastrianism_religion } } -## Zunism -#baron_theocracy_male_zunism_religion = { -# type = character -# gender = male -# special = holder -# tier = barony -# priority = 7 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { zunism_religion } -#} -#baron_theocracy_female_zunism_religion = { -# type = character -# gender = female -# special = holder -# tier = barony -# priority = 7 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { zunism_religion } -#} -#emperor_theocracy_male_zunism_religion = { -# type = character -# gender = male -# special = holder -# tier = empire -# priority = 102 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { zunism_religion } -#} -#emperor_theocracy_female_zunism_religion = { -# type = character -# gender = female -# special = holder -# tier = empire -# priority = 102 -# flavourization_rules = { -# top_liege = no -# } -# governments = { theocracy_government } -# religions = { zunism_religion } -#} +# Zunism +baron_theocracy_male_zunism_religion = { + type = character + gender = male + special = holder + tier = barony + priority = 7 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { zunism_religion } +} +baron_theocracy_female_zunism_religion = { + type = character + gender = female + special = holder + tier = barony + priority = 7 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { zunism_religion } +} +emperor_theocracy_male_zunism_religion = { + type = character + gender = male + special = holder + tier = empire + priority = 102 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { zunism_religion } +} +emperor_theocracy_female_zunism_religion = { + type = character + gender = female + special = holder + tier = empire + priority = 102 + flavourization_rules = { + top_liege = no + } + governments = { theocracy_government } + religions = { zunism_religion } +} ############################################## # Theocracy titles, faith localization (for special cases). @@ -7153,7 +7153,7 @@ baron_feudal_male_austronesian_group = { tier = barony priority = 7 governments = { feudal_government tribal_government administrative_government mandala_government republic_government theocracy_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } } baron_feudal_female_austronesian_group = { @@ -7163,7 +7163,7 @@ baron_feudal_female_austronesian_group = { tier = barony priority = 7 governments = { feudal_government tribal_government administrative_government mandala_government republic_government theocracy_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } } barony_feudal_austronesian_group = { @@ -7171,7 +7171,7 @@ barony_feudal_austronesian_group = { tier = barony priority = 7 governments = { feudal_government tribal_government administrative_government republic_government mandala_government theocracy_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } } count_feudal_male_austronesian_group = { @@ -7181,7 +7181,7 @@ count_feudal_male_austronesian_group = { tier = county priority = 18 governments = { feudal_government tribal_government administrative_government republic_government mandala_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } } count_feudal_female_austronesian_group = { @@ -7191,7 +7191,7 @@ count_feudal_female_austronesian_group = { tier = county priority = 18 governments = { feudal_government tribal_government administrative_government republic_government mandala_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } } county_feudal_austronesian_group = { @@ -7199,7 +7199,7 @@ county_feudal_austronesian_group = { tier = county priority = 18 governments = { feudal_government tribal_government administrative_government republic_government mandala_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } } duke_feudal_male_austronesian_group = { @@ -7209,7 +7209,7 @@ duke_feudal_male_austronesian_group = { tier = duchy priority = 27 governments = { feudal_government tribal_government administrative_government republic_government mandala_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } } duke_feudal_female_austronesian_group = { @@ -7219,7 +7219,7 @@ duke_feudal_female_austronesian_group = { tier = duchy priority = 27 governments = { feudal_government tribal_government administrative_government republic_government mandala_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } } duchy_feudal_austronesian_group = { @@ -7227,7 +7227,7 @@ duchy_feudal_austronesian_group = { tier = duchy priority = 27 governments = { feudal_government tribal_government administrative_government republic_government mandala_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } } king_feudal_male_austronesian_group = { @@ -7237,7 +7237,7 @@ king_feudal_male_austronesian_group = { tier = kingdom priority = 47 governments = { feudal_government tribal_government administrative_government republic_government mandala_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } } king_feudal_female_austronesian_group = { @@ -7247,7 +7247,7 @@ king_feudal_female_austronesian_group = { tier = kingdom priority = 47 governments = { feudal_government tribal_government administrative_government republic_government mandala_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } } emperor_feudal_male_austronesian_group = { @@ -7257,7 +7257,7 @@ emperor_feudal_male_austronesian_group = { tier = empire priority = 102 governments = { feudal_government tribal_government administrative_government republic_government mandala_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } flavourization_rules = { top_liege = no @@ -7270,7 +7270,7 @@ emperor_feudal_female_austronesian_group = { tier = empire priority = 102 governments = { feudal_government tribal_government administrative_government republic_government mandala_government wanua_government } -# religions = { hinduism_religion buddhism_religion jainism_religion } + religions = { hinduism_religion buddhism_religion jainism_religion } heritages = { heritage_austronesian } flavourization_rules = { top_liege = no diff --git a/common/on_action/religion_on_actions.txt b/common/on_action/religion_on_actions.txt index 37c30892..2ceade6b 100644 --- a/common/on_action/religion_on_actions.txt +++ b/common/on_action/religion_on_actions.txt @@ -1009,7 +1009,7 @@ pagan_conversion_pulse = { } events = { - # global_religion.0001 #Pagan reformed by neighbor, spouse, soulmate, friend, or geographic location + global_religion.0001 #Pagan reformed by neighbor, spouse, soulmate, friend, or geographic location } } diff --git a/common/on_action/title_on_actions.txt b/common/on_action/title_on_actions.txt index f88afc45..3f52a00f 100644 --- a/common/on_action/title_on_actions.txt +++ b/common/on_action/title_on_actions.txt @@ -4087,63 +4087,63 @@ on_explicit_claim_gain = { } } # Struggle Catalyst -# if = { # FP2 -# limit = { -# NOT = { scope:transfer_type = flag:inheritance } -# -# root = { -# any_character_struggle = { -# is_struggle_type = iberian_struggle -# involvement = involved -# } -# } -# title:e_spain = { any_in_de_jure_hierarchy = { this = scope:title } } -# } -# root = { -# every_character_struggle = { -# involvement = involved -# limit = { -# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { -# CATALYST = catalyst_gain_claim_on_title_fp2 -# CHAR = root -# } -# } -# activate_struggle_catalyst = { -# catalyst = catalyst_gain_claim_on_title_fp2 -# character = root -# } -# } -# } -# } -# else_if = { # FP3 -# limit = { -# NOT = { scope:transfer_type = flag:inheritance } -# -# root = { -# any_character_struggle = { -# is_struggle_type = persian_struggle -# involvement = involved -# } -# } -# title:e_persia = { any_in_de_jure_hierarchy = { this = scope:title } } -# } -# root = { -# every_character_struggle = { -# involvement = involved -# limit = { -# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { -# CATALYST = catalyst_gain_claim_on_title_fp3 -# CHAR = root -# } -# } -# activate_struggle_catalyst = { -# catalyst = catalyst_gain_claim_on_title_fp3 -# character = root -# } -# log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_gain_claim_on_title_fp3 } -# } -# } -# } + if = { # FP2 + limit = { + NOT = { scope:transfer_type = flag:inheritance } + + root = { + any_character_struggle = { + is_struggle_type = iberian_struggle + involvement = involved + } + } + title:e_spain = { any_in_de_jure_hierarchy = { this = scope:title } } + } + root = { + every_character_struggle = { + involvement = involved + limit = { + activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { + CATALYST = catalyst_gain_claim_on_title_fp2 + CHAR = root + } + } + activate_struggle_catalyst = { + catalyst = catalyst_gain_claim_on_title_fp2 + character = root + } + } + } + } + else_if = { # FP3 + limit = { + NOT = { scope:transfer_type = flag:inheritance } + + root = { + any_character_struggle = { + is_struggle_type = persian_struggle + involvement = involved + } + } + title:e_persia = { any_in_de_jure_hierarchy = { this = scope:title } } + } + root = { + every_character_struggle = { + involvement = involved + limit = { + activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { + CATALYST = catalyst_gain_claim_on_title_fp3 + CHAR = root + } + } + activate_struggle_catalyst = { + catalyst = catalyst_gain_claim_on_title_fp3 + character = root + } + log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_gain_claim_on_title_fp3 } + } + } + } } } diff --git a/common/province_terrain/00_province_terrain.txt b/common/province_terrain/00_province_terrain.txt index ddb2669c..2c1587a5 100644 --- a/common/province_terrain/00_province_terrain.txt +++ b/common/province_terrain/00_province_terrain.txt @@ -1918,7 +1918,7 @@ default_coastal_sea=coastal_sea 2201=plains 2202=hills 2203=forest -2204=forest +2204=f 2205=forest 2206=hills 2207=tells @@ -2177,7 +2177,7 @@ default_coastal_sea=coastal_sea 2460=hills 2461=mountains 2462=plains -2463=forest +2463=f 2464=forest 2465=hills 2466=tells @@ -2944,7 +2944,7 @@ default_coastal_sea=coastal_sea 3227=plains 3228=plains 3256=plains -3257=mountains +3257=wasteland 3258=mountains 3266=jungle 3267=jungle @@ -6115,10 +6115,10 @@ default_coastal_sea=coastal_sea 6580=desert 6581=desert 6582=drylands -6590=desert #Traversable mountains -6591=desert #Traversable mountains -6601=desert #Traversable mountains -6602=desert #Traversable mountains +6590=desert #Traversable wasteland +6591=desert #Traversable wasteland +6601=desert #Traversable wasteland +6602=desert #Traversable wasteland 6608=drylands 6609=desert 6610=desert @@ -7265,12 +7265,12 @@ default_coastal_sea=coastal_sea 7778=hills 7779=hills 7780=hills -7781=mountains #mountains -7782=mountains #mountains -7783=mountains #mountains -7784=mountains #mountains -7785=mountains #mountains -7786=mountains #mountains +7781=mountains #wasteland +7782=mountains #wasteland +7783=mountains #wasteland +7784=mountains #wasteland +7785=mountains #wasteland +7786=mountains #wasteland 7788=jungle 7789=jungle 7790=jungle @@ -8075,7 +8075,7 @@ default_coastal_sea=coastal_sea 8824=hills 8825=hills 8826=hills -8827=mountains +8827=mountaiins 8828=hills 8829=forest 8830=plains @@ -8996,7 +8996,7 @@ default_coastal_sea=coastal_sea 9756=forest 9757=hills 9758=hills -9759=mountains +9759=wasteland 9760=hills 9761=plains 9762=forest @@ -9022,18 +9022,18 @@ default_coastal_sea=coastal_sea 9782=plains 9783=mountains 9784=forest -9785=mountains +9785=wasteland 9786=mountains -9787=mountains -9788=mountains -9789=mountains +9787=wasteland +9788=wasteland +9789=wasteland 9790=plains -9791=mountains -9792=mountains -9793=mountains -9794=mountains -9795=mountains -9796=mountains +9791=wasteland +9792=wasteland +9793=wasteland +9794=wasteland +9795=wasteland +9796=wasteland 9797=mountains 9798=mountains 9799=mountains @@ -11989,7 +11989,7 @@ default_coastal_sea=coastal_sea 13277=mountains 13278=mountains 13279=mountains -13428=mountains +13428=wasteland 13615=forest 13616=hills 13617=forest diff --git a/common/script_values/04_ep2_wedding_values.txt b/common/script_values/04_ep2_wedding_values.txt index 85400850..38308ac4 100644 --- a/common/script_values/04_ep2_wedding_values.txt +++ b/common/script_values/04_ep2_wedding_values.txt @@ -511,20 +511,20 @@ } add = 5 } -# # Iberian Struggle, less likely for outsiders to vassalize inside -# if = { -# limit = { -# root = { -# NOT = { -# any_character_struggle = { is_struggle_type = iberian_struggle } -# } -# } -# scope:impress_check = { -# any_character_struggle = { is_struggle_type = iberian_struggle } -# } -# } -# add = -35 -# } + # Iberian Struggle, less likely for outsiders to vassalize inside + if = { + limit = { + root = { + NOT = { + any_character_struggle = { is_struggle_type = iberian_struggle } + } + } + scope:impress_check = { + any_character_struggle = { is_struggle_type = iberian_struggle } + } + } + add = -35 + } #Ageism modifier vs kids. if = { limit = { diff --git a/common/scripted_triggers/00_clothing_triggers.txt b/common/scripted_triggers/00_clothing_triggers.txt index b6bada5f..0c28539a 100644 --- a/common/scripted_triggers/00_clothing_triggers.txt +++ b/common/scripted_triggers/00_clothing_triggers.txt @@ -6,7 +6,7 @@ OR = { has_character_modifier = diplomacy_majesty_4090_no_raiment_modifier # Lunatic event where character goes naked instead of buying new clothes. has_character_flag = is_naked # Special flag used in certain events. -# faith = { has_doctrine_parameter = naked_adherents_active } + faith = { has_doctrine_parameter = naked_adherents_active } culture = { has_cultural_parameter = naked_culture_active } trigger_if = { limit = { diff --git a/common/scripted_triggers/00_coa_triggers.txt b/common/scripted_triggers/00_coa_triggers.txt index 65a27976..8d87b651 100644 --- a/common/scripted_triggers/00_coa_triggers.txt +++ b/common/scripted_triggers/00_coa_triggers.txt @@ -21,21 +21,20 @@ coa_african_religion_trigger = { scope:faith.religion = { save_temporary_scope_as = religion } - always = no -# scope:religion = { -# OR = { -# this = religion:akom_religion -# this = religion:waaqism_religion -# this = religion:west_african_religion -# this = religion:west_african_bori_religion -# this = religion:west_african_orisha_religion -# this = religion:west_african_roog_religion -# } -# } + scope:religion = { + OR = { + this = religion:akom_religion + this = religion:waaqism_religion + this = religion:west_african_religion + this = religion:west_african_bori_religion + this = religion:west_african_orisha_religion + this = religion:west_african_roog_religion + } + } } coa_bishopric_trigger = { - NEOW_is_broadly_catholic_trigger = yes + scope:faith.religion = religion:christianity_religion coa_theocratic_trigger = yes } @@ -109,7 +108,7 @@ coa_switch_to_norman_trigger = { coa_switch_to_norse_trigger = { holder = { NOT = { - NEOW_religion_is_broadly_christian_trigger = no + OR = { religion = religion:catholic_religion religion = religion:eastern_orthodox_religion religion = religion:protestant_religion) } OR = { faith.religion = religion:germanic_religion @@ -173,10 +172,10 @@ coa_indian_religion_trigger = { scope:religion = { OR = { this = { is_in_family = rf_eastern } -# this = religion:bon_religion + this = religion:bon_religion this = religion:buddhism_religion -# this = religion:hinduism_religion -# this = religion:jainism_religion + this = religion:hinduism_religion + this = religion:jainism_religion } } } diff --git a/common/scripted_triggers/00_religious_triggers.txt b/common/scripted_triggers/00_religious_triggers.txt index d4062715..339096e3 100644 --- a/common/scripted_triggers/00_religious_triggers.txt +++ b/common/scripted_triggers/00_religious_triggers.txt @@ -1813,12 +1813,12 @@ faith_is_open_minded_trigger = { is_mainstream_jewish_faith = { religion = religion:judaism_religion -# NOT = { -# this = faith:samaritan -# this = faith:haymanot -# this = faith:malabarism -# this = faith:kabarism -# } + NOT = { + this = faith:samaritan + this = faith:haymanot + this = faith:malabarism + this = faith:kabarism + } } is_unprotected_hostile_faith = { # Checks if the faith is at least hostile but not protected by a contract, used in a county scope @@ -1955,9 +1955,9 @@ jain_or_syncretic_with_eastern_trigger = { #Used on faiths is_dharmic_faith_trigger = { OR = { -# religion = religion:hinduism_religion + religion = religion:hinduism_religion religion = religion:buddhism_religion -# religion = religion:jainism_religion + religion = religion:jainism_religion } } @@ -1967,15 +1967,14 @@ has_holy_building = { } invalid_for_heresy_events = { - always = no -# OR = { -# this = faith:conversos -# this = faith:insular_celtic -# this = faith:bosnian_church -# this = faith:mozarabic_church -# this = faith:adamites -# this = faith:kabarism -# } + OR = { + this = faith:conversos + this = faith:insular_celtic + this = faith:bosnian_church + this = faith:mozarabic_church + this = faith:adamites + this = faith:kabarism + } } is_faith_dominant_gender = { @@ -2012,7 +2011,6 @@ religion_is_broadly_asian_trigger = { religion_is_east_asian_trigger = { OR = { faith.religion = religion:buddhism_religion - faith.religion = religion:sikhism_religion # faith.religion = religion:confucianism_religion # faith.religion = religion:taoism_religion # faith.religion = religion:shintoism_religion diff --git a/common/scripted_triggers/NEOW_religion_triggers.txt b/common/scripted_triggers/NEOW_religion_triggers.txt index c114a262..c22a0019 100644 --- a/common/scripted_triggers/NEOW_religion_triggers.txt +++ b/common/scripted_triggers/NEOW_religion_triggers.txt @@ -9,23 +9,23 @@ NEOW_is_broadly_catholic_trigger = { OR = { faith = faith:orleaniste - faith.religion = religion:catholic_religion + religion = religion:catholic_religion } } NEOW_is_broadly_protestant_trigger = { OR = { faith = faith:aslanite - faith.religion = religion:protestant_religion + religion = religion:protestant_religion } } NEOW_is_broadly_orthodox_trigger = { - faith.religion = religion:eastern_orthodox_religion + religion = religion:eastern_orthodox_religion } NEOW_is_broadly_muslim_trigger = { OR = { faith = faith:simurghi - faith.religion = religion:islam_religion + religion = religion:islam_religion } } \ No newline at end of file diff --git a/common/vassal_stances/00_vassal_stances.txt b/common/vassal_stances/00_vassal_stances.txt deleted file mode 100644 index d6652928..00000000 --- a/common/vassal_stances/00_vassal_stances.txt +++ /dev/null @@ -1,1219 +0,0 @@ -courtly = { - score = { - value = ai_sociability - add = { - value = ai_sociability - divide = 2 - } - add = { - value = ai_greed - multiply = -1 - } - add = { - value = ai_compassion - divide = 2 - } - if = { - limit = { - has_trait = gregarious - } - add = 50 - } - if = { - limit = { - has_trait = fickle - } - add = 50 - } - if = { - limit = { - has_trait = honest - } - add = 50 - } - if = { - limit = { - culture = { has_cultural_pillar = ethos_courtly } - } - add = 50 - } - if = { - limit = { - scope:liege = { has_royal_court = yes has_court_type = court_diplomatic } - } - add = 30 - } - if = { - limit = { - scope:liege = { has_royal_court = yes has_court_type = court_intrigue } - } - add = 15 - } - if = { - limit = { - top_participant_group:dynastic_cycle ?= { - participant_group_type = pro_hegemon_movement - } - } - add = 250 - } - if = { - limit = { - culture = { - has_innovation = innovation_royal_prerogative - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_innovation = innovation_heraldry - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_innovation = innovation_court_officials - } - } - multiply = 1.2 - } - } - heir_score = { - value = diplomacy - multiply = 30 - add = ai_sociability - add = ai_compassion - add = { - value = ai_greed - multiply = -1 - } - if = { - limit = { - has_trait = gregarious - } - add = 50 - } - if = { - limit = { - has_trait = generous - } - add = 50 - } - if = { - limit = { - has_trait = greedy - } - add = -50 - } - if = { - limit = { - has_trait = shy - } - add = -50 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_adult = no - } - multiply = 0.01 - add = -100 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_only_law - } - } - multiply = 0 - add = -100 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_only_law - } - } - multiply = 0 - add = -100 - } - } - is_valid = { - is_lowborn = no - scope:liege = { - is_landed = yes - } - } -} - -glory_hound = { - score = { - value = ai_boldness - add = { - value = ai_compassion - multiply = -1 - } - add = { - value = ai_honor - multiply = -1 - divide = 2 - } - if = { - limit = { - has_trait = brave - } - add = 50 - } - if = { - limit = { - has_trait = ambitious - } - add = 50 - } - if = { - limit = { - scope:liege = { has_royal_court = yes has_court_type = court_warlike } - } - add = 30 - } - if = { - limit = { - scope:liege = { has_royal_court = yes has_court_type = court_intrigue } - } - add = 15 - } - if = { - limit = { - top_participant_group:dynastic_cycle ?= { - participant_group_type = conservative_movement - } - } - add = 250 - } - if = { - limit = { - culture = { - has_innovation = innovation_baliffs - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_innovation = innovation_knighthood - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_innovation = innovation_rightful_ownership - } - } - multiply = 1.2 - } - } - heir_score = { - value = martial - multiply = 20 - add = ai_boldness - if = { - limit = { - has_trait = brave - } - add = 50 - } - if = { - limit = { - has_trait = arrogant - } - add = 50 - } - if = { - limit = { - has_trait = craven - } - add = -500 - } - if = { - limit = { - has_trait = shy - } - add = -50 - } - if = { - limit = { - has_trait = content - } - add = -50 - } - if = { - limit = { - culture = { has_cultural_pillar = ethos_bellicose } - } - add = 25 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_adult = no - } - multiply = 0.01 - add = -100 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_only_law - } - } - multiply = 0 - add = -100 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_only_law - } - } - multiply = 0 - add = -100 - } - } - is_valid = { - scope:liege = { - is_landed = yes - } - } -} - -parochial = { - score = { - value = ai_honor - add = { - value = ai_sociability - multiply = -1 - } - add = { - value = ai_boldness - multiply = -1 - } - add = { - value = ai_rationality - divide = 2 - } - if = { - limit = { - has_trait = content - } - add = 50 - } - if = { - limit = { - culture = { has_cultural_pillar = ethos_communal } - } - add = 25 - } - if = { - limit = { - government_has_flag = government_is_republic - } - add = 150 - } - if = { - limit = { - culture = { has_cultural_tradition = tradition_isolationist } - } - add = 50 - } - if = { - limit = { - scope:liege = { has_royal_court = yes has_court_type = court_administrative } - } - add = 30 - } - if = { - limit = { - top_participant_group:dynastic_cycle ?= { - participant_group_type = advancement_movement - } - } - add = 250 - } - if = { - limit = { - culture = { - has_innovation = innovation_manorialism - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_innovation = innovation_land_grants - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_innovation = innovation_development_04 - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_innovation = innovation_double_entry_bookkeeping - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_cultural_parameter = more_parochial_vassals - } - } - multiply = 1.2 - } - } - heir_score = { - value = stewardship - multiply = 20 - add = ai_honor - add = ai_rationality - if = { - limit = { - has_trait = content - } - add = 50 - } - if = { - limit = { - has_trait = stubborn - } - add = 50 - } - if = { - limit = { - has_trait = ambitious - } - add = -50 - } - if = { - limit = { - has_trait = gregarious - } - add = -50 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_adult = no - } - multiply = 0.01 - add = -100 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_only_law - } - } - multiply = 0 - add = -100 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_only_law - } - } - multiply = 0 - add = -100 - } - } - is_valid = { - scope:liege = { - is_landed = yes - } - } -} - -zealot = { - score = { - value = ai_zeal - add = { - value = ai_zeal - divide = 2 - } - add = { - value = ai_vengefulness - divide = 2 - } - if = { - limit = { - has_trait = zealous - } - add = 100 - } - if = { - limit = { - has_trait = humble - } - add = 100 - } - if = { - limit = { - has_trait = education_learning - } - add = 50 - } - if = { - limit = { - has_focus = learning_theology_focus - } - add = 50 - } - if = { - limit = { - has_trait = trusting - } - add = 25 - } - if = { - limit = { - has_trait = cynical - } - add = -50 - } - if = { - limit = { - is_clergy = yes - } - add = 150 - } - if = { - limit = { - num_sinful_traits >= 1 - } - add = { - value = -50 - multiply = num_sinful_traits - } - } - if = { - limit = { - num_virtuous_traits >= 1 - } - add = { - value = 25 - multiply = num_virtuous_traits - } - } - if = { - limit = { - culture = { has_cultural_tradition = tradition_zealous_people } - } - add = 50 - } - if = { - limit = { - culture = { has_cultural_pillar = ethos_spiritual } - } - add = 25 - } - if = { - limit = { - scope:liege = { has_royal_court = yes has_court_type = court_scholarly } - } - add = 30 - } - if = { - limit = { - num_sinful_traits <= 0 - faith = { has_doctrine_parameter = more_often_zealots } - } - add = 400 - } - if = { - limit = { - culture = { - has_innovation = innovation_chronicle_writing - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_innovation = innovation_reconquista - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_innovation = innovation_divine_right - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_innovation = innovation_primogeniture - } - } - multiply = 1.2 - } - if = { - limit = { - ai_zeal >= 0 - government_has_flag = government_is_theocracy - } - add = 2000 - } - if = { - limit = { - NOR = { - faith = scope:liege.faith - faith = { - faith_hostility_level = { - target = scope:liege.faith - value = faith_fully_accepted_level - } - } - } - } - multiply = 0 - add = -5000 - } - } - heir_score = { - value = learning - multiply = 20 - add = ai_zeal - if = { - limit = { - has_trait = humble - } - add = 100 - } - if = { - limit = { - has_trait = zealous - } - add = 500 - } - if = { - limit = { - num_virtuous_traits >= 1 - } - add = { - value = 100 - multiply = num_virtuous_traits - } - } - if = { - limit = { - num_sinful_traits >= 1 - } - add = { - value = -200 - multiply = num_sinful_traits - } - } - if = { - limit = { - NOR = { - faith = scope:liege.faith - faith = { - faith_hostility_level = { - target = scope:liege.faith - value > faith_astray_level - } - } - } - } - multiply = 0 - add = -5000 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_adult = no - } - multiply = 0.01 - add = -100 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_only_law - } - } - multiply = 0 - add = -100 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_only_law - } - } - multiply = 0 - add = -100 - } - } - is_valid = { - OR = { - faith = scope:liege.faith - faith = { - faith_hostility_level = { - target = scope:liege.faith - value = faith_fully_accepted_level - } - } - } - scope:liege = { - is_landed = yes - } - } -} - -minority = { - score = 1000 - heir_score = { - value = ai_honor - add = ai_compassion - if = { - limit = { - OR = { - AND = { - faith != scope:liege.faith - faith = { - faith_hostility_level = { - target = scope:liege.faith - value > faith_astray_level - } - } - NOR = { - AND = { - scope:liege.faith.religion = religion:islam_religion - faith = { - has_doctrine = tenet_islamic_syncretism - } - } - AND = { - scope:liege.faith.religion = religion:judaism_religion - faith = { - has_doctrine = tenet_jewish_syncretism - } - } - AND = { - scope:liege = { NEOW_religion_is_broadly_christian_trigger = yes } - faith = { - has_doctrine = tenet_christian_syncretism - } - } - AND = { - scope:liege.faith = { - has_doctrine_parameter = unreformed - } - faith = { - has_doctrine = tenet_unreformed_syncretism - } - } - } - } - AND = { - culture != scope:liege.culture - OR = { - culture = { - cultural_acceptance = { target = scope:liege.culture value < 30 } - } - AND = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = struggle_different_culture_more_likely_to_use_minority_stance - } - culture = { - cultural_acceptance = { target = scope:liege.culture value < 70 } - } - } - } - } - } - } - add = 1000 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_adult = no - } - multiply = 0.01 - add = -100 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_only_law - } - } - multiply = 0 - add = -100 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_only_law - } - } - multiply = 0 - add = -100 - } - } - is_valid = { - NAND = { - is_clergy = yes - faith = scope:liege.faith - } - NOR = { - culture = { has_cultural_tradition = tradition_loyal_soldiers } - culture = { has_cultural_tradition = tradition_fp2_malleable_subjects } - } - OR = { - AND = { - faith != scope:liege.faith - faith != scope:liege.faith - faith = { - faith_hostility_level = { - target = scope:liege.faith - value > faith_astray_level - } - } - NOR = { - AND = { - scope:liege.faith.religion = religion:islam_religion - faith = { - has_doctrine = tenet_islamic_syncretism - } - } - AND = { - scope:liege.faith.religion = religion:judaism_religion - faith = { - has_doctrine = tenet_jewish_syncretism - } - } - AND = { - scope:liege = { NEOW_religion_is_broadly_christian_trigger = yes } - faith = { - has_doctrine = tenet_christian_syncretism - } - } - AND = { - scope:liege.faith = { - has_doctrine_parameter = unreformed - } - faith = { - has_doctrine = tenet_unreformed_syncretism - } - } - } - } - AND = { - scope:liege = { - NOT = { has_trait = crusader_king } #First generation of crusader vassals will not prioritize their cultural rights. - } - culture != scope:liege.culture - OR = { - culture = { - cultural_acceptance = { target = scope:liege.culture value < 30 } - } - AND = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = struggle_different_culture_more_likely_to_use_minority_stance - } - culture = { - cultural_acceptance = { target = scope:liege.culture value < 70 } - } - } - } - } - } - scope:liege = { - is_landed = yes - } - } -} - -barons_and_minor_landholders = { - score = { - value = 0 - if = { - limit = { - highest_held_title_tier = tier_barony - } - add = 1000 - } - } - heir_score = { - value = ai_compassion - add = { - value = ai_greed - multiply = -2 - } - if = { - limit = { - OR = { - NOR = { - faith = scope:liege.faith - faith = { - faith_hostility_level = { - target = scope:liege.faith - value >= faith_astray_level - } - } - } - NOR = { - culture = scope:liege.culture - culture = { - cultural_acceptance = { target = scope:liege.culture value >= 30 } - } - } - } - } - add = 1000 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_adult = no - } - multiply = 0.01 - add = -100 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_only_law - } - } - multiply = 0 - add = -100 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_only_law - } - } - multiply = 0 - add = -100 - } - } - is_valid = { - highest_held_title_tier = tier_barony - scope:liege = { - is_landed = yes - } - } -} - -belligerent = { - score = { - value = ai_boldness - add = { - value = ai_vengefulness - divide = 2 - } - add = { - value = ai_compassion - multiply = -2 - } - add = { - value = ai_honor - divide = 2 - } - if = { - limit = { - has_trait = wrathful - } - add = 50 - } - if = { - limit = { - has_trait = ambitious - } - add = 50 - } - if = { - limit = { - has_trait = vengeful - } - add = 50 - } - if = { - limit = { - culture = { has_cultural_pillar = ethos_bellicose } - } - add = 50 - } - if = { - limit = { - scope:liege = { has_royal_court = yes has_court_type = court_warlike } - } - add = 30 - } - if = { - limit = { - scope:liege = { has_royal_court = yes has_court_type = court_tribal } - } - add = 15 - } - if = { - limit = { - government_has_flag = government_is_nomadic - } - add = 150 - } - if = { - limit = { - top_participant_group:dynastic_cycle ?= { - participant_group_type = expansion_movement - } - } - add = 250 - } - if = { - limit = { - culture = { - has_innovation = innovation_standing_armies - } - } - multiply = 1.2 - } - if = { - limit = { - culture = { - has_innovation = innovation_all_things - } - } - multiply = 1.1 - } - } - heir_score = { - value = prowess - multiply = 30 - add = ai_boldness - add = ai_vengefulness - add = ai_honor - add = { - value = ai_compassion - multiply = -1 - } - if = { - limit = { - has_trait = wrathful - } - add = 50 - } - if = { - limit = { - has_trait = ambitious - } - add = 50 - } - if = { - limit = { - has_trait = craven - } - add = -50 - } - if = { - limit = { - has_trait = humble - } - add = -50 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_preference_law - } - } - multiply = 0.01 - } - if = { - limit = { - is_adult = no - } - multiply = 0.01 - add = -100 - } - if = { - limit = { - is_male = yes - scope:liege = { - has_realm_law = female_only_law - } - } - multiply = 0 - add = -100 - } - if = { - limit = { - is_female = yes - scope:liege = { - has_realm_law = male_only_law - } - } - multiply = 0 - add = -100 - } - } - is_valid = { - is_lowborn = no - scope:liege = { - is_landed = yes - } - } -} diff --git a/events/activities/coronation_activity/coronation_events.txt b/events/activities/coronation_activity/coronation_events.txt index 27bffa2b..b0461644 100644 --- a/events/activities/coronation_activity/coronation_events.txt +++ b/events/activities/coronation_activity/coronation_events.txt @@ -182,18 +182,18 @@ coronation_events.0100 = { } } -# if = { -# limit = { -# any_character_struggle = { is_struggle_type = iberian_struggle } -# } -# struggle:iberian_struggle = { save_scope_as = involved_struggle } -# } -# else_if = { -# limit = { -# any_character_struggle = { is_struggle_type = persian_struggle } -# } -# struggle:persian_struggle = { save_scope_as = involved_struggle } -# } + if = { + limit = { + any_character_struggle = { is_struggle_type = iberian_struggle } + } + struggle:iberian_struggle = { save_scope_as = involved_struggle } + } + else_if = { + limit = { + any_character_struggle = { is_struggle_type = persian_struggle } + } + struggle:persian_struggle = { save_scope_as = involved_struggle } + } } ## Diplomacy @@ -544,25 +544,25 @@ coronation_events.0100 = { VAR = end_the_struggle_oath TIME = 18250 } -# if = { -# limit = { -# any_character_struggle = { is_struggle_type = iberian_struggle } -# } -# set_variable = { -# name = end_the_struggle_oath_type_var -# value = flag:iberian_struggle -# } -# } -# else_if = { -# limit = { -# any_character_struggle = { is_struggle_type = persian_struggle } -# } -# set_variable = { -# name = end_the_struggle_oath_type_var -# value = flag:persian_struggle -# } -# -# } + if = { + limit = { + any_character_struggle = { is_struggle_type = iberian_struggle } + } + set_variable = { + name = end_the_struggle_oath_type_var + value = flag:iberian_struggle + } + } + else_if = { + limit = { + any_character_struggle = { is_struggle_type = persian_struggle } + } + set_variable = { + name = end_the_struggle_oath_type_var + value = flag:persian_struggle + } + + } } ai_chance = { diff --git a/events/activities/coronation_activity/coronation_events_1.txt b/events/activities/coronation_activity/coronation_events_1.txt index 60d930a7..4eb49728 100644 --- a/events/activities/coronation_activity/coronation_events_1.txt +++ b/events/activities/coronation_activity/coronation_events_1.txt @@ -9251,7 +9251,7 @@ coronation_events.1034 = { trigger = { faith = { NOR = { -# has_doctrine_parameter = naked_adherents_active + has_doctrine_parameter = naked_adherents_active has_doctrine_parameter = naked_priests_active } } @@ -9259,7 +9259,7 @@ coronation_events.1034 = { culture = { has_graphical_east_asia_culture_group_trigger = yes } faith = { NOR = { -# has_doctrine_parameter = naked_adherents_active + has_doctrine_parameter = naked_adherents_active has_doctrine_parameter = naked_priests_active } } @@ -9271,7 +9271,7 @@ coronation_events.1034 = { culture = { has_graphical_east_asia_culture_group_trigger = yes } faith = { NOR = { -# has_doctrine_parameter = naked_adherents_active + has_doctrine_parameter = naked_adherents_active has_doctrine_parameter = naked_priests_active } } @@ -9282,7 +9282,7 @@ coronation_events.1034 = { culture = { has_graphical_east_asia_culture_group_trigger = yes } faith = { NOR = { -# has_doctrine_parameter = naked_adherents_active + has_doctrine_parameter = naked_adherents_active has_doctrine_parameter = naked_priests_active } } @@ -9301,7 +9301,7 @@ coronation_events.1034 = { culture = { has_graphical_east_asia_culture_group_trigger = yes } faith = { NOR = { -# has_doctrine_parameter = naked_adherents_active + has_doctrine_parameter = naked_adherents_active has_doctrine_parameter = naked_priests_active } } @@ -9315,7 +9315,7 @@ coronation_events.1034 = { culture = { has_graphical_east_asia_culture_group_trigger = yes } faith = { NOR = { -# has_doctrine_parameter = naked_adherents_active + has_doctrine_parameter = naked_adherents_active has_doctrine_parameter = naked_priests_active } } diff --git a/events/activities/tour_activity/tour_phase_cultural_festival.txt b/events/activities/tour_activity/tour_phase_cultural_festival.txt index 19d305c3..3cc53fdf 100644 --- a/events/activities/tour_activity/tour_phase_cultural_festival.txt +++ b/events/activities/tour_activity/tour_phase_cultural_festival.txt @@ -1875,7 +1875,7 @@ scripted_trigger cultural_festival_2050_scandalous_trigger = { OR = { faith = { #there are many ways you can be scandalous OR = { -# has_doctrine_parameter = naked_adherents_active + has_doctrine_parameter = naked_adherents_active has_doctrine_parameter = deviancy_accepted NOT = { trait_is_sin = lustful } trait_is_sin = chaste @@ -1891,7 +1891,7 @@ scripted_trigger cultural_festival_2050_modest_trigger = { culture = { has_cultural_tradition = tradition_modest } #you can just be modest faith = { #or you don't have these tenets NOR = { -# has_doctrine_parameter = naked_adherents_active + has_doctrine_parameter = naked_adherents_active has_doctrine_parameter = deviancy_accepted } } diff --git a/events/dlc/fp2/fp2_struggle_events.txt b/events/dlc/fp2/fp2_struggle_events.txt index 1aae42e0..6d29bf96 100644 --- a/events/dlc/fp2/fp2_struggle_events.txt +++ b/events/dlc/fp2/fp2_struggle_events.txt @@ -442,11322 +442,11321 @@ fp2_struggle.004 = { # Iberian Struggle Intro Events # 0501 - 599 ################################### -#fp2_struggle.0501 = { # Fullscreen Intro Event -# type = character_event -# window = fullscreen_event -# title = fp2_struggle.0501.t -# desc = { -# desc = fp2_struggle.0501.desc -# first_valid = { -# triggered_desc = { -# trigger = { -# any_character_struggle = { -# involvement = involved -# is_struggle_type = iberian_struggle -# } -# } -# desc = fp2_struggle.0501.desc.involved -# } -# triggered_desc = { -# trigger = { -# any_character_struggle = { -# involvement = interloper -# is_struggle_type = iberian_struggle -# } -# } -# desc = fp2_struggle.0501.desc.interloper -# } -# } -# } -# theme = realm -# trigger = { # we need to prevent this from firing for all players when a new player joins in MP -# is_ai = no -# NOT = { has_character_flag = fp2_struggle_intro_event_flag } -# fp2_character_any_involvement_iberian_struggle_trigger = yes -# } -# override_background = { reference = fp2_fullscreen_intro } -# override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_animate" } -# -# cooldown = { years = 100 } -# -# widgets = { -# widget = { -# gui = "event_window_widget_struggle_info" -# container = "dynamic_content_widget" -# controller = struggle_info -# setup_scope = { struggle:iberian_struggle = { save_scope_as = struggle } } -# } -# } -# immediate = { -# play_music_cue = "mx_Struggle_Opening" -# add_character_flag = fp2_struggle_intro_event_flag -# save_scope_value_as = { -# name = start -# value = yes -# } -# } -# option = { -# name = fp2_struggle.0501.a -# clicksound = "event:/DLC/FP2/SFX/UI/fp2_struggle_start_select" -# } -#} -# -#################################### -## Struggle Endings -## by Joe Parkin -## 0900-0912 -#################################### -#fp2_struggle.0900 = { # Hostility -# type = character_event -# window = fullscreen_event -# title = fp2_struggle.0900.t -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { -# culture = { -# OR = { -# this = culture:basque -# any_parent_culture = { this = culture:basque } -# has_cultural_pillar = language_basque -# } -# } -# } -# desc = fp2_struggle.0900.opening.basque -# } -# triggered_desc = { -# trigger = { -# culture = { -# OR = { -# this = culture:andalusian -# any_parent_culture = { this = culture:andalusian } -# has_cultural_pillar = language_arabic -# } -# } -# } -# desc = fp2_struggle.0900.opening.andalusian -# } -# triggered_desc = { -# trigger = { -# culture = { has_cultural_pillar = heritage_iberian } -# } -# desc = fp2_struggle.0900.opening.iberian -# } -# desc = fp2_struggle.0900.opening -# } -# desc = fp2_struggle.0900.desc -# } -# theme = court -# override_background = { reference = fp2_fullscreen_hostility } -# override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } -# -# immediate = { -# # Add all involved rulers to a list, for ping event -# play_music_cue = "mx_Struggle_ending_hostility" -# fp2_struggle_ending_involved_list_effect = yes -# give_nickname = nick_the_conquistador -# dynasty = { add_dynasty_prestige = 10000 } -# } -# -# # Faith victory -# option = { -# name = fp2_struggle.0900.a -# if = { -# limit = { exists = house } -# house = { -# add_house_modifier = { -# modifier = fp2_struggle_hostility_house_faith_modifier -# } -# } -# } -# # Piety reward for faith victory -# add_piety = 1000 -# custom_description_no_bullet = { text = fp2_struggle_house_tt } -# custom_tooltip = fp2_struggle_hostility_holy_cb_tt -# custom_tooltip = fp2_struggle_hostility_conversion_holy_tt -# stress_impact = { -# cynical = medium_stress_impact_gain -# } -# ai_chance = { -# base = 100 -# ai_value_modifier = { -# ai_zeal = 1 -# } -# } -# } -# -# # Culture victory -# option = { -# name = fp2_struggle.0900.b -# # Renown reward for culture victory -# if = { -# limit = { exists = house } -# dynasty = { add_dynasty_prestige = 1000 } -# house = { -# add_house_modifier = { -# modifier = fp2_struggle_hostility_house_culture_modifier -# } -# } -# } -# custom_description_no_bullet = { text = fp2_struggle_house_tt } -# custom_tooltip = fp2_struggle_hostility_culture_cb_tt -# custom_tooltip = fp2_struggle_hostility_conversion_culture_tt -# # All Involved cultures lose acceptance of each other -# custom_tooltip = { -# text = fp2_struggle_hostility_culture_tt -# fp2_struggle_hostility_cultural_acceptance_effect = yes -# } -# stress_impact = { -# humble = medium_stress_impact_gain -# } -# ai_chance = { -# base = 100 -# } -# } -# -# # Combined victory -# option = { -# name = fp2_struggle.0900.c -# # Reduced renown and piety rewards for combined -# if = { -# limit = { exists = house } -# house = { -# add_house_modifier = { -# modifier = fp2_struggle_hostility_house_combined_modifier -# years = 200 -# } -# } -# } -# add_prestige = 3000 -# custom_description_no_bullet = { text = fp2_struggle_house_tt } -# custom_tooltip = fp2_struggle_hostility_holy_cb_tt -# custom_tooltip = culture_parameter_cb_lower_piety_level_requirement -# custom_tooltip = fp2_struggle_hostility_culture_cb_tt -# custom_tooltip = fp2_struggle_hostility_conversion_holy_tt -# custom_tooltip = fp2_struggle_hostility_conversion_culture_tt -# # All Involved cultures lose acceptance of each other -# custom_tooltip = { -# text = fp2_struggle_hostility_culture_large_tt -# fp2_struggle_hostility_cultural_acceptance_large_effect = yes -# } -# stress_impact = { -# humble = medium_stress_impact_gain -# cynical = medium_stress_impact_gain -# } -# ai_chance = { -# base = 100 -# ai_value_modifier = { -# ai_zeal = 2 -# ai_boldness = 1 -# } -# } -# } -# -# after = { -# # Notify & End Struggle -# save_scope_as = fp2_loc_struggle_ender # Loc used to use root, this fixes it -# every_player = { -# limit = { fp2_does_this_player_care_about_the_fate_of_iberia = yes } # Needs to be checked before the struggle ends due to race condition issues -# add_to_list = player_to_notify # Making a list so stuff is tiggered after the struggle ends, to make extra sure I don't break anything. -# } -# -# struggle:iberian_struggle = { end_struggle = struggle_iberia_ending_hostility_decision } -# every_in_list = { # Then we *actually* notify palyers, making sure the struggle has already ended -# list = player_to_notify -# trigger_event = fp2_struggle.0910 -# } -# } -#} -# -#fp2_struggle.0910 = { -# type = character_event -# window = fullscreen_event -# title = fp2_struggle.0900.t -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { is_in_list = struggle_involvees } -# desc = fp2_struggle.0910.opening.involved -# } -# desc = fp2_struggle.0910.opening -# } -# desc = fp2_struggle.0910.desc -# first_valid = { -# triggered_desc = { -# trigger = { -# scope:struggle_ender.house = { has_house_modifier = fp2_struggle_hostility_house_faith_modifier } -# } -# desc = fp2_struggle.0910.closing.faith -# } -# triggered_desc = { -# trigger = { -# scope:struggle_ender.house = { has_house_modifier = fp2_struggle_hostility_house_culture_modifier } -# } -# desc = fp2_struggle.0910.closing.culture -# } -# desc = fp2_struggle.0910.closing.combined -# } -# } -# theme = court -# override_background = { reference = fp2_fullscreen_hostility } -# override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } -# -# immediate = { -# play_music_cue = "mx_Struggle_ending_hostility" -# ##### Major Effects ##### -# show_as_tooltip = { -# scope:struggle_ender = { -# #dynasty = { add_dynasty_prestige = 10000 } -# fp2_struggle_hostility_ender_effect = yes -# } -# } -# # Hispania is available! -# custom_tooltip = fp2_struggle_can_create_empire_of_hispania_tt -# # Choose Holy War boost, Culture War boost, or both -# scope:struggle_ender.house = { -# switch = { -# trigger = has_house_modifier -# fp2_struggle_hostility_house_faith_modifier = { -# show_as_tooltip = { add_house_modifier = fp2_struggle_hostility_house_faith_modifier } -# custom_description_no_bullet = { text = fp2_struggle_house_tt } -# custom_tooltip = fp2_struggle_hostility_holy_cb_tt -# } -# fp2_struggle_hostility_house_culture_modifier = { -# show_as_tooltip = { add_house_modifier = fp2_struggle_hostility_house_culture_modifier } -# custom_description_no_bullet = { text = fp2_struggle_house_tt } -# custom_tooltip = fp2_struggle_hostility_culture_cb_tt -# custom_tooltip = fp2_struggle_hostility_culture_tt -# } -# fp2_struggle_hostility_house_combined_modifier = { -# show_as_tooltip = { add_house_modifier = fp2_struggle_hostility_house_combined_modifier } -# custom_description_no_bullet = { text = fp2_struggle_house_tt } -# custom_tooltip = fp2_struggle_hostility_holy_cb_tt -# custom_tooltip = fp2_struggle_hostility_culture_cb_tt -# custom_tooltip = fp2_struggle_hostility_culture_large_tt -# } -# } -# } -# } -# -# # Ok -# option = { -# name = { -# text = fp2_struggle.0910.a -# trigger = { is_in_list = struggle_involvees } -# } -# name = { -# text = fp2_struggle.0910.b -# trigger = { -# NOT = { is_in_list = struggle_involvees } -# } -# } -# } -#} -# -#fp2_struggle.0901 = { # Compromise -# type = character_event -# window = fullscreen_event -# title = fp2_struggle.0901.t -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { -# culture = { -# OR = { -# this = culture:basque -# any_parent_culture = { this = culture:basque } -# has_cultural_pillar = language_basque -# } -# } -# } -# desc = fp2_struggle.0900.opening.basque -# } -# triggered_desc = { -# trigger = { -# culture = { -# OR = { -# this = culture:andalusian -# any_parent_culture = { this = culture:andalusian } -# has_cultural_pillar = language_arabic -# } -# } -# } -# desc = fp2_struggle.0900.opening.andalusian -# } -# triggered_desc = { -# trigger = { -# culture = { has_cultural_pillar = heritage_iberian } -# } -# desc = fp2_struggle.0900.opening.iberian -# } -# desc = fp2_struggle.0900.opening -# } -# desc = fp2_struggle.0901.desc -# } -# theme = court -# override_background = { reference = fp2_fullscreen_compromise } -# override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } -# -# immediate = { -# play_music_cue = "mx_Struggle_ending_compromise" -# # Independent/Split De Jure Duchies will become De Jure Kingdoms -# if = { -# limit = { -# title:e_spain = { -# any_in_de_jure_hierarchy = { fp2_struggle_ending_compromise_independent_duchy_trigger = yes } -# } -# } -# custom_tooltip = { -# text = fp2_struggle_compromise_create_new_kingdoms_tt -# fp2_struggle_compromise_duchies_to_kingdoms_effect = yes -# } -# } -# # Move duchies to right kingdoms -# fp2_struggle_compromise_transfer_duchies_effect = yes -# # Turn kingdoms to empires -# fp2_struggle_compromise_kingdoms_to_empires_effect = yes -# # distribute small kingdoms -# fp2_struggle_compromise_distribute_kingdoms_to_neighbouring_empires_effect = yes -# # assign the new title to existing characters -# fp2_struggle_compromise_distribute_the_actual_titles = yes -# -# # Set up truces -# fp2_struggle_compromise_truce_effect = yes -# -# ##### Major Effects ##### -# fp2_struggle_compromise_ender_effect = yes -# -# # Tooltips! -# fp2_struggle_compromise_tooltip_effect = yes -# -# ##### Minor Effects ##### -# # Self-sufficiency modifiers for each independent realm -# fp2_struggle_compromise_modifier_rewards_effect = yes -# set_global_variable = { -# name = fp2_struggle_compromise_ending -# value = yes -# } -# # Add all involved rulers to a list, for ping event -# fp2_struggle_ending_involved_list_effect = yes -# } -# -# # Ok -# option = { -# name = fp2_struggle.0901.a -# if = { -# limit = { -# any_in_list = { -# list = kingdom_empire -# this = root.primary_title -# } -# } -# custom_tooltip = fp2_struggle.0901.tt -# } -# } -# -# after = { -# stress_impact = { -# arrogant = medium_stress_impact_gain -# } -# -# # Notify & End Struggle -# save_scope_as = fp2_loc_struggle_ender # Loc used to use root, this fixes it -# every_player = { -# limit = { fp2_does_this_player_care_about_the_fate_of_iberia = yes } # Needs to be checked before the struggle ends due to race condition issues -# add_to_list = player_to_notify # Making a list so stuff is tiggered after the struggle ends, to make extra sure I don't break anything. -# } -# -# struggle:iberian_struggle = { end_struggle = struggle_iberia_ending_compromise_decision } -# every_in_list = { # Then we *actually* notify palyers, making sure the struggle has already ended -# list = player_to_notify -# trigger_event = fp2_struggle.0911 -# } -# } -#} -# -#fp2_struggle.0911 = { -# type = character_event -# window = fullscreen_event -# title = fp2_struggle.0901.t -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { is_in_list = struggle_involvees } -# desc = fp2_struggle.0910.opening.involved -# } -# desc = fp2_struggle.0910.opening -# } -# desc = fp2_struggle.0911.desc -# } -# theme = court -# override_background = { reference = fp2_fullscreen_compromise } -# override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } -# -# immediate = { -# play_music_cue = "mx_Struggle_ending_compromise" -# ##### Major Effects ##### -# show_as_tooltip = { -# scope:struggle_ender = { fp2_struggle_compromise_ender_effect = yes } -# } -# # Independent/Split De Jure Duchies will become De Jure Kingdoms -# custom_tooltip = fp2_struggle_compromise_create_new_kingdoms_tt -# # RIP Hispania -# fp2_struggle_compromise_tooltip_effect = yes -# -# ##### Minor Effects ##### -# if = { -# limit = { -# any_in_list = { -# list = kingdom_empire -# OR = { -# this = root.primary_title -# this = root.primary_title.de_jure_liege -# this = root.primary_title.de_jure_liege.de_jure_liege -# } -# } -# } -# custom_tooltip = fp2_struggle.0901.tt -# } -# if = { -# limit = { is_in_list = struggle_involvees } -# show_as_tooltip = { -# fp2_struggle_compromise_modifier_rewards_personal_house_effect = yes -# fp2_struggle_compromise_modifier_rewards_personal_county_effect = yes -# } -# } -# } -# -# # Ok -# option = { -# name = { -# text = fp2_struggle.0911.a -# trigger = { is_in_list = struggle_involvees } -# } -# name = { -# text = fp2_struggle.0910.b -# trigger = { -# NOT = { is_in_list = struggle_involvees } -# } -# } -# } -#} -# -#fp2_struggle.0902 = { # Conciliation -# type = character_event -# window = fullscreen_event -# title = fp2_struggle.0902.t -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { -# culture = { -# OR = { -# this = culture:basque -# any_parent_culture = { this = culture:basque } -# has_cultural_pillar = language_basque -# } -# } -# } -# desc = fp2_struggle.0900.opening.basque -# } -# triggered_desc = { -# trigger = { -# culture = { -# OR = { -# this = culture:andalusian -# any_parent_culture = { this = culture:andalusian } -# has_cultural_pillar = language_arabic -# } -# } -# } -# desc = fp2_struggle.0900.opening.andalusian -# } -# triggered_desc = { -# trigger = { -# culture = { has_cultural_pillar = heritage_iberian } -# } -# desc = fp2_struggle.0900.opening.iberian -# } -# desc = fp2_struggle.0900.opening -# } -# desc = fp2_struggle.0902.desc -# } -# theme = court -# override_background = { reference = fp2_fullscreen_conciliation } -# override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } -# -# immediate = { -# play_music_cue = "mx_Struggle_ending_conciliation" -# set_global_variable = { -# name = fp2_struggle_conciliation_ending -# value = yes -# } -# # Add all involved rulers to a list, for ping event -# fp2_struggle_ending_involved_list_effect = yes -# -# # Add all involved cultures with counties to a list, for marriage and holy war checks -# fp2_struggle_ending_culture_list_effect = yes -# -# # Change cultural acceptance -# fp2_struggle_conciliation_cultural_acceptance_effect = yes -# -# ##### Major Effects ##### -# fp2_struggle_conciliation_ender_effect = yes -# fp2_struggle_conciliation_tooltip_effect = yes -# fp2_struggle_conciliation_modifier_rewards_effect = yes -# } -# -# # -# option = { -# name = fp2_struggle.0902.a -# } -# -# after = { -# stress_impact = { -# arrogant = medium_stress_impact_gain -# zealous = medium_stress_impact_gain -# } -# -# # Notify & End Struggle -# save_scope_as = fp2_loc_struggle_ender # Loc used to use root, this fixes it -# every_player = { -# limit = { fp2_does_this_player_care_about_the_fate_of_iberia = yes } # Needs to be checked before the struggle ends due to race condition issues -# add_to_list = player_to_notify # Making a list so stuff is tiggered after the struggle ends, to make extra sure I don't break anything. -# } -# -# struggle:iberian_struggle = { end_struggle = struggle_iberia_ending_conciliation_decision } -# every_in_list = { # Then we *actually* notify palyers, making sure the struggle has already ended -# list = player_to_notify -# trigger_event = fp2_struggle.0912 -# } -# } -#} -# -#fp2_struggle.0912 = { -# type = character_event -# window = fullscreen_event -# title = fp2_struggle.0902.t -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { is_in_list = struggle_involvees } -# desc = fp2_struggle.0910.opening.involved -# } -# desc = fp2_struggle.0910.opening -# } -# desc = fp2_struggle.0912.desc -# } -# theme = court -# override_background = { reference = fp2_fullscreen_conciliation } -# override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } -# -# immediate = { -# play_music_cue = "mx_Struggle_ending_conciliation" -# ##### Major Effects ##### -# show_as_tooltip = { -# scope:struggle_ender = { fp2_struggle_conciliation_ender_effect = yes } -# } -# fp2_struggle_conciliation_tooltip_effect = yes -# -# ##### Minor Effects ##### -# # All involved rulers gain diff culture opinion and learn language scheme power -# if = { -# limit = { is_in_list = struggle_involvees } -# show_as_tooltip = { fp2_struggle_conciliation_modifier_rewards_personal_effect = yes } -# } -# } -# -# # Ok -# option = { -# name = { -# text = fp2_struggle.0912.a -# trigger = { is_in_list = struggle_involvees } -# } -# name = { -# text = fp2_struggle.0910.b -# trigger = { -# NOT = { is_in_list = struggle_involvees } -# } -# } -# } -#} -# -#################################### -## Stoking the Fire -## By Ola Jentzsch -#################################### -#scripted_trigger fp2_struggle_1000_tension_county_trigger = { -# is_landless_type_title = no -# any_county_province = { geographical_region = world_europe_west_iberia } -# faith = { save_temporary_scope_as = compare_faith } -# root = { -# faith = { -# faith_hostility_level = { target = scope:compare_faith value > faith_astray_level } -# } -# } -#} -#scripted_trigger fp2_struggle_1000_tension_councillor_trigger = { -# faith = { this = root.faith } -# is_available_healthy_ai_adult = yes -# OR = { -# has_trait = zealous -# has_trait = wrathful -# has_trait = deceitful -# has_trait = sadistic -# has_trait = holy_warrior -# has_trait = callous -# } -# NOR = { -# has_trait = compassionate -# has_trait = just -# } -#} -# -#fp2_struggle.1000 = { -# type = character_event -# title = fp2_struggle.1000.t -# desc = fp2_struggle.1000.desc -# theme = dread -# -# left_portrait = { -# character = root -# animation = stress -# } -# right_portrait = { -# character = scope:tension_councillor -# animation = scheme -# } -# -# -# trigger = { -# has_fp2_dlc_trigger = yes -# fp2_character_involved_in_struggle_trigger = yes -# custom_description = { -# text = empty_spooky_trigger #This is entirely pointless, but code likes it, so ghost away! -# any_held_county = { fp2_struggle_1000_tension_county_trigger = yes } -# OR = { -# any_councillor = { fp2_struggle_1000_tension_councillor_trigger = yes } -# any_vassal = { fp2_struggle_1000_tension_councillor_trigger = yes } -# exists = cp:councillor_marshal -# } -# } -# OR = { -# capital_province = { geographical_region = world_europe_west_iberia } -# culture = { has_cultural_pillar = heritage_iberian } -# } -# } -# -# cooldown = { #this shouldn't fire too often -# years = 50 -# } -# -# immediate = { #We need a province and a suitable councillor; this fixes that. -# random_held_county = { -# limit = { fp2_struggle_1000_tension_county_trigger = yes } -# save_scope_as = tension_county -# } -# if = { -# limit = { -# any_councillor = { -# fp2_struggle_1000_tension_councillor_trigger = yes -# } -# } -# random_councillor = { -# limit = { -# fp2_struggle_1000_tension_councillor_trigger = yes -# } -# save_scope_as = tension_councillor -# } -# } -# else_if = { -# limit = { -# any_vassal = { -# fp2_struggle_1000_tension_councillor_trigger = yes -# } -# } -# random_vassal = { -# limit = { -# fp2_struggle_1000_tension_councillor_trigger = yes -# } -# save_scope_as = tension_councillor -# } -# } -# else = { -# random_councillor = { -# limit = { -# has_council_position = councillor_marshal -# } -# save_scope_as = tension_councillor -# } -# } -# -# if = { #this code checks if there is an eligible person for the 4th option -# limit = { -# any_vassal = { -# is_available_healthy_ai_adult = yes -# faith = scope:tension_county.faith -# } -# } -# random_vassal = { -# limit = { -# is_available_healthy_ai_adult = yes -# faith = scope:tension_county.faith -# } -# save_scope_as = minority_courtier -# } -# } -# else_if = { -# limit = { -# any_courtier = { -# is_available_healthy_ai_adult = yes -# faith = scope:tension_county.faith -# } -# } -# random_courtier = { -# limit = { -# is_available_healthy_ai_adult = yes -# faith = scope:tension_county.faith -# } -# save_scope_as = minority_courtier -# } -# } -# } -# -# option = { #Let us spread some hatred...discreetly. -# name = fp2_struggle.1000.a -# -# ai_chance = { #Cruel and fanatical characters pick this option -# base = 10 -# ai_value_modifier = { -# ai_zeal = 1 -# ai_vengefulness = 0.5 -# ai_compassion = -1 -# ai_honor = -1 -# } -# } -# -# stress_impact = { -# # Righteous characters find this a very unappealing option. -# compassionate = medium_stress_impact_gain -# gallant = medium_stress_impact_gain -# honest = medium_stress_impact_gain -# just = medium_stress_impact_gain -# paragon = medium_stress_impact_gain -# # As do lazy ones. -# lazy = minor_stress_impact_gain -# } -# -# scope:tension_councillor = { -# add_opinion = { -# target = root -# opinion = 10 -# modifier = took_my_advice_opinion -# } -# } -# -# -# add_character_modifier = { -# modifier = fanatical_recruits_modifier -# years = 10 -# } -# -# duel = { #You try to create a hate campaign - and get away with it. -# skill = intrigue -# value = average_skill_rating -# -# 20 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = 2 -# } -# send_interface_toast = { -# title = stoke_tension_toast.success -# left_icon = root -# -# add_dread = minor_dread_gain -# -# scope:tension_county = { -# add_county_modifier = { -# modifier = riots_and_murders_province_modifier -# years = 5 -# } -# } -# } -# } -# -# 20 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1 -# } -# send_interface_toast = { -# title = stoke_tension_toast.failure -# left_icon = root -# add_character_modifier = { -# modifier = hate_monger_modifier -# years = 10 -# } -# -# scope:tension_county = { -# add_county_modifier = { -# modifier = riots_and_murders_province_modifier -# years = 5 -# } -# } -# } -# } -# } -# } -# -# option = { #I trust you to handle it -# name = fp2_struggle.1000.b -# -# trigger = { -# intrigue <= medium_skill_rating -# } -# -# show_unlock_reason = no -# -# ai_chance = { #Cruel and fanatical characters pick this option -# base = 10 -# ai_value_modifier = { -# ai_zeal = 0.5 -# ai_rationality = 0.2 -# ai_compassion = -0.5 -# ai_honor = -1 -# } -# } -# -# stress_impact = { -# # Righteous characters find this a very unappealing option. -# compassionate = medium_stress_impact_gain -# gallant = medium_stress_impact_gain -# honest = medium_stress_impact_gain -# just = medium_stress_impact_gain -# paragon = medium_stress_impact_gain -# # As do lazy ones. -# lazy = miniscule_stress_impact_gain -# } -# -# if = { -# limit = { -# intrigue <= medium_skill_rating -# } -# custom_tooltip = bad_intrigue.tt -# } -# -# scope:tension_councillor = { -# if = { -# limit = { -# intrigue >= average_skill_level -# } -# add_opinion = { -# target = root -# opinion = 10 -# modifier = trusted_me_opinion -# } -# } -# else = { -# add_opinion = { -# target = root -# opinion = -10 -# modifier = unfair_expectations_opinion -# } -# } -# } -# -# add_character_modifier = { -# modifier = fanatical_recruits_modifier -# years = 10 -# } -# -# -# -# scope:tension_councillor = { -# duel = { -# skill = intrigue -# value = average_skill_rating -# -# 20 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = 2 -# } -# root = { -# send_interface_toast = { -# title = delegated_stoke_tension_toast.success -# left_icon = scope:tension_councillor -# -# scope:tension_county = { -# add_county_modifier = { -# modifier = riots_and_murders_province_modifier -# years = 5 -# } -# } -# } -# } -# } -# 20 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1 -# } -# root = { -# send_interface_toast = { -# title = stoke_tension_toast.failure -# left_icon = scope:tension_councillor -# -# root = { -# add_character_modifier = { -# modifier = hate_monger_modifier -# years = 10 -# } -# } -# scope:tension_councillor = { -# add_character_modifier = { -# modifier = hate_monger_modifier -# years = 10 -# } -# } -# scope:tension_county = { -# add_county_modifier = { -# modifier = riots_and_murders_province_modifier -# years = 5 -# } -# } -# } -# } -# } -# } -# } -# } -# -# option = { #"No, I shall try to ease the tensions." -# name = fp2_struggle.1000.c -# -# ai_chance = { #just and compassionate characters pick this option -# base = 10 -# ai_value_modifier = { -# ai_honor = 0.8 -# ai_compassion = 0.7 -# ai_rationality = 0.2 -# ai_zeal = -0.8 -# ai_vengefulness = -0.7 -# } -# } -# -# stress_impact = { -# # Aggressive characters find this an unappealing option. -# wrathful = minor_stress_impact_gain -# zealous = minor_stress_impact_gain -# sadistic = minor_stress_impact_gain -# vengeful = minor_stress_impact_gain -# } -# -# scope:tension_councillor = { -# add_opinion = { -# target = root -# opinion = -10 -# modifier = disappointed_opinion -# } -# } -# -# duel = { -# skill = diplomacy -# value = high_skill_rating -# -# 30 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = 2 -# } -# send_interface_toast = { -# title = ease_tension_toast.success -# left_icon = root -# -# add_character_modifier = { -# modifier = tolerance_gospel_modifier -# years = 10 -# } -# -# scope:tension_county = { -# add_county_modifier = { -# modifier = tensions_eased_province_modifier -# years = 5 -# } -# } -# } -# } -# 20 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1 -# } -# send_interface_toast = { -# title = ease_tension_toast.failure -# left_icon = root -# scope:tension_county = { -# add_county_modifier = { -# modifier = riots_and_murders_province_modifier -# years = 5 -# } -# } -# } -# } -# } -# } -# -# option = { #"If I cannot stop this madness... -# name = fp2_struggle.1000.d -# -# trigger = { -# exists = scope:minority_courtier -# -# scope:tension_county = { -# this != root.capital_county -# } -# } -# -# ai_chance = { #just and compassionate characters pick this option -# base = 10 -# ai_value_modifier = { -# ai_honor = 0.3 -# ai_compassion = 0.3 -# ai_rationality = 0.8 -# ai_zeal = -0.8 -# ai_vengefulness = -0.7 -# ai_greed = -1 -# } -# } -# -# stress_impact = { -# # Aggressive characters find this unappealing -# wrathful = minor_stress_impact_gain -# zealous = major_stress_impact_gain -# sadistic = minor_stress_impact_gain -# vengeful = minor_stress_impact_gain -# -# #As do power-mongers, you're giving away a whole province! -# ambitious = minor_stress_impact_gain -# stubborn = minor_stress_impact_gain -# greedy = minor_stress_impact_gain -# arrogant = minor_stress_impact_gain -# paranoid = minor_stress_impact_gain -# -# } -# -# scope:minority_courtier = { -# add_opinion = { -# target = root -# opinion = 20 -# modifier = received_title_county -# } -# } -# -# create_title_and_vassal_change = { -# type = granted -# save_scope_as = change -# add_claim_on_loss = yes -# } -# -# scope:tension_county = { -# change_title_holder = { -# holder = scope:minority_courtier -# change = scope:change -# } -# } -# -# resolve_title_and_vassal_change = scope:change -# -# add_stress = medium_stress_loss -# -# scope:tension_councillor = { -# add_opinion = { -# target = root -# opinion = -10 -# modifier = disappointed_opinion -# } -# } -# -# scope:tension_county = { -# add_county_modifier = { -# modifier = tensions_eased_province_modifier -# years = 10 -# } -# } -# } -#} -# -#################################### -## War Widows -## By Ola Jentzsch -#################################### -## Idea by Isabella welch -#################################### -# -#scripted_trigger fp2_struggle.1001_weird_option_traits = { # These, presumably, makes you even more sympathethic to widows and orphans, or likely to take an ill-thought out decision. -# OR = { -# has_character_modifier = associates_with_strange_peasants_modifier -# has_trait = bastard -# has_trait = legitimized_bastard -# has_trait = intellect_bad_3 -# has_trait = intellect_bad_2 -# has_trait = improvident -# has_trait = lifestyle_reveler -# has_trait = pregnant -# has_trait = lunatic -# has_trait = eccentric -# } -#} -# -#scripted_trigger fp2_struggle.1001_expectant_vassal_or_courtier_traits = { # This is about the personality the pregnant courtier should have to get this idea to begin with -# has_trait = pregnant -# is_available_ai = yes -# NOR = { -# has_trait = callous -# has_trait = content -# has_trait = arrogant -# has_trait = dull -# } -#} -# -#fp2_struggle.1001 = { -# type = character_event -# title = fp2_struggle.1001.t -# desc = fp2_struggle.1001.desc -# theme = faith -# cooldown = { years = 50 } -# -# left_portrait = { -# character = root -# animation = personality_cynical -# } -# right_portrait = { -# character = scope:expectant_courtier -# animation = happiness -# } -# -# trigger = { -# has_fp2_dlc_trigger = yes -# OR = { -# any_vassal = { -# fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes -# } -# any_courtier = { -# fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes -# } -# } -# gold >= medium_gold_value_check -# -# any_truce_target = { } -# } -# -# immediate = { -# random_vassal = { -# limit = { -# fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes -# is_spouse_of = root -# } -# -# alternative_limit = { -# fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes -# any_player_heir = { is_spouse_of = prev } -# } -# alternative_limit = { -# fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes -# is_councillor = yes -# } -# alternative_limit = { -# fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes -# is_powerful_vassal = yes -# } -# -# alternative_limit = { -# fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes -# } -# -# save_scope_as = expectant_courtier -# } -# -# if = { -# limit = { -# NOT = { -# exists = scope:expectant_courtier -# } -# } -# random_courtier = { -# limit = { -# fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes -# is_spouse_of = root -# } -# alternative_limit = { -# fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes -# any_player_heir = { is_spouse_of = prev } -# } -# alternative_limit = { -# fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes -# is_councillor = yes -# } -# alternative_limit = { -# fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes -# } -# save_scope_as = expectant_courtier -# } -# } -# } -# -# -# -# option = { #A good idea! I shall create such a fund. -# name = fp2_struggle.1001.a -# -# stress_impact = { -# # Arrogant or cruel characters find this an unappealing option. -# arbitrary = medium_stress_impact_gain -# arrogant = medium_stress_impact_gain -# sadistic = medium_stress_impact_gain -# -# # As do, of course, greedy ones. -# greedy = medium_stress_impact_gain -# -# # As do callous and content ones, to an extent. -# callous = minor_stress_impact_gain -# content = minor_stress_impact_gain -# -# # But generous and compassionate characters like it. -# compassionate = minor_stress_impact_loss -# generous = medium_stress_impact_loss -# } -# -# ai_chance = { #Just and compassionate characters pick this option -# base = 10 -# ai_value_modifier = { -# ai_honor = 0.5 -# ai_compassion = 1 -# ai_vengefulness = -0.2 -# ai_greed = -0.5 -# } -# } -# -# remove_treasury_or_gold = major_treasury_or_gold_value -# -# scope:expectant_courtier = { -# add_opinion = { -# target = root -# opinion = 20 -# modifier = pleased_opinion -# } -# } -# -# -# add_character_modifier = { -# modifier = nursing_salaries_for_single_mothers_modifier -# years = 20 -# } -# } -# -# option = { #Widows I will support, but not whores! -# name = fp2_struggle.1001.b -# flavor = fp2_struggle.1001.b.tt -# trigger = { -# fp2_struggle.1001_weird_option_traits = no -# trait_is_shunned_or_criminal_in_faith_trigger = { -# FAITH = faith -# TRAIT = trait:adulterer -# GENDER_CHARACTER = dummy_female -# } -# } -# -# stress_impact = { -# # Truly righteous characters wouldn't say this. -# compassionate = minor_stress_impact_gain -# gallant = minor_stress_impact_gain -# generous = minor_stress_impact_gain -# humble = minor_stress_impact_gain -# just = minor_stress_impact_gain -# -# # And greedy ones still don't wanna pay up -# greedy = minor_stress_impact_gain -# } -# -# ai_chance = { #Zealous AI characters pick this option -# base = 10 -# ai_value_modifier = { -# ai_zeal = 1 -# ai_compassion = -0.8 -# } -# } -# -# remove_treasury_or_gold = medium_treasury_or_gold_value -# add_piety = minor_piety_gain -# add_character_modifier = { -# modifier = widows_and_widowers_amazing_funds_modifier -# years = 20 -# } -# -# scope:expectant_courtier = { -# if = { -# limit = { -# has_trait = zealous -# } -# add_opinion = { -# target = root -# opinion = 10 -# modifier = pleased_opinion -# } -# } -# else = { -# add_opinion = { -# target = root -# opinion = -10 -# modifier = slightly_disappointed_opinion -# } -# } -# } -# } -# -# -# option = { #But they can come stay at my court! We have food in abundance! -# name = fp2_struggle.1001.c -# flavor = fp2_struggle.1001.c.tt -# trigger = { -# fp2_struggle.1001_weird_option_traits = yes -# } -# -# stress_impact = { -# # Cheap or shy character's don't like this -# greedy = medium_stress_impact_gain -# shy = medium_stress_impact_gain -# -# #Nor do those wo really care about the appearance and glory of their courts -# -# ambitious = minor_stress_impact_gain -# arrogant = medium_stress_impact_gain -# temperate = medium_stress_impact_gain -# august = medium_stress_impact_gain -# born_in_the_purple = minor_stress_impact_gain -# -# # But hypersocial hippies love it -# -# humble = minor_stress_impact_loss -# gregarious = minor_stress_impact_loss -# eccentric = minor_stress_impact_loss -# } -# -# ai_chance = { #Deranged or hypersocial but irrational AI characters pick this option -# base = 10 -# ai_value_modifier = { -# ai_boldness = 0.5 -# ai_energy = 0.8 -# ai_rationality = -0.8 -# } -# } -# -# scope:expectant_courtier = { -# if = { -# limit = { -# OR = { -# has_character_modifier = associates_with_strange_peasants_modifier -# has_trait = bastard -# has_trait = legitimized_bastard -# has_trait = intellect_bad_3 -# has_trait = intellect_bad_2 -# has_trait = improvident -# has_trait = gregarious -# } has_trait = lunatic -# } -# add_opinion = { -# target = root -# opinion = 10 -# modifier = pleased_opinion -# } -# } -# else = { -# add_opinion = { -# target = root -# opinion = -10 -# modifier = perplexed_opinion -# } -# } -# } -# if = { -# limit = { -# root = { -# faith = { -# OR = { -# trait_is_virtue = gregarious -# trait_is_virtue = humble -# trait_is_virtue = generous -# } -# } -# } -# } -# add_piety = medium_piety_gain -# } -# else = { -# add_piety = minor_piety_gain -# } -# add_character_modifier = { -# modifier = destitute_single_mothers_modifier -# years = 15 -# } -# } -# -# option = { #Surely, my benevolent vassals can help funding this. -# name = fp2_struggle.1001.d -# -# trigger = { -# any_vassal = { -# count = all -# is_ai = yes -# } -# } -# -# stress_impact = { -# # Careful or dilpomatically minded characters won't do this. -# content = medium_stress_impact_gain -# diplomat = medium_stress_impact_gain -# paranoid = medium_stress_impact_gain -# } -# -# ai_chance = { #Economic AI characters pick this option, while the careful don't. -# base = 10 -# ai_value_modifier = { -# ai_compassion = 0.5 -# ai_greed = 0.5 -# ai_rationality = -0.5 -# } -# } -# -# remove_treasury_or_gold = minor_treasury_or_gold_value -# -# custom_tooltip = fp2_struggle.1001.specialdescpositive -# custom_tooltip = fp2_struggle.1001.specialdescnegative -# hidden_effect = { -# every_vassal = { -# IF = { -# limit = { -# NOT = { -# has_trait = pregnant -# } -# } -# IF = { -# limit = { -# OR = { -# has_trait = compassionate -# has_trait = generous -# has_trait = just -# } -# } -# add_opinion = { -# target = root -# opinion = 10 -# modifier = funded_righteous_cause_opinion -# } -# } -# ELSE = { -# add_opinion = { -# target = root -# opinion = -10 -# modifier = extorted_me_opinion -# } -# } -# } -# } -# } -# -# scope:expectant_courtier = { -# IF = { -# limit = { -# is_vassal_of = root #if she is, she gets angry because now SHE is expected to pay for this... -# } -# add_opinion = { -# target = root -# opinion = -20 -# modifier = extorted_me_opinion -# } -# } -# ELSE = { -# add_opinion = { -# target = root -# opinion = 10 -# modifier = pleased_opinion -# } -# } -# } -# -# add_character_modifier = { -# modifier = nursing_salaries_for_single_mothers_modifier -# years = 20 -# } -# } -# -# option = { #I am your king, not a wet nurse! -# name = fp2_struggle.1001.e -# -# stress_impact = { -# # Benevolent characters wouldn't ignore this. -# compassionate = medium_stress_impact_gain -# gallant = medium_stress_impact_gain -# generous = medium_stress_impact_gain -# -# # nor would those who are truly competent or just. -# administrator = minor_stress_impact_gain -# ambitious = minor_stress_impact_gain -# diligent = minor_stress_impact_gain -# just = minor_stress_impact_gain -# eccentric = minor_stress_impact_gain -# } -# -# ai_chance = { #Callous or cheap AI characters pick this option -# base = 10 -# ai_value_modifier = { -# ai_rationality = 0.5 -# ai_greed = 0.5 -# ai_honor = -0.7 -# ai_compassion = -0.7 -# } -# } -# -# scope:expectant_courtier = { -# add_opinion = { -# target = root -# opinion = -20 -# modifier = hurt_opinion -# } -# } -# -# random = { -# chance = 50 -# send_interface_toast = { -# left_icon = root -# title = not_my_problem_toast -# add_character_modifier = { -# modifier = starving_single_mothers_and_children_modifier -# years = 15 -# } -# } -# } -# } -#} -# -#################################### -## Andalusian Advancements -## By Ola Jentzsch -#################################### -## Inspired by an idea by Isabella welch +fp2_struggle.0501 = { # Fullscreen Intro Event + type = character_event + window = fullscreen_event + title = fp2_struggle.0501.t + desc = { + desc = fp2_struggle.0501.desc + first_valid = { + triggered_desc = { + trigger = { + any_character_struggle = { + involvement = involved + is_struggle_type = iberian_struggle + } + } + desc = fp2_struggle.0501.desc.involved + } + triggered_desc = { + trigger = { + any_character_struggle = { + involvement = interloper + is_struggle_type = iberian_struggle + } + } + desc = fp2_struggle.0501.desc.interloper + } + } + } + theme = realm + trigger = { # we need to prevent this from firing for all players when a new player joins in MP + is_ai = no + NOT = { has_character_flag = fp2_struggle_intro_event_flag } + fp2_character_any_involvement_iberian_struggle_trigger = yes + } + override_background = { reference = fp2_fullscreen_intro } + override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_animate" } + + cooldown = { years = 100 } + + widgets = { + widget = { + gui = "event_window_widget_struggle_info" + container = "dynamic_content_widget" + controller = struggle_info + setup_scope = { struggle:iberian_struggle = { save_scope_as = struggle } } + } + } + immediate = { + play_music_cue = "mx_Struggle_Opening" + add_character_flag = fp2_struggle_intro_event_flag + save_scope_value_as = { + name = start + value = yes + } + } + option = { + name = fp2_struggle.0501.a + clicksound = "event:/DLC/FP2/SFX/UI/fp2_struggle_start_select" + } +} + +################################### +# Struggle Endings +# by Joe Parkin +# 0900-0912 +################################### +fp2_struggle.0900 = { # Hostility + type = character_event + window = fullscreen_event + title = fp2_struggle.0900.t + desc = { + first_valid = { + triggered_desc = { + trigger = { + culture = { + OR = { + this = culture:basque + any_parent_culture = { this = culture:basque } + has_cultural_pillar = language_basque + } + } + } + desc = fp2_struggle.0900.opening.basque + } + triggered_desc = { + trigger = { + culture = { + OR = { + this = culture:andalusian + any_parent_culture = { this = culture:andalusian } + has_cultural_pillar = language_arabic + } + } + } + desc = fp2_struggle.0900.opening.andalusian + } + triggered_desc = { + trigger = { + culture = { has_cultural_pillar = heritage_iberian } + } + desc = fp2_struggle.0900.opening.iberian + } + desc = fp2_struggle.0900.opening + } + desc = fp2_struggle.0900.desc + } + theme = court + override_background = { reference = fp2_fullscreen_hostility } + override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } + + immediate = { + # Add all involved rulers to a list, for ping event + play_music_cue = "mx_Struggle_ending_hostility" + fp2_struggle_ending_involved_list_effect = yes + give_nickname = nick_the_conquistador + dynasty = { add_dynasty_prestige = 10000 } + } + + # Faith victory + option = { + name = fp2_struggle.0900.a + if = { + limit = { exists = house } + house = { + add_house_modifier = { + modifier = fp2_struggle_hostility_house_faith_modifier + } + } + } + # Piety reward for faith victory + add_piety = 1000 + custom_description_no_bullet = { text = fp2_struggle_house_tt } + custom_tooltip = fp2_struggle_hostility_holy_cb_tt + custom_tooltip = fp2_struggle_hostility_conversion_holy_tt + stress_impact = { + cynical = medium_stress_impact_gain + } + ai_chance = { + base = 100 + ai_value_modifier = { + ai_zeal = 1 + } + } + } + + # Culture victory + option = { + name = fp2_struggle.0900.b + # Renown reward for culture victory + if = { + limit = { exists = house } + dynasty = { add_dynasty_prestige = 1000 } + house = { + add_house_modifier = { + modifier = fp2_struggle_hostility_house_culture_modifier + } + } + } + custom_description_no_bullet = { text = fp2_struggle_house_tt } + custom_tooltip = fp2_struggle_hostility_culture_cb_tt + custom_tooltip = fp2_struggle_hostility_conversion_culture_tt + # All Involved cultures lose acceptance of each other + custom_tooltip = { + text = fp2_struggle_hostility_culture_tt + fp2_struggle_hostility_cultural_acceptance_effect = yes + } + stress_impact = { + humble = medium_stress_impact_gain + } + ai_chance = { + base = 100 + } + } + + # Combined victory + option = { + name = fp2_struggle.0900.c + # Reduced renown and piety rewards for combined + if = { + limit = { exists = house } + house = { + add_house_modifier = { + modifier = fp2_struggle_hostility_house_combined_modifier + years = 200 + } + } + } + add_prestige = 3000 + custom_description_no_bullet = { text = fp2_struggle_house_tt } + custom_tooltip = fp2_struggle_hostility_holy_cb_tt + custom_tooltip = culture_parameter_cb_lower_piety_level_requirement + custom_tooltip = fp2_struggle_hostility_culture_cb_tt + custom_tooltip = fp2_struggle_hostility_conversion_holy_tt + custom_tooltip = fp2_struggle_hostility_conversion_culture_tt + # All Involved cultures lose acceptance of each other + custom_tooltip = { + text = fp2_struggle_hostility_culture_large_tt + fp2_struggle_hostility_cultural_acceptance_large_effect = yes + } + stress_impact = { + humble = medium_stress_impact_gain + cynical = medium_stress_impact_gain + } + ai_chance = { + base = 100 + ai_value_modifier = { + ai_zeal = 2 + ai_boldness = 1 + } + } + } + + after = { + # Notify & End Struggle + save_scope_as = fp2_loc_struggle_ender # Loc used to use root, this fixes it + every_player = { + limit = { fp2_does_this_player_care_about_the_fate_of_iberia = yes } # Needs to be checked before the struggle ends due to race condition issues + add_to_list = player_to_notify # Making a list so stuff is tiggered after the struggle ends, to make extra sure I don't break anything. + } + + struggle:iberian_struggle = { end_struggle = struggle_iberia_ending_hostility_decision } + every_in_list = { # Then we *actually* notify palyers, making sure the struggle has already ended + list = player_to_notify + trigger_event = fp2_struggle.0910 + } + } +} + +fp2_struggle.0910 = { + type = character_event + window = fullscreen_event + title = fp2_struggle.0900.t + desc = { + first_valid = { + triggered_desc = { + trigger = { is_in_list = struggle_involvees } + desc = fp2_struggle.0910.opening.involved + } + desc = fp2_struggle.0910.opening + } + desc = fp2_struggle.0910.desc + first_valid = { + triggered_desc = { + trigger = { + scope:struggle_ender.house = { has_house_modifier = fp2_struggle_hostility_house_faith_modifier } + } + desc = fp2_struggle.0910.closing.faith + } + triggered_desc = { + trigger = { + scope:struggle_ender.house = { has_house_modifier = fp2_struggle_hostility_house_culture_modifier } + } + desc = fp2_struggle.0910.closing.culture + } + desc = fp2_struggle.0910.closing.combined + } + } + theme = court + override_background = { reference = fp2_fullscreen_hostility } + override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } + + immediate = { + play_music_cue = "mx_Struggle_ending_hostility" + ##### Major Effects ##### + show_as_tooltip = { + scope:struggle_ender = { + #dynasty = { add_dynasty_prestige = 10000 } + fp2_struggle_hostility_ender_effect = yes + } + } + # Hispania is available! + custom_tooltip = fp2_struggle_can_create_empire_of_hispania_tt + # Choose Holy War boost, Culture War boost, or both + scope:struggle_ender.house = { + switch = { + trigger = has_house_modifier + fp2_struggle_hostility_house_faith_modifier = { + show_as_tooltip = { add_house_modifier = fp2_struggle_hostility_house_faith_modifier } + custom_description_no_bullet = { text = fp2_struggle_house_tt } + custom_tooltip = fp2_struggle_hostility_holy_cb_tt + } + fp2_struggle_hostility_house_culture_modifier = { + show_as_tooltip = { add_house_modifier = fp2_struggle_hostility_house_culture_modifier } + custom_description_no_bullet = { text = fp2_struggle_house_tt } + custom_tooltip = fp2_struggle_hostility_culture_cb_tt + custom_tooltip = fp2_struggle_hostility_culture_tt + } + fp2_struggle_hostility_house_combined_modifier = { + show_as_tooltip = { add_house_modifier = fp2_struggle_hostility_house_combined_modifier } + custom_description_no_bullet = { text = fp2_struggle_house_tt } + custom_tooltip = fp2_struggle_hostility_holy_cb_tt + custom_tooltip = fp2_struggle_hostility_culture_cb_tt + custom_tooltip = fp2_struggle_hostility_culture_large_tt + } + } + } + } + + # Ok + option = { + name = { + text = fp2_struggle.0910.a + trigger = { is_in_list = struggle_involvees } + } + name = { + text = fp2_struggle.0910.b + trigger = { + NOT = { is_in_list = struggle_involvees } + } + } + } +} + +fp2_struggle.0901 = { # Compromise + type = character_event + window = fullscreen_event + title = fp2_struggle.0901.t + desc = { + first_valid = { + triggered_desc = { + trigger = { + culture = { + OR = { + this = culture:basque + any_parent_culture = { this = culture:basque } + has_cultural_pillar = language_basque + } + } + } + desc = fp2_struggle.0900.opening.basque + } + triggered_desc = { + trigger = { + culture = { + OR = { + this = culture:andalusian + any_parent_culture = { this = culture:andalusian } + has_cultural_pillar = language_arabic + } + } + } + desc = fp2_struggle.0900.opening.andalusian + } + triggered_desc = { + trigger = { + culture = { has_cultural_pillar = heritage_iberian } + } + desc = fp2_struggle.0900.opening.iberian + } + desc = fp2_struggle.0900.opening + } + desc = fp2_struggle.0901.desc + } + theme = court + override_background = { reference = fp2_fullscreen_compromise } + override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } + + immediate = { + play_music_cue = "mx_Struggle_ending_compromise" + # Independent/Split De Jure Duchies will become De Jure Kingdoms + if = { + limit = { + title:e_spain = { + any_in_de_jure_hierarchy = { fp2_struggle_ending_compromise_independent_duchy_trigger = yes } + } + } + custom_tooltip = { + text = fp2_struggle_compromise_create_new_kingdoms_tt + fp2_struggle_compromise_duchies_to_kingdoms_effect = yes + } + } + # Move duchies to right kingdoms + fp2_struggle_compromise_transfer_duchies_effect = yes + # Turn kingdoms to empires + fp2_struggle_compromise_kingdoms_to_empires_effect = yes + # distribute small kingdoms + fp2_struggle_compromise_distribute_kingdoms_to_neighbouring_empires_effect = yes + # assign the new title to existing characters + fp2_struggle_compromise_distribute_the_actual_titles = yes + + # Set up truces + fp2_struggle_compromise_truce_effect = yes + + ##### Major Effects ##### + fp2_struggle_compromise_ender_effect = yes + + # Tooltips! + fp2_struggle_compromise_tooltip_effect = yes + + ##### Minor Effects ##### + # Self-sufficiency modifiers for each independent realm + fp2_struggle_compromise_modifier_rewards_effect = yes + set_global_variable = { + name = fp2_struggle_compromise_ending + value = yes + } + # Add all involved rulers to a list, for ping event + fp2_struggle_ending_involved_list_effect = yes + } + + # Ok + option = { + name = fp2_struggle.0901.a + if = { + limit = { + any_in_list = { + list = kingdom_empire + this = root.primary_title + } + } + custom_tooltip = fp2_struggle.0901.tt + } + } + + after = { + stress_impact = { + arrogant = medium_stress_impact_gain + } + + # Notify & End Struggle + save_scope_as = fp2_loc_struggle_ender # Loc used to use root, this fixes it + every_player = { + limit = { fp2_does_this_player_care_about_the_fate_of_iberia = yes } # Needs to be checked before the struggle ends due to race condition issues + add_to_list = player_to_notify # Making a list so stuff is tiggered after the struggle ends, to make extra sure I don't break anything. + } + + struggle:iberian_struggle = { end_struggle = struggle_iberia_ending_compromise_decision } + every_in_list = { # Then we *actually* notify palyers, making sure the struggle has already ended + list = player_to_notify + trigger_event = fp2_struggle.0911 + } + } +} + +fp2_struggle.0911 = { + type = character_event + window = fullscreen_event + title = fp2_struggle.0901.t + desc = { + first_valid = { + triggered_desc = { + trigger = { is_in_list = struggle_involvees } + desc = fp2_struggle.0910.opening.involved + } + desc = fp2_struggle.0910.opening + } + desc = fp2_struggle.0911.desc + } + theme = court + override_background = { reference = fp2_fullscreen_compromise } + override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } + + immediate = { + play_music_cue = "mx_Struggle_ending_compromise" + ##### Major Effects ##### + show_as_tooltip = { + scope:struggle_ender = { fp2_struggle_compromise_ender_effect = yes } + } + # Independent/Split De Jure Duchies will become De Jure Kingdoms + custom_tooltip = fp2_struggle_compromise_create_new_kingdoms_tt + # RIP Hispania + fp2_struggle_compromise_tooltip_effect = yes + + ##### Minor Effects ##### + if = { + limit = { + any_in_list = { + list = kingdom_empire + OR = { + this = root.primary_title + this = root.primary_title.de_jure_liege + this = root.primary_title.de_jure_liege.de_jure_liege + } + } + } + custom_tooltip = fp2_struggle.0901.tt + } + if = { + limit = { is_in_list = struggle_involvees } + show_as_tooltip = { + fp2_struggle_compromise_modifier_rewards_personal_house_effect = yes + fp2_struggle_compromise_modifier_rewards_personal_county_effect = yes + } + } + } + + # Ok + option = { + name = { + text = fp2_struggle.0911.a + trigger = { is_in_list = struggle_involvees } + } + name = { + text = fp2_struggle.0910.b + trigger = { + NOT = { is_in_list = struggle_involvees } + } + } + } +} + +fp2_struggle.0902 = { # Conciliation + type = character_event + window = fullscreen_event + title = fp2_struggle.0902.t + desc = { + first_valid = { + triggered_desc = { + trigger = { + culture = { + OR = { + this = culture:basque + any_parent_culture = { this = culture:basque } + has_cultural_pillar = language_basque + } + } + } + desc = fp2_struggle.0900.opening.basque + } + triggered_desc = { + trigger = { + culture = { + OR = { + this = culture:andalusian + any_parent_culture = { this = culture:andalusian } + has_cultural_pillar = language_arabic + } + } + } + desc = fp2_struggle.0900.opening.andalusian + } + triggered_desc = { + trigger = { + culture = { has_cultural_pillar = heritage_iberian } + } + desc = fp2_struggle.0900.opening.iberian + } + desc = fp2_struggle.0900.opening + } + desc = fp2_struggle.0902.desc + } + theme = court + override_background = { reference = fp2_fullscreen_conciliation } + override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } + + immediate = { + play_music_cue = "mx_Struggle_ending_conciliation" + set_global_variable = { + name = fp2_struggle_conciliation_ending + value = yes + } + # Add all involved rulers to a list, for ping event + fp2_struggle_ending_involved_list_effect = yes + + # Add all involved cultures with counties to a list, for marriage and holy war checks + fp2_struggle_ending_culture_list_effect = yes + + # Change cultural acceptance + fp2_struggle_conciliation_cultural_acceptance_effect = yes + + ##### Major Effects ##### + fp2_struggle_conciliation_ender_effect = yes + fp2_struggle_conciliation_tooltip_effect = yes + fp2_struggle_conciliation_modifier_rewards_effect = yes + } + + # + option = { + name = fp2_struggle.0902.a + } + + after = { + stress_impact = { + arrogant = medium_stress_impact_gain + zealous = medium_stress_impact_gain + } + + # Notify & End Struggle + save_scope_as = fp2_loc_struggle_ender # Loc used to use root, this fixes it + every_player = { + limit = { fp2_does_this_player_care_about_the_fate_of_iberia = yes } # Needs to be checked before the struggle ends due to race condition issues + add_to_list = player_to_notify # Making a list so stuff is tiggered after the struggle ends, to make extra sure I don't break anything. + } + + struggle:iberian_struggle = { end_struggle = struggle_iberia_ending_conciliation_decision } + every_in_list = { # Then we *actually* notify palyers, making sure the struggle has already ended + list = player_to_notify + trigger_event = fp2_struggle.0912 + } + } +} + +fp2_struggle.0912 = { + type = character_event + window = fullscreen_event + title = fp2_struggle.0902.t + desc = { + first_valid = { + triggered_desc = { + trigger = { is_in_list = struggle_involvees } + desc = fp2_struggle.0910.opening.involved + } + desc = fp2_struggle.0910.opening + } + desc = fp2_struggle.0912.desc + } + theme = court + override_background = { reference = fp2_fullscreen_conciliation } + override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" } + + immediate = { + play_music_cue = "mx_Struggle_ending_conciliation" + ##### Major Effects ##### + show_as_tooltip = { + scope:struggle_ender = { fp2_struggle_conciliation_ender_effect = yes } + } + fp2_struggle_conciliation_tooltip_effect = yes + + ##### Minor Effects ##### + # All involved rulers gain diff culture opinion and learn language scheme power + if = { + limit = { is_in_list = struggle_involvees } + show_as_tooltip = { fp2_struggle_conciliation_modifier_rewards_personal_effect = yes } + } + } + + # Ok + option = { + name = { + text = fp2_struggle.0912.a + trigger = { is_in_list = struggle_involvees } + } + name = { + text = fp2_struggle.0910.b + trigger = { + NOT = { is_in_list = struggle_involvees } + } + } + } +} + +################################### +# Stoking the Fire +# By Ola Jentzsch +################################### +scripted_trigger fp2_struggle_1000_tension_county_trigger = { + is_landless_type_title = no + any_county_province = { geographical_region = world_europe_west_iberia } + faith = { save_temporary_scope_as = compare_faith } + root = { + faith = { + faith_hostility_level = { target = scope:compare_faith value > faith_astray_level } + } + } +} +scripted_trigger fp2_struggle_1000_tension_councillor_trigger = { + faith = { this = root.faith } + is_available_healthy_ai_adult = yes + OR = { + has_trait = zealous + has_trait = wrathful + has_trait = deceitful + has_trait = sadistic + has_trait = holy_warrior + has_trait = callous + } + NOR = { + has_trait = compassionate + has_trait = just + } +} + +fp2_struggle.1000 = { + type = character_event + title = fp2_struggle.1000.t + desc = fp2_struggle.1000.desc + theme = dread + + left_portrait = { + character = root + animation = stress + } + right_portrait = { + character = scope:tension_councillor + animation = scheme + } + + + trigger = { + has_fp2_dlc_trigger = yes + fp2_character_involved_in_struggle_trigger = yes + custom_description = { + text = empty_spooky_trigger #This is entirely pointless, but code likes it, so ghost away! + any_held_county = { fp2_struggle_1000_tension_county_trigger = yes } + OR = { + any_councillor = { fp2_struggle_1000_tension_councillor_trigger = yes } + any_vassal = { fp2_struggle_1000_tension_councillor_trigger = yes } + exists = cp:councillor_marshal + } + } + OR = { + capital_province = { geographical_region = world_europe_west_iberia } + culture = { has_cultural_pillar = heritage_iberian } + } + } + + cooldown = { #this shouldn't fire too often + years = 50 + } + + immediate = { #We need a province and a suitable councillor; this fixes that. + random_held_county = { + limit = { fp2_struggle_1000_tension_county_trigger = yes } + save_scope_as = tension_county + } + if = { + limit = { + any_councillor = { + fp2_struggle_1000_tension_councillor_trigger = yes + } + } + random_councillor = { + limit = { + fp2_struggle_1000_tension_councillor_trigger = yes + } + save_scope_as = tension_councillor + } + } + else_if = { + limit = { + any_vassal = { + fp2_struggle_1000_tension_councillor_trigger = yes + } + } + random_vassal = { + limit = { + fp2_struggle_1000_tension_councillor_trigger = yes + } + save_scope_as = tension_councillor + } + } + else = { + random_councillor = { + limit = { + has_council_position = councillor_marshal + } + save_scope_as = tension_councillor + } + } + + if = { #this code checks if there is an eligible person for the 4th option + limit = { + any_vassal = { + is_available_healthy_ai_adult = yes + faith = scope:tension_county.faith + } + } + random_vassal = { + limit = { + is_available_healthy_ai_adult = yes + faith = scope:tension_county.faith + } + save_scope_as = minority_courtier + } + } + else_if = { + limit = { + any_courtier = { + is_available_healthy_ai_adult = yes + faith = scope:tension_county.faith + } + } + random_courtier = { + limit = { + is_available_healthy_ai_adult = yes + faith = scope:tension_county.faith + } + save_scope_as = minority_courtier + } + } + } + + option = { #Let us spread some hatred...discreetly. + name = fp2_struggle.1000.a + + ai_chance = { #Cruel and fanatical characters pick this option + base = 10 + ai_value_modifier = { + ai_zeal = 1 + ai_vengefulness = 0.5 + ai_compassion = -1 + ai_honor = -1 + } + } + + stress_impact = { + # Righteous characters find this a very unappealing option. + compassionate = medium_stress_impact_gain + gallant = medium_stress_impact_gain + honest = medium_stress_impact_gain + just = medium_stress_impact_gain + paragon = medium_stress_impact_gain + # As do lazy ones. + lazy = minor_stress_impact_gain + } + + scope:tension_councillor = { + add_opinion = { + target = root + opinion = 10 + modifier = took_my_advice_opinion + } + } + + + add_character_modifier = { + modifier = fanatical_recruits_modifier + years = 10 + } + + duel = { #You try to create a hate campaign - and get away with it. + skill = intrigue + value = average_skill_rating + + 20 = { + compare_modifier = { + value = scope:duel_value + multiplier = 2 + } + send_interface_toast = { + title = stoke_tension_toast.success + left_icon = root + + add_dread = minor_dread_gain + + scope:tension_county = { + add_county_modifier = { + modifier = riots_and_murders_province_modifier + years = 5 + } + } + } + } + + 20 = { + compare_modifier = { + value = scope:duel_value + multiplier = -1 + } + send_interface_toast = { + title = stoke_tension_toast.failure + left_icon = root + add_character_modifier = { + modifier = hate_monger_modifier + years = 10 + } + + scope:tension_county = { + add_county_modifier = { + modifier = riots_and_murders_province_modifier + years = 5 + } + } + } + } + } + } + + option = { #I trust you to handle it + name = fp2_struggle.1000.b + + trigger = { + intrigue <= medium_skill_rating + } + + show_unlock_reason = no + + ai_chance = { #Cruel and fanatical characters pick this option + base = 10 + ai_value_modifier = { + ai_zeal = 0.5 + ai_rationality = 0.2 + ai_compassion = -0.5 + ai_honor = -1 + } + } + + stress_impact = { + # Righteous characters find this a very unappealing option. + compassionate = medium_stress_impact_gain + gallant = medium_stress_impact_gain + honest = medium_stress_impact_gain + just = medium_stress_impact_gain + paragon = medium_stress_impact_gain + # As do lazy ones. + lazy = miniscule_stress_impact_gain + } + + if = { + limit = { + intrigue <= medium_skill_rating + } + custom_tooltip = bad_intrigue.tt + } + + scope:tension_councillor = { + if = { + limit = { + intrigue >= average_skill_level + } + add_opinion = { + target = root + opinion = 10 + modifier = trusted_me_opinion + } + } + else = { + add_opinion = { + target = root + opinion = -10 + modifier = unfair_expectations_opinion + } + } + } + + add_character_modifier = { + modifier = fanatical_recruits_modifier + years = 10 + } + + + + scope:tension_councillor = { + duel = { + skill = intrigue + value = average_skill_rating + + 20 = { + compare_modifier = { + value = scope:duel_value + multiplier = 2 + } + root = { + send_interface_toast = { + title = delegated_stoke_tension_toast.success + left_icon = scope:tension_councillor + + scope:tension_county = { + add_county_modifier = { + modifier = riots_and_murders_province_modifier + years = 5 + } + } + } + } + } + 20 = { + compare_modifier = { + value = scope:duel_value + multiplier = -1 + } + root = { + send_interface_toast = { + title = stoke_tension_toast.failure + left_icon = scope:tension_councillor + + root = { + add_character_modifier = { + modifier = hate_monger_modifier + years = 10 + } + } + scope:tension_councillor = { + add_character_modifier = { + modifier = hate_monger_modifier + years = 10 + } + } + scope:tension_county = { + add_county_modifier = { + modifier = riots_and_murders_province_modifier + years = 5 + } + } + } + } + } + } + } + } + + option = { #"No, I shall try to ease the tensions." + name = fp2_struggle.1000.c + + ai_chance = { #just and compassionate characters pick this option + base = 10 + ai_value_modifier = { + ai_honor = 0.8 + ai_compassion = 0.7 + ai_rationality = 0.2 + ai_zeal = -0.8 + ai_vengefulness = -0.7 + } + } + + stress_impact = { + # Aggressive characters find this an unappealing option. + wrathful = minor_stress_impact_gain + zealous = minor_stress_impact_gain + sadistic = minor_stress_impact_gain + vengeful = minor_stress_impact_gain + } + + scope:tension_councillor = { + add_opinion = { + target = root + opinion = -10 + modifier = disappointed_opinion + } + } + + duel = { + skill = diplomacy + value = high_skill_rating + + 30 = { + compare_modifier = { + value = scope:duel_value + multiplier = 2 + } + send_interface_toast = { + title = ease_tension_toast.success + left_icon = root + + add_character_modifier = { + modifier = tolerance_gospel_modifier + years = 10 + } + + scope:tension_county = { + add_county_modifier = { + modifier = tensions_eased_province_modifier + years = 5 + } + } + } + } + 20 = { + compare_modifier = { + value = scope:duel_value + multiplier = -1 + } + send_interface_toast = { + title = ease_tension_toast.failure + left_icon = root + scope:tension_county = { + add_county_modifier = { + modifier = riots_and_murders_province_modifier + years = 5 + } + } + } + } + } + } + + option = { #"If I cannot stop this madness... + name = fp2_struggle.1000.d + + trigger = { + exists = scope:minority_courtier + + scope:tension_county = { + this != root.capital_county + } + } + + ai_chance = { #just and compassionate characters pick this option + base = 10 + ai_value_modifier = { + ai_honor = 0.3 + ai_compassion = 0.3 + ai_rationality = 0.8 + ai_zeal = -0.8 + ai_vengefulness = -0.7 + ai_greed = -1 + } + } + + stress_impact = { + # Aggressive characters find this unappealing + wrathful = minor_stress_impact_gain + zealous = major_stress_impact_gain + sadistic = minor_stress_impact_gain + vengeful = minor_stress_impact_gain + + #As do power-mongers, you're giving away a whole province! + ambitious = minor_stress_impact_gain + stubborn = minor_stress_impact_gain + greedy = minor_stress_impact_gain + arrogant = minor_stress_impact_gain + paranoid = minor_stress_impact_gain + + } + + scope:minority_courtier = { + add_opinion = { + target = root + opinion = 20 + modifier = received_title_county + } + } + + create_title_and_vassal_change = { + type = granted + save_scope_as = change + add_claim_on_loss = yes + } + + scope:tension_county = { + change_title_holder = { + holder = scope:minority_courtier + change = scope:change + } + } + + resolve_title_and_vassal_change = scope:change + + add_stress = medium_stress_loss + + scope:tension_councillor = { + add_opinion = { + target = root + opinion = -10 + modifier = disappointed_opinion + } + } + + scope:tension_county = { + add_county_modifier = { + modifier = tensions_eased_province_modifier + years = 10 + } + } + } +} + +################################### +# War Widows +# By Ola Jentzsch +################################### +# Idea by Isabella welch +################################### + +scripted_trigger fp2_struggle.1001_weird_option_traits = { # These, presumably, makes you even more sympathethic to widows and orphans, or likely to take an ill-thought out decision. + OR = { + has_character_modifier = associates_with_strange_peasants_modifier + has_trait = bastard + has_trait = legitimized_bastard + has_trait = intellect_bad_3 + has_trait = intellect_bad_2 + has_trait = improvident + has_trait = lifestyle_reveler + has_trait = pregnant + has_trait = lunatic + has_trait = eccentric + } +} + +scripted_trigger fp2_struggle.1001_expectant_vassal_or_courtier_traits = { # This is about the personality the pregnant courtier should have to get this idea to begin with + has_trait = pregnant + is_available_ai = yes + NOR = { + has_trait = callous + has_trait = content + has_trait = arrogant + has_trait = dull + } +} + +fp2_struggle.1001 = { + type = character_event + title = fp2_struggle.1001.t + desc = fp2_struggle.1001.desc + theme = faith + cooldown = { years = 50 } + + left_portrait = { + character = root + animation = personality_cynical + } + right_portrait = { + character = scope:expectant_courtier + animation = happiness + } + + trigger = { + has_fp2_dlc_trigger = yes + OR = { + any_vassal = { + fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes + } + any_courtier = { + fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes + } + } + gold >= medium_gold_value_check + + any_truce_target = { } + } + + immediate = { + random_vassal = { + limit = { + fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes + is_spouse_of = root + } + + alternative_limit = { + fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes + any_player_heir = { is_spouse_of = prev } + } + alternative_limit = { + fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes + is_councillor = yes + } + alternative_limit = { + fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes + is_powerful_vassal = yes + } + + alternative_limit = { + fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes + } + + save_scope_as = expectant_courtier + } + + if = { + limit = { + NOT = { + exists = scope:expectant_courtier + } + } + random_courtier = { + limit = { + fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes + is_spouse_of = root + } + alternative_limit = { + fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes + any_player_heir = { is_spouse_of = prev } + } + alternative_limit = { + fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes + is_councillor = yes + } + alternative_limit = { + fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes + } + save_scope_as = expectant_courtier + } + } + } + + + + option = { #A good idea! I shall create such a fund. + name = fp2_struggle.1001.a + + stress_impact = { + # Arrogant or cruel characters find this an unappealing option. + arbitrary = medium_stress_impact_gain + arrogant = medium_stress_impact_gain + sadistic = medium_stress_impact_gain + + # As do, of course, greedy ones. + greedy = medium_stress_impact_gain + + # As do callous and content ones, to an extent. + callous = minor_stress_impact_gain + content = minor_stress_impact_gain + + # But generous and compassionate characters like it. + compassionate = minor_stress_impact_loss + generous = medium_stress_impact_loss + } + + ai_chance = { #Just and compassionate characters pick this option + base = 10 + ai_value_modifier = { + ai_honor = 0.5 + ai_compassion = 1 + ai_vengefulness = -0.2 + ai_greed = -0.5 + } + } + + remove_treasury_or_gold = major_treasury_or_gold_value + + scope:expectant_courtier = { + add_opinion = { + target = root + opinion = 20 + modifier = pleased_opinion + } + } + + + add_character_modifier = { + modifier = nursing_salaries_for_single_mothers_modifier + years = 20 + } + } + + option = { #Widows I will support, but not whores! + name = fp2_struggle.1001.b + flavor = fp2_struggle.1001.b.tt + trigger = { + fp2_struggle.1001_weird_option_traits = no + trait_is_shunned_or_criminal_in_faith_trigger = { + FAITH = faith + TRAIT = trait:adulterer + GENDER_CHARACTER = dummy_female + } + } + + stress_impact = { + # Truly righteous characters wouldn't say this. + compassionate = minor_stress_impact_gain + gallant = minor_stress_impact_gain + generous = minor_stress_impact_gain + humble = minor_stress_impact_gain + just = minor_stress_impact_gain + + # And greedy ones still don't wanna pay up + greedy = minor_stress_impact_gain + } + + ai_chance = { #Zealous AI characters pick this option + base = 10 + ai_value_modifier = { + ai_zeal = 1 + ai_compassion = -0.8 + } + } + + remove_treasury_or_gold = medium_treasury_or_gold_value + add_piety = minor_piety_gain + add_character_modifier = { + modifier = widows_and_widowers_amazing_funds_modifier + years = 20 + } + + scope:expectant_courtier = { + if = { + limit = { + has_trait = zealous + } + add_opinion = { + target = root + opinion = 10 + modifier = pleased_opinion + } + } + else = { + add_opinion = { + target = root + opinion = -10 + modifier = slightly_disappointed_opinion + } + } + } + } + + + option = { #But they can come stay at my court! We have food in abundance! + name = fp2_struggle.1001.c + flavor = fp2_struggle.1001.c.tt + trigger = { + fp2_struggle.1001_weird_option_traits = yes + } + + stress_impact = { + # Cheap or shy character's don't like this + greedy = medium_stress_impact_gain + shy = medium_stress_impact_gain + + #Nor do those wo really care about the appearance and glory of their courts + + ambitious = minor_stress_impact_gain + arrogant = medium_stress_impact_gain + temperate = medium_stress_impact_gain + august = medium_stress_impact_gain + born_in_the_purple = minor_stress_impact_gain + + # But hypersocial hippies love it + + humble = minor_stress_impact_loss + gregarious = minor_stress_impact_loss + eccentric = minor_stress_impact_loss + } + + ai_chance = { #Deranged or hypersocial but irrational AI characters pick this option + base = 10 + ai_value_modifier = { + ai_boldness = 0.5 + ai_energy = 0.8 + ai_rationality = -0.8 + } + } + + scope:expectant_courtier = { + if = { + limit = { + OR = { + has_character_modifier = associates_with_strange_peasants_modifier + has_trait = bastard + has_trait = legitimized_bastard + has_trait = intellect_bad_3 + has_trait = intellect_bad_2 + has_trait = improvident + has_trait = gregarious + } has_trait = lunatic + } + add_opinion = { + target = root + opinion = 10 + modifier = pleased_opinion + } + } + else = { + add_opinion = { + target = root + opinion = -10 + modifier = perplexed_opinion + } + } + } + if = { + limit = { + root = { + faith = { + OR = { + trait_is_virtue = gregarious + trait_is_virtue = humble + trait_is_virtue = generous + } + } + } + } + add_piety = medium_piety_gain + } + else = { + add_piety = minor_piety_gain + } + add_character_modifier = { + modifier = destitute_single_mothers_modifier + years = 15 + } + } + + option = { #Surely, my benevolent vassals can help funding this. + name = fp2_struggle.1001.d + + trigger = { + any_vassal = { + count = all + is_ai = yes + } + } + + stress_impact = { + # Careful or dilpomatically minded characters won't do this. + content = medium_stress_impact_gain + diplomat = medium_stress_impact_gain + paranoid = medium_stress_impact_gain + } + + ai_chance = { #Economic AI characters pick this option, while the careful don't. + base = 10 + ai_value_modifier = { + ai_compassion = 0.5 + ai_greed = 0.5 + ai_rationality = -0.5 + } + } + + remove_treasury_or_gold = minor_treasury_or_gold_value + + custom_tooltip = fp2_struggle.1001.specialdescpositive + custom_tooltip = fp2_struggle.1001.specialdescnegative + hidden_effect = { + every_vassal = { + IF = { + limit = { + NOT = { + has_trait = pregnant + } + } + IF = { + limit = { + OR = { + has_trait = compassionate + has_trait = generous + has_trait = just + } + } + add_opinion = { + target = root + opinion = 10 + modifier = funded_righteous_cause_opinion + } + } + ELSE = { + add_opinion = { + target = root + opinion = -10 + modifier = extorted_me_opinion + } + } + } + } + } + + scope:expectant_courtier = { + IF = { + limit = { + is_vassal_of = root #if she is, she gets angry because now SHE is expected to pay for this... + } + add_opinion = { + target = root + opinion = -20 + modifier = extorted_me_opinion + } + } + ELSE = { + add_opinion = { + target = root + opinion = 10 + modifier = pleased_opinion + } + } + } + + add_character_modifier = { + modifier = nursing_salaries_for_single_mothers_modifier + years = 20 + } + } + + option = { #I am your king, not a wet nurse! + name = fp2_struggle.1001.e + + stress_impact = { + # Benevolent characters wouldn't ignore this. + compassionate = medium_stress_impact_gain + gallant = medium_stress_impact_gain + generous = medium_stress_impact_gain + + # nor would those who are truly competent or just. + administrator = minor_stress_impact_gain + ambitious = minor_stress_impact_gain + diligent = minor_stress_impact_gain + just = minor_stress_impact_gain + eccentric = minor_stress_impact_gain + } + + ai_chance = { #Callous or cheap AI characters pick this option + base = 10 + ai_value_modifier = { + ai_rationality = 0.5 + ai_greed = 0.5 + ai_honor = -0.7 + ai_compassion = -0.7 + } + } + + scope:expectant_courtier = { + add_opinion = { + target = root + opinion = -20 + modifier = hurt_opinion + } + } + + random = { + chance = 50 + send_interface_toast = { + left_icon = root + title = not_my_problem_toast + add_character_modifier = { + modifier = starving_single_mothers_and_children_modifier + years = 15 + } + } + } + } +} + +################################### +# Andalusian Advancements +# By Ola Jentzsch +################################### +# Inspired by an idea by Isabella welch +######################################### +scripted_trigger neighboring_ruler_proper_culture_trigger = { + OR = { + culture = culture:andalusian + culture = culture:bedouin + culture = culture:baranis + culture = culture:butr + culture = culture:levantine + culture = culture:sephardi + } +} + +fp2_struggle.1002 = { + type = character_event + title = fp2_struggle.1002.t + desc = { #Different flavor depending on time period + first_valid = { + triggered_desc = { + trigger = { current_date <= 1030.1.1 } + desc = fp2_struggle.1002.desc_early_golden_age + } + triggered_desc = { + trigger = { + current_year >= 1250 + OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion } + } + desc = fp2_struggle.1002.desc_post_golden_age_christian #this triggers the latinized names of the polymaths + } + triggered_desc = { + trigger = { current_year >= 1250 } + desc = fp2_struggle.1002.desc_post_golden_age_unchristian #or their arabic ones + } + triggered_desc = { + trigger = { current_year >= 1030 } + desc = fp2_struggle.1002.desc_late_golden_age + } + } + first_valid = { + triggered_desc = { #tests if the event would fire one of the historical physicians + trigger = { + AND = { + current_year > 976 + current_year < 1010 + } + exists = global_var:albucasis_created + exists = scope:albucasis_physician + scope:great_physician = scope:albucasis_physician #this is a measure taken so that the loc gets tied to the appropriate character + } + desc = fp2_struggle.1002.desc_albucasis #this is the dialogue text if Albucasis spawns + } + triggered_desc = { #tests if the event would fire one of the historical physicians + trigger = { + AND = { + current_year > 1125 + current_year < 1165 + } + exists = global_var:avenzoar_created + exists = scope:avenzoar_physician + scope:great_physician = scope:avenzoar_physician + } + desc = fp2_struggle.1002.desc_avenzoar #this is the dialogue if Avenzoar spawns + } + triggered_desc = { #tests if the event would fire one of the historical physicians + trigger = { + AND = { + current_year > 1140 + current_year < 1180 + } + exists = global_var:tufail_created + exists = scope:tufail_physician + scope:great_physician = scope:tufail_physician + } + desc = fp2_struggle.1002.desc_tufail #this is the dialogue if Ibn Tufail spawns + } + triggered_desc = { #this defaults to a random Andalusian physician + trigger = { current_year >= 1050 } ## + desc = fp2_struggle.1002.desc_no_historical_physician_late + } + desc = fp2_struggle.1002.desc_no_historical_physician_early + } + first_valid = { #if root has a court physician, it changes the narrative a bit. + triggered_desc = { + trigger = { + court_physician_available_trigger = yes + OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion } + } + desc = fp2_struggle.1002.desc_has_physician_and_is_christian #in this case, the slur "heathen" is used + } + triggered_desc = { + trigger = { court_physician_available_trigger = yes } + desc = fp2_struggle.1002.desc_has_physician_but_not_christian #in this case, the slur "eccentric" is used + } + triggered_desc = { + trigger = { OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion } } + desc = fp2_struggle.1002.desc_has_no_physician_but_is_christian #in this case, the slur "heathen" is used + } + desc = fp2_struggle.1002.desc_has_no_physician #default option should all else fail + } + } + + theme = medicine + override_background = { reference = throne_room } + + left_portrait = { + character = root + animation = personality_content + } + right_portrait = { + character = scope:great_physician + animation = personality_rational #polymaths should always have this pose :D + } + + lower_left_portrait = scope:neighboring_ruler #this is the ruler that's angry with the polymath + + lower_right_portrait = scope:scoped_physician #this is your court physician if you have one + + cooldown = { years = 100 } + + trigger = { + has_fp2_dlc_trigger = yes + #any_character_to_title_neighboring_county = { #this searches for a neighboring province that has the xenophilic tradition, which is this event's dynamic way of checking for Andalusian culture or cultures derived from it. + any_neighboring_and_across_water_top_liege_realm_owner = { + culture = { + OR = { + has_cultural_tradition = tradition_xenophilic + has_cultural_tradition = tradition_medicinal_plants + has_cultural_tradition = tradition_fp2_malleable_subjects + } + } + } + + root.capital_province = { #so that it only triggers for people close to Andalusia + OR = { + geographical_region = world_europe_west_iberia + geographical_region = world_europe_west_francia + geographical_region = world_europe_south_italy + } + } + + NOT = { #So that it doesn't fire for the Andalusians themselves, because that'd make the narrative weird + culture = culture:andalusian + } + + NOT = { #So that it doesn't fire for the Umayyads when they control Iberia + AND = { + culture = culture:levantine + root.capital_province = { geographical_region = world_europe_west_iberia } + } + } + + any_neighboring_and_across_water_top_liege_realm_owner = { + is_ai = yes + } + } + + weight_multiplier = { + base = 0.4 + modifier = { + OR = { + AND = { + current_year > 976 + current_year < 1010 + } + AND = { + current_year > 1125 + current_year < 1180 + } + } + add = 1.6 + } + modifier = { + neighboring_ruler_proper_culture_trigger = yes + add = 0.5 + } + } + + + immediate = { + + random_neighboring_and_across_water_top_liege_realm_owner = { #this searches for a neighboring ruler with the proper cultural tradition, which is this event's dynamic way of checking for Andalusian culture or cultures derived from it. + limit = { + culture = { + OR = { + has_cultural_tradition = tradition_xenophilic + has_cultural_tradition = tradition_medicinal_plants + has_cultural_tradition = tradition_fp2_malleable_subjects + } + } + } + culture = { save_scope_as = xenophilic_culture } #this is mostly used for error-checking because the debug log is unclear. + } + + if = { #This looks to see if one of three historical physicians will be used in the event + limit = { #their rough period of activity + AND = { + current_year > 976 + current_year < 1010 + } + NOT = { exists = global_var:albucasis_created } #makes sure that he wasn't already spawned by the event elsewhere + is_ai = no + scope:xenophilic_culture = culture:andalusian + } + create_character = { + age = { 40 70 } #their rough age during the period of their flourishing + location = root.capital_province + name = "Abu al-Qasim Al-Zahrawi" #Albucasis + gender = male + template = scholar_character + trait = intellect_good_3 #He was one of the Middle Ages' greatest geniuses + trait = lifestyle_herbalist + trait = lifestyle_physician + trait = education_learning_4 + random_traits_list = { #his personality, extrapolated from my research + count = 3 + ambitious = {} + compassionate = {} + calm = {} + diligent = {} + humble = {} + patient = {} + } + random_traits_list = { #this is to hint to the player why he was exiled from the previous court + count = 1 + fornicator = {} + deviant = {} + sodomite = {} + } + culture = culture:andalusian + dynasty = none + faith = faith:muwalladi + save_scope_as = albucasis_physician #this is needed to get the loc right + } + set_global_variable = albucasis_created + scope:albucasis_physician = { + save_scope_as = great_physician #this is to create one easy, generic scope for use in the rest of the event + } + } + + else_if = { + limit = { #their rough period of activity + AND = { + current_year > 1125 + current_year < 1165 + } + NOT = { exists = global_var:avenzoar_created } #makes sure that he wasn't already spawned by the event elsewhere + is_ai = no + scope:xenophilic_culture = culture:andalusian + } + create_character = { + age = { 31 71 } #their rough age during the period of their flourishing + location = root.capital_province + name = "Abū Marwān ibn Zuhr" #Avenzoar + gender = male + template = scholar_character + trait = intellect_good_2 + trait = scholar + trait = lifestyle_physician + trait = education_learning_4 + random_traits_list = { #his personality, extrapolated from my research + count = 3 + diligent = {} + cynical = {} + humble = {} + vengeful = {} #He was bitter over having been exiled from Morocco + } + random_traits_list = { #this is to hint to the player why he was exiled from the previous court + count = 1 + fornicator = {} + deviant = {} + sodomite = {} + murderer = {} + } + culture = culture:andalusian + dynasty = none + faith = faith:muwalladi + save_scope_as = avenzoar_physician + } + + set_global_variable = avenzoar_created + scope:avenzoar_physician = { + save_scope_as = great_physician + } + } + + else_if = { + limit = { #their rough period of activity + AND = { + current_year > 1140 + current_year < 1180 + } + NOT = { exists = global_var:tufail_created } #makes sure that he wasn't already spawned by the event elsewhere + is_ai = no + scope:xenophilic_culture = culture:andalusian + } + create_character = { + age = { 35 75 } #their rough age during the period of their flourishing + location = root.capital_province + name = "Abū Bakr ibn Tufail" #Ibn Tufail + gender = male + template = scholar_character + trait = intellect_good_2 + trait = theologian + trait = lifestyle_physician + trait = education_learning_3 + trait = journaller #He was an avid writer + random_traits_list = { #his personality, extrapolated from my research + count = 3 + diligent = {} + calm = {} + humble = {} + trusting = {} + } + random_traits_list = { #this is to hint to the player why he was exiled from the previous court + count = 1 + fornicator = {} + deviant = {} + sodomite = {} + witch = {} + } + culture = culture:andalusian + dynasty = none + faith = faith:muwalladi + save_scope_as = tufail_physician + } + set_global_variable = tufail_created + scope:tufail_physician = { + save_scope_as = great_physician + } + } + + + else = { #or it defaults to a random one + create_character = { + age = { 32 50 } + location = root.capital_province + template = scholar_character + trait = intellect_good_1 + trait = education_learning_3 + trait = lifestyle_physician + random_traits_list = { + count = 3 + ambitious = {} + calm = {} + diligent = {} + cynical = {} + humble = {} + patient = {} + } + random_traits_list = { ##his is to hint to the player why he was exiled from the previous court + count = 1 + fornicator = {} + deviant = {} + sodomite = {} + incestuous = {} + witch = {} + } + culture = scope:xenophilic_culture + faith = faith:muwalladi + save_scope_as = great_physician + } + } + + hidden_effect = { + scope:great_physician = { + add_trait_xp = { + trait = lifestyle_physician + value = 100 + } + } + } + + random_neighboring_and_across_water_top_liege_realm_owner = { + limit = { + AND = { + neighboring_ruler_proper_culture_trigger = yes #the event prefers the neighboring ruler to be of these cultures, since it makes the most sense histrically for the scholar to have been at that court. + is_ai = yes + } + } + alternative_limit = { is_ai = yes} + save_scope_as = neighboring_ruler + } + + if = { #if you have a court physician already, he has a stake in this! + limit = { + court_physician_available_trigger = yes + } + save_court_physician_as_effect = { SCOPE_NAME = scoped_physician } + } + } + + option = { #I could use a new physician... + name = fp2_struggle.1002.a + + ai_chance = { #rational AIs pick this option + base = 10 + ai_value_modifier = { + ai_rationality = 0.7 + ai_zeal = -0.7 + } + } + + stress_impact = { + # Conservative characters don't want to do this. + content = minor_stress_impact_gain + + # Nor do self-absorbed ones + arrogant = minor_stress_impact_gain + callous = minor_stress_impact_gain + greedy = minor_stress_impact_gain + } + + remove_treasury_or_gold = major_treasury_or_gold_value #this guy is expensive! + + add_courtier = scope:great_physician #he's added to root's court + + court_position_grant_effect = { + EMPLOYER = root + CANDIDATE = scope:great_physician + POS = court_physician + } + + scope:great_physician = { #naturally, the polymath likes to get a new job + add_opinion = { + target = root + opinion = 10 + modifier = hired_me_opinion + } + } + + scope:neighboring_ruler = { #but the neighboring ruler gets angry that you harbor him + progress_towards_rival_effect = { + REASON = rival_harbored_polymath + CHARACTER = root + OPINION = 0 + } + } + + add_character_modifier = { #while you get inspired! + modifier = inspired_medicine_modifier + years = 20 + } + } + + option = { #I do not need you, I can read myself. + name = fp2_struggle.1002.b + flavor = fp2_struggle.1002.b.tt + + trigger = { #This only fires after Avicenna's life, as his books are referenced. + current_year >= 1030 + learning >= medium_skill_rating #and you have to be at least somewhat learned to have this option appear, otherwise it'd be superflous + NOT = { + exists = scope:scoped_physician + } + } + + ai_chance = { #energetic, overconfident AI chooses this + base = 10 + ai_value_modifier = { + ai_energy = 0.7 + ai_boldness = 0.6 + ai_rationality = 0.4 + ai_zeal = -0.6 + ai_greed = -0.6 + } + } + + stress_impact = { + # Conservative, dull or cheap characters won't do this + content = minor_stress_impact_gain + greedy = minor_stress_impact_gain + lazy = minor_stress_impact_gain + zealous = minor_stress_impact_gain + dull = medium_stress_impact_gain + } + + custom_tooltip = fp2_struggle.1002.physicianleaves + + remove_short_term_gold = minor_gold_value #books are expensive! + + if = { + limit = { has_lifestyle = learning_lifestyle } + add_learning_lifestyle_xp = medium_lifestyle_experience + } + + if = { #your physician gets disappointed for your lack of trust in them + limit = { exists = scope:scoped_physician } + scope:scoped_physician = { + add_opinion = { + target = root + opinion = -10 + modifier = disappointed_opinion + } + } + } + + duel = { #you try to read Arabic books + skill = learning + value = medium_skill_rating + + 20 = { + compare_modifier = { + value = scope:duel_value + multiplier = 2 + } + send_interface_toast = { #you succeed! + title = reading_avicenna_toast.success + left_icon = root + root = { + add_character_modifier = { + modifier = inspired_medicine_modifier + years = 20 + } + } + } + } + 20 = { + compare_modifier = { + value = scope:duel_value + multiplier = -1 + } + send_interface_toast = { #you misunderstod something! + title = reading_avicenna_toast.failure + left_icon = root + root = { + add_character_modifier = { + modifier = misread_medicine_incompetence_modifier + years = 20 + } + } + } + } + } + } + + + option = { #What do I need you for? I can read Greek myself + name = fp2_struggle.1002.c + flavor = fp2_struggle.1002.c.tt + + trigger = { #This triggers for the early period, before the Canon of Medicine was published. + current_date <= 1030.1.1 + learning >= medium_skill_rating + NOT = { + exists = scope:scoped_physician + } + } + + ai_chance = { #energetic AI are the most likely to attempt this in this early time period + base = 10 + ai_value_modifier = { + ai_energy = 0.8 + ai_rationality = 0.2 + ai_zeal = -0.2 + } + } + + stress_impact = { + # Conservative, dull or cheap characters won't do this + content = minor_stress_impact_gain + greedy = minor_stress_impact_gain + lazy = minor_stress_impact_gain + zealous = minor_stress_impact_gain + dull = medium_stress_impact_gain + } + + custom_tooltip = fp2_struggle.1002.physicianleaves + + remove_short_term_gold = minor_gold_value #books are really expensive in this early period + + if = { + limit = { has_lifestyle = learning_lifestyle } + add_learning_lifestyle_xp = medium_lifestyle_experience + } + + if = { + limit = { exists = scope:scoped_physician } #your physician still gets disappointed in you + scope:scoped_physician = { + add_opinion = { + target = root + opinion = -10 + modifier = disappointed_opinion + } + } + } + + duel = { #this duel is difficult - it's mostly an option for extremely learned or overconfident rulers. + skill = learning + value = high_skill_rating + + 20 = { + compare_modifier = { + value = scope:duel_value + multiplier = 2 + } + send_interface_toast = { + title = reading_hippocrates_toast.success #You can read greek! + left_icon = root + root = { + add_character_modifier = { + modifier = medical_insights_modifier + years = 20 + } + } + } + } + 20 = { + compare_modifier = { + value = scope:duel_value + multiplier = -1 + } + send_interface_toast = { + title = reading_hippocrates_toast.failure #apparently, your Greek skills aren't all you cranked them up to be. + left_icon = root + root = { + add_character_modifier = { + modifier = cannot_read_greek_modifier + years = 20 + } + } + } + } + } + } + + option = { #I will send you back from whence you came...in chains. + name = fp2_struggle.1002.d + + ai_chance = { #but vengeful ones sure love it! + base = 10 + ai_value_modifier = { + ai_vengefulness = 0.8 + ai_honor = -0.2 + } + } + + stress_impact = { + #Caring, carefree or just characters won't do this + generous = minor_stress_impact_gain + gregarious = minor_stress_impact_gain + just = minor_stress_impact_gain + trusting = minor_stress_impact_gain + compassionate = major_stress_impact_gain + forgiving = major_stress_impact_gain + + #But arbitrary bastards love it + arbitrary = minor_stress_impact_loss + } + + scope:great_physician = { #the polymath, naturally, gets sad that you send him back to his disgruntled former employer. + add_opinion = { + target = root + opinion = -40 + modifier = left_me_to_wolves_opinion + } + } + + if = { #but your current physician is very happy! + limit = { exists = scope:scoped_physician } + scope:scoped_physician = { + add_opinion = { + target = root + opinion = 20 + modifier = let_me_keep_my_job_opinion + } + } + } + + scope:neighboring_ruler = { #as is the neighboring ruler, especially if he is your friend + if = { + limit = { + has_relation_friend = root + } + add_opinion = { + target = root + modifier = strengthened_friendship_opinion + } + } + else = { + progress_towards_friend_effect = { + REASON = friend_returned_refugee + CHARACTER = root + OPINION = 0 + } + } + } + + add_dread = minor_dread_gain #you gain some dread for doing this, naturally + + custom_tooltip = fp2_struggle.1001.physician_imprisoned + hidden_effect = { + if = { + limit = { + scope:neighboring_ruler = { + is_ruler = yes + } + } + scope:great_physician = { #while the polymath gets to languish in a dungeon + hard_imprison_character_effect = { + TARGET = this + IMPRISONER = scope:neighboring_ruler + } + } + } + else = { + scope:great_physician = { + silent_disappearance_effect = yes + } + } + } + } + + option = { #Wash my hands? Are you insane?" + name = fp2_struggle.1002.e + + trigger = { #This only triggers for Christianity and similar faiths + faith = { + has_doctrine_parameter = theocracy_temple_lease + NOR = { + has_doctrine_parameter = legalism_modified_law_costs + has_doctrine_parameter = literalist_debate_enabled + } + } + NOT = { has_lifestyle = learning_lifestyle } #So that this doesn't fire if you have the "Wash your hands" perk + } + + ai_chance = { #and fanatics don't care about hygiene...apparently + base = 10 + ai_value_modifier = { + ai_zeal = 0.8 + ai_rationality = -0.8 + } + } + + stress_impact = { + # Innovative or nervous chracters wouldn't pick this option. + ambitious = minor_stress_impact_gain + craven = minor_stress_impact_gain + + #But stubborn or content ones would + content = minor_stress_impact_loss + lazy = minor_stress_impact_loss + stubborn = minor_stress_impact_loss + eccentric = minor_stress_impact_loss + } + + custom_tooltip = fp2_struggle.1002.physicianleaves + + if = { #your physician, again, loves that they get to keep their job + limit = { exists = scope:scoped_physician } + scope:scoped_physician = { + add_opinion = { + target = root + opinion = 20 + modifier = let_me_keep_my_job_opinion + } + } + } + + add_piety = medium_piety_gain #and your faith rewards you for turning away the heathen + + add_character_modifier = { #but you're rolling in filth + modifier = rolling_in_filth_modifier + years = 5 + } + } + + + + option = { #Begone, innovation should only come from God. + name = fp2_struggle.1002.f + + trigger = { + current_year >= 1065 #because this option refers to developments in islam that happened within the Seljuk empire + faith = { #it checks for doctrines, rather than islam itself, to make the event more dynamic + OR = { + has_doctrine_parameter = legalism_modified_law_costs + has_doctrine_parameter = literalist_debate_enabled + has_doctrine_parameter = religious_legal_pronouncements_law_cost_reduction + } + } + } + + ai_chance = { #zealous AIs pick this, but it's not entirely unrational - just hostile to new ideas. + base = 10 + ai_value_modifier = { + ai_zeal = 0.8 + ai_rationality = -0.2 + } + } + + stress_impact = { + #True rationalists abhor this option + ambitious = medium_stress_impact_gain + diligent = medium_stress_impact_gain + + #But stubborn and fanatical ones like it + content = minor_stress_impact_loss + stubborn = minor_stress_impact_loss + zealous = minor_stress_impact_loss + eccentric = minor_stress_impact_loss + } + + custom_tooltip = fp2_struggle.1002.physicianleaves + + if = { #your physician, again, loves that they get to keep their job + limit = { exists = scope:scoped_physician } + scope:scoped_physician = { + add_opinion = { + target = root + opinion = 20 + modifier = let_me_keep_my_job_opinion + } + } + } + + scope:neighboring_ruler = { #the neighboring ruler likes that you rebuked the polymath, at least + add_opinion = { + target = root + opinion = 10 + modifier = rejected_my_enemy_opinion + } + } + + add_character_modifier = { #but you draw closer to the Nizamiyah movement, rejecting innovation. + modifier = anti_innovation_muslim_modifier + years = 15 + } + } +} + +################################### +# Soul of Iron +# By Ola Jentzsch +################################### +fp2_struggle.1010 = { # Soul of Iron, by Ola Jentzsch + type = character_event + title = fp2_struggle.1010.t + desc = fp2_struggle.1010.desc + theme = realm + + left_portrait = { + character = root + animation = happiness #root smells an opportunity! + } + right_portrait = { + character = scope:great_swordsmith + animation = scheme #he's a scheming bastard, kinda + } + + + trigger = { #The province must also be involved in the Iberian struggle + is_ai = no + has_fp2_dlc_trigger = yes + any_held_county = { + any_county_province = { + has_building_or_higher = blacksmiths_01 #This event needs ROOT to have a blacksmith building + } + } + fp2_character_involved_in_struggle_trigger = yes + } + + cooldown = { years = 100 } + + immediate = { + + random_held_county = { #this is to find the county that has the blacksmith + limit = { + any_county_province = { + has_building_or_higher = blacksmiths_01 + } + } + save_scope_as = blacksmith_county #this scopes it - note that it might be the same county as toledo_county; that is intentional. + } + + title:b_toledo = { save_scope_as = toledo_holding } #this is used in the localization + + title:c_toledo = { save_scope_as = toledo_county } #this is used in option c, as well as the localization + + create_character = { #this is the mighty blacksmith that the event needs + age = { 45 55 } #he's experienced and aging, but not old + location = root.capital_province + gender_female_chance = root_faith_dominant_gender_female_chance #could be female, if given the right context. + trait = intellect_good_3 #he's a genius craftsman + trait = strong #and a blacksmith... + trait = arrogant #he's supremely gifted, but also extremely arrogant, Fëanor basically + random_traits_list = { #the rest of his questionable personality + count = 2 + ambitious = {} + diligent = {} + callous = {} + greedy = {} + patient = {} + stubborn = {} + vengeful = {} + } + random_traits_list = { #something fun to give him character! + count = 1 + one_eyed = {} + scarred = {} + } + culture = scope:toledo_county.culture + religion = religion:catholic_religion + dynasty = none + save_scope_as = great_swordsmith #this saves him as a scope so we can get nice effects to bounce off him! + } + + hidden_effect = { + scope:great_swordsmith = { + add_character_modifier = { + modifier = master_smith_npc_modifier #this is a neat modifier he gets as a master smith. it's pretty powerful, giving a boost to Stewardship and gold income, but since he's an NPC, it doesn't matter much. It's mostly to create flavor if the player actually examines his stats. + } + } + } + } + + + option = { #Let us make a compromise + name = fp2_struggle.1010.a + flavor = toledo_compromise_flavor + + trigger = { #root needs to control Toledo, and it needs to have a blacksmith building. + any_held_county = { + any_county_province = { + barony = title:b_toledo + has_building_or_higher = blacksmiths_01 + } + } + scope:toledo_county = { #so that this option doesn't fire twice + NOT = { has_county_modifier = toledo_steel_county_modifier } + } + } + + ai_chance = { #Smart, patient AIs pick this option, others are more likely to go for a bolder approach. + base = 10 + ai_value_modifier = { + ai_rationality = 1 + ai_honor = 0.5 + ai_boldness = -0.5 + ai_zeal = -0.5 + } + } + + stress_impact = { #arrogant or visionless rulers dislike this option + arrogant = minor_stress_impact_gain + callous = minor_stress_impact_gain + content = minor_stress_impact_gain + wrathful = minor_stress_impact_gain + } + + remove_short_term_gold = major_gold_value #someone still has to be bribed here + + scope:toledo_county = { + add_county_modifier = { + modifier = toledo_steel_county_modifier + } + } + + scope:toledo_county = { + add_county_modifier = { + modifier = governance_1041_quarreling_guilds_modifier + years = 20 + } + } + } + + option = { #Whatever knowledge you possess, I shall draw it out. + name = fp2_struggle.1010.b + flavor = fp2_struggle.1010.swordsmith_imprisoned + + trigger = { + OR = { + has_trait = schemer + has_trait = torturer + has_trait = paranoid + dread >= high_dread + } + NAND = { + any_held_county = { + any_county_province = { + barony = title:b_toledo + has_building_or_higher = blacksmiths_01 + } + } + scope:toledo_county = { #so that this option doesn't fire twice + NOT = { has_county_modifier = toledo_steel_county_modifier } + } + } + } + + + scope:great_swordsmith = { #while the great swordsmiths gets to languish in a dungeon + hard_imprison_character_effect = { + TARGET = this + IMPRISONER = root + } + } + + + ai_chance = { #Compassionate or just AI wouldn't do this, but hateful paranoid psychopats, sure! Perhaps the smith even deserved it... + base = 10 + ai_value_modifier = { + ai_vengefulness = 1 + ai_honor = -1 + } + } + + stress_impact = { #this is not what a Buddha would do + compassionate = major_stress_impact_gain + generous = medium_stress_impact_gain + gregarious = medium_stress_impact_gain + just = medium_stress_impact_gain + } + + add_dread = minor_dread_gain #you gain some dread for doing this, naturally + + scope:great_swordsmith = { + add_character_modifier = { + modifier = recently_tortured + years = 5 + } + } + + + add_character_modifier = { + modifier = tortured_smith_spilling_secrets_modifier + years = 25 + } + + custom_tooltip = fp2_struggle.1010.compassionate_courtiers + hidden_effect = { #Compassionate or righteous courtiers will secretly dislike this + every_courtier = { + IF = { + limit = { + OR = { + has_trait = compassionate + has_trait = just + } + } + add_opinion = { + target = root + opinion = -10 + modifier = cruelty_opinion + } + } + } + } + } + + option = { #You shall have it, if you make swords for my armies + name = fp2_struggle.1010.c + flavor = fp2_struggle.1010.smithgoesaway + + ai_chance = { #ambitious AIs pick this option + base = 10 + ai_value_modifier = { + ai_energy = 0.7 + ai_vengefulness = 0.7 + } + } + + stress_impact = { + content = minor_stress_impact_gain + craven = minor_stress_impact_gain + greedy = minor_stress_impact_gain + just = minor_stress_impact_gain + } + + remove_treasury_or_gold = major_treasury_or_gold_value #this guy is expensive! + + add_character_modifier = { #as promised, your armies gets equipped with Toledo steel! + modifier = toledo_steel_armaments_modifier + years = 50 + } + + scope:blacksmith_county = { #the great smith usurps the blacksmiths' guild, with your blessing + add_county_modifier = { + modifier = county_corruption_uncooperative_guilds_modifier + years = 10 + } + } + + custom_tooltip = fp2_struggle.1010.paranoid_rivals #your neighbors gets really paranoid when they learn about this + hidden_effect = { + struggle:iberian_struggle = { + every_involved_ruler = { + limit = { + NOT = { is_allied_to = root } + character_is_realm_neighbor = root + } + add_opinion = { + target = root + opinion = -20 + modifier = threatened_by_buildup_opinion + } + } + } + } + } + + option = { #Make me Iberia's finest blade, and all the smithies shall be yours + name = fp2_struggle.1010.d + + flavor = fp2_struggle.1010.smithmakesweapon #the master swordsmiths stays in your court for the time being, to make the great sword he promised you. + + add_courtier = scope:great_swordsmith + + hidden_effect = { + scope:great_swordsmith = { + set_knight_status = forbid #this is to prevent him being auto-turned into a knight during his stay, as he tends to get quite high prowess. The player can still make him a knight manually if they insist on it. + } + } + + ai_chance = { #Self-absorbed AIs pick this option + base = 10 + ai_value_modifier = { + ai_greed = 0.7 + ai_boldness = 0.7 + } + } + + stress_impact = { #this is an extravagant option, not for the humble or temperate - but just people don't like it either, since it still lets the blacksmith usurp the guilds. + humble = minor_stress_impact_gain + just = minor_stress_impact_gain + temperate = minor_stress_impact_gain + } + + remove_short_term_gold = major_gold_value #this guy knows what he's worth! + + scope:blacksmith_county = { #the guild gets usurped by the arrogant master smith! + add_county_modifier = { + modifier = county_corruption_uncooperative_guilds_modifier + years = 10 + } + } + + hidden_effect = { #this looks weird in the tooltip otherwise! + random_list = { #I recommend increasing the odds for the special cool sword when testing this event! + 25 = { #You have a 25% chance of getting a really cool sword here! + trigger = { is_ai = no } #this option is just for players, to create less inflation on awesume swords. + trigger_event = { + id = fp2_struggle.1011 + days = { 30 60 } + } + } + 75 = { #but you can still get a nice toledo blade! + trigger_event = { + id = fp2_struggle.1012 + days = { 30 60 } + } + } + } + } + } + + option = { #I will not anger the guilds for your vanity. + name = fp2_struggle.1010.e + + flavor = fp2_struggle.1010.swordsmith_leaves + + ai_chance = { #Lazy or worried AI pick this option + base = 10 + ai_value_modifier = { + ai_energy = -0.7 + ai_greed = 0.3 + ai_boldness = -0.5 + } + } + + stress_impact = { #this is not the option for opportunists, but a good option for some humble stress loss + ambitious = major_stress_impact_gain + diligent = medium_stress_impact_gain + content = minor_stress_impact_loss + humble = minor_stress_impact_loss + temperate = minor_stress_impact_loss + paranoid = minor_stress_impact_loss + } + + scope:blacksmith_county = { #You curry favor with the blacksmith's guild + add_county_modifier = { + modifier = guild_rights_protected_modifier + years = 20 + } + } + + scope:great_swordsmith = { + add_opinion = { + target = root + modifier = insulted_opinion + } + } + } +} + +fp2_struggle.1011 = { # The Masterwork, by Ola Jentzsch + type = character_event + title = fp2_struggle.1011.t + desc = fp2_struggle.1011.desc + theme = realm + + left_portrait = { + character = root + animation = admiration + } + right_portrait = { + character = scope:great_swordsmith + animation = marshal + } + + artifact = { # To display the artifact in the event-window + target = scope:amazing_toledo_sword + position = lower_right_portrait + } + + trigger = { + has_fp2_dlc_trigger = yes + scope:great_swordsmith = { + is_available_healthy_ai_adult = yes + } + } + + immediate = { + + save_scope_as = owner + set_artifact_rarity_illustrious = yes + + create_artifact = { + name = awesome_toledo_sword_name + creator = scope:great_swordsmith + description = awesome_toledo_sword_desc + visuals = sword + type = sword + modifier = artifact_amazing_toledo_sword_modifier + wealth = scope:wealth # This comes from the scripted effect above + quality = scope:quality # This comes from the scripted effect above + save_scope_as = amazing_toledo_sword # Allows the sword to be accessed via scope after its creation + } + } + + option = { #Martiello, the hammer + name = fp2_struggle.1011.a + + trigger = { + root = { + culture = { has_cultural_pillar = language_iberian } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = martiello_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Tiniebra, the darkness + name = fp2_struggle.1011.b + + trigger = { + root = { + culture = { has_cultural_pillar = language_iberian } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = tiniebra_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Vermejo, the red + name = fp2_struggle.1011.c + + trigger = { + root = { + culture = { has_cultural_pillar = language_iberian } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = vermejo_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Jargonça, like the blue gemstone. + name = fp2_struggle.1011.d + + trigger = { + root = { + culture = { has_cultural_pillar = language_iberian } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = jargonca_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Suhayl, the glorious. + name = fp2_struggle.1011.e + + trigger = { + root = { + culture = { has_cultural_pillar = language_arabic } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = suhayl_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #al-Battar, the cutter + name = fp2_struggle.1011.f + + trigger = { + root = { + culture = { has_cultural_pillar = language_arabic } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = albattar_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Qazeeb, of the strong handle + name = fp2_struggle.1011.g + + trigger = { + root = { + culture = { has_cultural_pillar = language_arabic } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = qazeeb_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Zumurrud, like the blinding emerald + name = fp2_struggle.1011.h + + trigger = { + root = { + culture = { has_cultural_pillar = language_arabic } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = zumurrud_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Ortzi, like the thunder + name = fp2_struggle.1011.i + + trigger = { + root = { + culture = { has_cultural_pillar = language_basque } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = ortzi_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Gaueko, the night spirit + name = fp2_struggle.1011.j + + trigger = { + root = { + culture = { has_cultural_pillar = language_basque } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = gaueko_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Gorri, the red one + name = fp2_struggle.1011.k + + trigger = { + root = { + culture = { has_cultural_pillar = language_basque } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = gorri_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Aiztoto, the little knife + name = fp2_struggle.1011.l + + trigger = { + root = { + culture = { has_cultural_pillar = language_basque } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = aiztoto_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Escremire, the fencer + name = fp2_struggle.1011.m + + trigger = { + root = { + culture = { has_cultural_pillar = language_occitano_romance } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = escremire_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Folha, the leaf + name = fp2_struggle.1011.n + + trigger = { + root = { + culture = { has_cultural_pillar = language_occitano_romance } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = folha_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Proeza, valour + name = fp2_struggle.1011.o + + trigger = { + root = { + culture = { has_cultural_pillar = language_occitano_romance } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = proeza_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Trebalhar, the tormenter + name = fp2_struggle.1011.p + + trigger = { + root = { + culture = { has_cultural_pillar = language_occitano_romance } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = trebalhar_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Sufax, like the great hero in days of old + name = fp2_struggle.1011.q + + trigger = { + root = { + culture = { has_cultural_pillar = language_berber } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = sufax_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Toumellalt, the white one. + name = fp2_struggle.1011.r + + trigger = { + root = { + culture = { has_cultural_pillar = language_berber } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = toumellalt_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Ayugu, the yoke. + name = fp2_struggle.1011.s + + trigger = { + root = { + culture = { has_cultural_pillar = language_berber } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = ayugu_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Well, "Ironsoul" of course + name = fp2_struggle.1011.u + + trigger = { + root = { + culture = { + NOT = { + has_cultural_pillar = language_iberian + has_cultural_pillar = language_arabic + has_cultural_pillar = language_basque + has_cultural_pillar = language_occitano_romance + has_cultural_pillar = language_berber + } + } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = ironsoul_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #I quite like "Mistletoe"... + name = fp2_struggle.1011.v + + trigger = { + root = { + culture = { + NOT = { + has_cultural_pillar = language_iberian + has_cultural_pillar = language_arabic + has_cultural_pillar = language_basque + has_cultural_pillar = language_occitano_romance + has_cultural_pillar = language_berber + } + } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = mistletoe_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Moor-cleaver, what else? + name = fp2_struggle.1011.w + + trigger = { + OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion } + root = { + culture = { + NOT = { + has_cultural_pillar = language_iberian + has_cultural_pillar = language_arabic + has_cultural_pillar = language_basque + has_cultural_pillar = language_occitano_romance + has_cultural_pillar = language_berber + } + } + } + } + + stress_impact = { + compassionate = minor_stress_impact_gain + } + + scope:amazing_toledo_sword = { set_artifact_name = moormurder_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } + + option = { #Usurper's blade seem fitting, giving what we did to the guilds... + name = fp2_struggle.1011.x + + trigger = { + root = { + culture = { + NOT = { + has_cultural_pillar = language_iberian + has_cultural_pillar = language_arabic + has_cultural_pillar = language_basque + has_cultural_pillar = language_occitano_romance + has_cultural_pillar = language_berber + } + } + } + } + + scope:amazing_toledo_sword = { set_artifact_name = usurperblade_name } + + custom_tooltip = fp2_struggle.1011.swordsmith_leaves + hidden_effect = { + remove_courtier_or_guest = scope:great_swordsmith + } + } +} + +fp2_struggle.1012 = { # Soul of Iron (3), by Ola Jentzsch + type = character_event + title = fp2_struggle.1012.t + desc = fp2_struggle.1012.desc + theme = realm + + left_portrait = { + character = root + animation = admiration + } + right_portrait = { + character = scope:great_swordsmith + animation = marshal + } + + artifact = { # To display the artifact in the event-window + target = scope:toledo_sword + position = lower_right_portrait + } + + trigger = { + has_fp2_dlc_trigger = yes + scope:great_swordsmith = { + is_available_healthy_ai_adult = yes + } + } + + immediate = { + + save_scope_as = owner + set_artifact_rarity_masterwork = yes + + create_artifact = { + name = toledo_sword_name + creator = scope:great_swordsmith + description = toledo_sword_desc + visuals = sword + type = sword + modifier = artifact_masterwork_toledo_sword_modifier + wealth = scope:wealth # This comes from the scripted effect above + quality = scope:quality # This comes from the scripted effect above + save_scope_as = toledo_sword # Allows the sword to be accessed via scope after its creation + } + } + + option = { #It is...exquisite. You may go in peace. + name = fp2_struggle.1012.a + flavor = fp2_struggle.1012.swordsmith_leaves + + ai_chance = { #Only greedy AI wouldn't pick this option. + base = 10 + ai_value_modifier = { + ai_greed = -1 + } + } + + remove_courtier_or_guest = scope:great_swordsmith + } + + option = { #It is as promised. May I not convince you to stay and serve me? + name = fp2_struggle.1012.b + + ai_chance = { #Only greedy would pick this option. + base = 10 + ai_value_modifier = { + ai_greed = 1 + } + } + + custom_tooltip = fp2_struggle.1012_swordsmith_stays + + remove_treasury_or_gold = major_treasury_or_gold_value #this guy is expensive! + } +} + +################################### +# Death of a Councilman +# By Ola Jentzsch +################################### +scripted_trigger fp2_struggle.1020_minority_councillor_faith_trigger = { + save_temporary_scope_as = fp2_struggle_1020_temp_councillor + is_ai = yes + NOT = { is_spouse_of = root } + root.capital_county.faith = { + faith_hostility_level = { + target = scope:fp2_struggle_1020_temp_councillor.faith + value >= faith_hostile_level + } + } +} + +fp2_struggle.1020 = { + type = character_event + title = fp2_struggle.1020.t + desc = { + desc = fp2_struggle.1020_desc_opening + first_valid = { + triggered_desc = { + trigger = { + scope:minority_councillor = { + death_reason = death_beaten_by_mob + } + } + desc = fp2_struggle.1020_desc_beaten_by_mob + } + triggered_desc = { + trigger = { + scope:minority_councillor = { + death_reason = death_burned_by_mob + } + } + desc = fp2_struggle.1020_desc_burned_by_mob + } + triggered_desc = { + trigger = { + scope:minority_councillor = { + death_reason = death_hanged_and_disemboweled_by_mob + } + } + desc = fp2_struggle.1020_desc_hanged_and_disemboweled_by_mob + } + triggered_desc = { + trigger = { + scope:minority_councillor = { + death_reason = death_crucified_by_mob + } + } + desc = fp2_struggle.1020_desc_crucified_by_mob + } + triggered_desc = { + trigger = { + scope:minority_councillor = { + death_reason = death_defenestrated_by_mob + } + } + desc = fp2_struggle.1020_desc_defenestrated_by_mob + } + triggered_desc = { + trigger = { + scope:minority_councillor = { + death_reason = death_molten_silver_by_mob + } + } + desc = fp2_struggle.1020_desc_molten_silver_by_mob + } + triggered_desc = { + trigger = { + scope:minority_councillor = { + death_reason = death_torn_to_pieces_by_mob + } + } + desc = fp2_struggle.1020_desc_torn_to_pieces_by_mob + } + } + first_valid = { + triggered_desc = { + trigger = { + scope:councillor_executor = { + exists = var:relative_created + } + } + desc = fp2_struggle.1020_desc_councillor_had_family + } + triggered_desc = { + trigger = { + scope:minority_councillor = { + fp2_struggle.1020_minority_councillor_faith_trigger = yes + } + } + desc = fp2_struggle.1020_desc_councillor_had_no_family_faith + } + } + } + + theme = dread + cooldown = { years = 15 } + override_background = { reference = council_chamber } + + left_portrait = { + character = root + animation = disbelief + } + right_portrait = { + character = scope:councillor_executor + animation = anger + } + + lower_left_portrait = scope:minority_councillor + + + trigger = { + has_fp2_dlc_trigger = yes + + any_councillor = { fp2_struggle.1020_minority_councillor_faith_trigger = yes } + + capital_county = { county_control < low_county_control_limit } #root's capital having low control isn't strictly necessary, but adds to the emergent feeling here + } + + immediate = { + + random_councillor = { #this is the dead councillor + limit = { fp2_struggle.1020_minority_councillor_faith_trigger = yes } + save_scope_as = minority_councillor + } + + capital_county = { save_scope_as = unrest_capital } #so we can use the capital for loc + + scope:minority_councillor = { #and this is how they met their untimely end + random_list = { + 10 = { + death = { + death_reason = death_beaten_by_mob + } + } + 10 = { + death = { + death_reason = death_burned_by_mob + } + } + 20 = { + death = { + death_reason = death_hanged_and_disemboweled_by_mob + } + } + 20 = { + death = { + death_reason = death_crucified_by_mob + } + } + 10 = { + death = { + death_reason = death_defenestrated_by_mob + } + } + 20 = { + death = { + death_reason = death_molten_silver_by_mob + } + } + 10 = { + death = { + death_reason = death_torn_to_pieces_by_mob + } + } + } + } + + if = { #now let's see if there's any relative of the late councillor that could be considered relevant! + limit = { + any_powerful_vassal = { + is_ai = yes + is_close_or_extended_family_of = scope:minority_councillor + is_powerful_vassal = yes + } + } + random_powerful_vassal = { + limit = { + is_ai = yes + is_close_or_extended_family_of = scope:minority_councillor + is_powerful_vassal = yes + } + save_scope_as = councillor_executor + set_variable = relative_created #this variable is for use in triggers later + } + } + + else_if = { + limit = { + any_powerful_vassal = { + is_ai = yes + is_close_family_of = scope:minority_councillor + } + } + random_powerful_vassal = { + limit = { + is_ai = yes + is_close_family_of = scope:minority_councillor + } + save_scope_as = councillor_executor + set_variable = relative_created + } + } + + else_if = { + limit = { + any_powerful_vassal = { + is_ai = yes + is_close_or_extended_family_of = scope:minority_councillor + } + } + random_powerful_vassal = { + limit = { + is_ai = yes + is_close_or_extended_family_of = scope:minority_councillor + } + save_scope_as = councillor_executor + set_variable = relative_created + } + } + + else_if = { + limit = { + any_neighboring_and_across_water_top_liege_realm_owner = { + is_ai = yes + is_close_or_extended_family_of = scope:minority_councillor + OR = { + fp2_character_involved_in_struggle_trigger = yes + fp2_character_interloper_in_struggle_trigger = yes + } + } + } + random_neighboring_and_across_water_top_liege_realm_owner = { + limit = { + is_ai = yes + is_close_or_extended_family_of = scope:minority_councillor + OR = { + fp2_character_involved_in_struggle_trigger = yes + fp2_character_interloper_in_struggle_trigger = yes + } + } + save_scope_as = councillor_executor + set_variable = relative_created + } + } + + else_if = { + limit = { + any_ruler = { + is_ai = yes + is_close_or_extended_family_of = scope:minority_councillor + } + } + random_ruler = { + limit = { + is_ai = yes + is_close_or_extended_family_of = scope:minority_councillor + } + save_scope_as = councillor_executor + set_variable = relative_created + } + } + + else_if = { + limit = { + any_courtier = { + is_ai = yes + is_close_or_extended_family_of = scope:minority_councillor + } + } + random_courtier = { + limit = { + is_ai = yes + is_close_or_extended_family_of = scope:minority_councillor + } + save_scope_as = councillor_executor + set_variable = relative_created + } + } + + else = { #if no relevant relative was found, we instead create a community leader to fire option b with! + create_character = { + age = { 20 80 } + location = root.capital_province + template = merchant_template + culture = scope:minority_councillor.culture + faith = scope:minority_councillor.faith + save_scope_as = councillor_executor + } + hidden_effect = { + scope:councillor_executor = { #just because, I want more rotund people + add_character_modifier = { + modifier = obese_modifier + } + } + } + } + + scope:minority_councillor = { + every_close_or_extended_family_member = { + custom = all_family_members + if = { + limit = { + is_ai = yes + this != root + } + add_opinion = { + target = root + opinion = -20 + modifier = blames_for_death_of_relative_opinion + } + } + } + } + } + + + option = { #Make amends to councillor's dynasty + name = fp2_struggle.1020.a + + trigger = { + scope:councillor_executor = { + exists = var:relative_created + } + } + + ai_chance = { #rational and somewhat honorable AIs pick this option + base = 10 + ai_value_modifier = { + ai_rationality = 0.5 + ai_honor = 0.3 + #but bold and vengeful ones do not + ai_boldness = -0.5 + ai_vengefulness = -0.5 + } + } + + stress_impact = { + #arrogant characters don't care for this + arrogant = minor_stress_impact_gain + callous = minor_stress_impact_gain + stubborn = minor_stress_impact_gain + + #socially awkward ones aren't fond of it either + paranoid = minor_stress_impact_gain + shy = minor_stress_impact_gain + } + + add_character_modifier = { + modifier = compelling_apology_modifier + years = 10 + } + + scope:minority_councillor = { + every_close_or_extended_family_member = { + custom = all_family_members + if = { + limit = { is_ai = yes } + add_opinion = { + target = root + opinion = 10 + modifier = made_amends_opinion + } + } + } + } + } + + option = { #Pay restitution to councillor's people + name = fp2_struggle.1020.b + + trigger = { + scope:councillor_executor = { + NOT = { exists = var:relative_created } + } + } + + ai_chance = { #compassionate AIs takes this option + base = 10 + ai_value_modifier = { + ai_compassion = 0.7 + ai_honor = 0.3 + #but zealous and vengeful ones do not + ai_zeal = -0.5 + ai_vengefulness = -0.5 + } + } + + stress_impact = { + #arrogant characters don't wanna do this + arrogant = minor_stress_impact_gain + callous = minor_stress_impact_gain + stubborn = minor_stress_impact_gain + + #nor those who hate the people + paranoid = minor_stress_impact_gain + vengeful = minor_stress_impact_gain + } + + remove_treasury_or_gold = medium_treasury_or_gold_value #restitution isn't free! + + add_character_modifier = { + modifier = restitution_to_minorities_modifier + years = 15 + } + } + + option = { #Hunt down the perpetrators + name = fp2_struggle.1020.c + + ai_chance = { #energetic and vengeful AI picks this option. + base = 10 + ai_value_modifier = { + ai_energy = 0.5 + ai_vengefulness = 0.7 + #but compassionate ones might not + ai_compassion = -0.7 + } + } + + stress_impact = { #this is cruel and a lot of effort... + compassionate = minor_stress_impact_gain + forgiving = minor_stress_impact_gain + lazy = minor_stress_impact_gain + } + + + add_character_modifier = { + modifier = memorable_public_execution_modifier + years = 10 + } + + + add_prestige = minor_prestige_gain + + if = { + limit = { exists = var:relative_created } + scope:councillor_executor = { + add_opinion = { + target = root + opinion = 20 + modifier = avenged_relative_opinion + + } + } + } + } + + option = { #Restore order in the capital + name = fp2_struggle.1020.d + + ai_chance = { #rational and compassionate AIs pick this option + base = 10 + ai_value_modifier = { + ai_rationality = 0.9 + ai_compassion = 0.3 + #but bold and zealous ones do not + ai_boldness = -0.5 + ai_zeal = -0.5 + } + } + + stress_impact = { + #cruel or lazy characters don't bother with this + callous = minor_stress_impact_gain + lazy = minor_stress_impact_gain + sadistic = minor_stress_impact_gain + + #and vengeful ones would rather pursue revenge. + vengeful = minor_stress_impact_gain + } + + if = { + limit = { exists = var:relative_created } + scope:councillor_executor = { + add_opinion = { + target = root + opinion = -10 + modifier = ignored_demands_opinion + } + } + } + + add_prestige = minor_prestige_gain + + root.capital_county = { change_county_control = medium_county_control_gain } + } +} + +################################### +# The Vision +# By Ola Jentzsch +################################### +fp2_struggle.1050 = { + type = character_event + title = fp2_struggle.1050.t + desc = { + first_valid = { + desc = fp2_struggle.1050.desc_opening + } + first_valid = { + triggered_desc = { + trigger = { + OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion } + scope:visionary_spouse= { + has_OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } + } + } + desc = fp2_struggle.1050.desc_christian + } + triggered_desc = { + trigger = { + has_religion = religion:islam_religion + scope:visionary_spouse= { + has_religion = religion:islam_religion + } + } + desc = fp2_struggle.1050.desc_islamic + } + triggered_desc = { + trigger = { + has_religion = religion:folkgerman_religion + scope:visionary_spouse= { + has_religion = religion:folkgerman_religion + } + } + desc = fp2_struggle.1050.desc_rampaging_barbarian_heathen + } + desc = fp2_struggle.1050.desc_non_barbarian_heathen + } + first_valid = { + triggered_desc = { + trigger = { + root = { + OR = { + culture = culture:andalusian + culture = culture:bedouin + } + } + scope:visionary_spouse = { + OR = { + culture = culture:andalusian + culture = culture:bedouin + } + } + } + desc = fp2_struggle.1050.desc_islamic_heritage + } + triggered_desc = { + trigger = { + has_religion = religion:catholic_religion + scope:visionary_spouse= { + has_religion = religion:catholic_religion + } + } + desc = fp2_struggle.1050.desc_christian_bling_reference_drop + } + desc = fp2_struggle.1050.desc_middle_neutral_version + } + first_valid = { + triggered_desc = { + trigger = { + scope:visionary_spouse = { + OR = { + has_relation_lover = root + has_relation_soulmate = root + } + } + } + desc = fp2_struggle.1050.desc_love_and_warmth_ending + } + desc = fp2_struggle.1050.desc_no_love_and_warmth_ending + } + } + + theme = death + override_background = { reference = battlefield } ## + + left_portrait = { + character = root + animation = disapproval + } + right_portrait = { + character = scope:visionary_spouse + animation = paranoia + } + + + trigger = { + has_fp2_dlc_trigger = yes + + is_landed_or_landless_administrative = yes + + any_spouse = { is_courtier = yes } + + fp2_character_involved_in_struggle_trigger = yes + + struggle:iberian_struggle = { is_struggle_phase = struggle_iberia_phase_hostility } + } + + cooldown = { #this event shouldn't fire too often, since the context with the spouse's dream is pretty specific. + years = 100 + } + + + immediate = { + + random_spouse = { + weight = { + base = 1 + modifier = { + factor = 5 + this = primary_spouse + } + } + save_scope_as = visionary_spouse + } + + scope:visionary_spouse = { + add_character_modifier = { + modifier = foreboding_visions_modifier + years = 10 + } + } + + hidden_effect = { + scope:visionary_spouse = { + contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = no } + } + } + } + + option = { + name = fp2_struggle.1050.a + + trigger = { + faith = { + OR = { + has_doctrine_parameter = witchcraft_illegal + has_doctrine_parameter = witchcraft_shunned + } + } + } + + ai_chance = { #bold, vengeful and zealous AI goes for this option + base = 10 + ai_value_modifier = { + ai_boldness = 0.5 + ai_vengefulness = 0.7 + ai_zeal = 0.7 + ai_compassion = -1 #whereas compassionate, rational and honorable ones really, really doesn't + ai_rationality = -1 + ai_honor = -0.5 + } + } + + stress_impact = { + compassionate = major_stress_impact_gain #compassionate people don't accuse their spouse of being a witch + craven = minor_stress_impact_gain #cravens don't dare throw her in jail + trusting = medium_stress_impact_gain #and trusting people don't accuse her either + eccentric = minor_stress_impact_loss + } + + custom_tooltip = fp2_struggle.1050.spouse_imprisoned #you throw your spouse into the dungeon for being a suspected witch + hidden_effect = { + scope:visionary_spouse = { + hard_imprison_character_effect = { + TARGET = this + IMPRISONER = root + } + } + } + } + + option = { + name = fp2_struggle.1050.b + + ai_chance = { #lazy zealous AI pick this option + base = 10 + ai_value_modifier = { + ai_zeal = 0.8 + ai_energy = -0.7 + ai_vengefulness = -0.7 + } + } + + stress_impact = { + cynical = minor_stress_impact_gain #cynics don't really put their faith in God + } + + duel = { #this duel is root trying to make their spouse feel better. + skill = diplomacy + value = medium_skill_rating + + 20 = { + compare_modifier = { + value = scope:duel_value + multiplier = 2 + } + modifier = { + add = 15 + has_trait = compassionate + } + modifier = { + add = 20 + has_trait = zealous + } + send_interface_toast = { + title = comforting_spouse_visionary_toast.success + left_icon = root + right_icon = scope:visionary_spouse + + scope:visionary_spouse = { + add_opinion = { + target = root + modifier = comforted_opinion + } + } + custom_tooltip = fp2_struggle.1050.condition_might_improve + hidden_effect = { + scope:visionary_spouse = { + recover_from_disease_effect = { DISEASE = ill } + } + } + } + } + 20 = { + compare_modifier = { + value = scope:duel_value + multiplier = -1 + } + modifier = { + add = 20 + has_trait = callous + } + modifier = { + add = 10 + has_trait = sadistic + } + send_interface_toast = { + title = comforting_spouse_visionary.failure + left_icon = root + right_icon = scope:visionary_spouse + + scope:visionary_spouse = { + add_opinion = { + target = root + modifier = failed_comfort_opinion + } + } + + custom_tooltip = fp2_struggle.1050.condition_might_get_worse + hidden_effect = { + scope:visionary_spouse = { + add_character_modifier = { + modifier = mysterious_prophetess_illness_modifier + years = 5 + } + } + } + } + } + } + } + + option = { #Come, tell me more of your visions + name = fp2_struggle.1050.c + + ai_chance = { #compassionate AIs pick this option + base = 10 + ai_value_modifier = { + ai_compassion = 1 + ai_energy = 0.5 + ai_vengefulness = -0.5 + } + } + + stress_impact = { #unpleasant types don't pick this option... + arrogant = minor_stress_impact_gain + callous = medium_stress_impact_gain + sadistic = medium_stress_impact_gain + eccentric = minor_stress_impact_loss + } + + scope:visionary_spouse = { + if = { + limit = { + OR = { + has_relation_lover = root + has_relation_soulmate = root + } + } + add_opinion = { + target = root + modifier = listened_opinion + } + } + else = { + progress_towards_lover_effect = { + CHARACTER = root + REASON = lover_comforted_nightmare + OPINION = 0 + } + } + } + + custom_tooltip = fp2_struggle.1050.condition_might_improve + hidden_effect = { + scope:visionary_spouse = { + recover_from_disease_effect = { DISEASE = ill } + } + } + + add_character_modifier = { + modifier = frightened_by_portent_modifier + years = 10 + } + } + + option = { #Leave me be, I am planning my next conquest + name = fp2_struggle.1050.d + + ai_chance = { #Ambitious AIs pick this option + base = 10 + ai_value_modifier = { + ai_boldness = 0.5 + ai_energy = 0.7 + ai_greed = 0.5 + ai_compassion = -0.7 + } + } + + stress_impact = { + compassionate = minor_stress_impact_gain + eccentric = minor_stress_impact_gain + } + + scope:visionary_spouse = { + add_opinion = { + target = root + modifier = failed_comfort_opinion + } + } + + custom_tooltip = fp2_struggle.1050.condition_might_get_very_worse + hidden_effect = { + random = { + chance = 90 + scope:visionary_spouse = { + add_character_modifier = { + modifier = mysterious_prophetess_illness_modifier + years = 5 + } + add_trait = depressed_1 + } + } + } + } +} + +################################### +# Disorderly Market +# By Hugo Cortell +################################### VSCODE: Use control + / to comment/uncomment entire blocks of code. And control + shift + [ (or ]) to fold/unfold a block! +scripted_trigger fp2_struggle_2000_check_holds_city_scripted_trigger = { + title_province = { has_holding_type = city_holding } + exists = holder + holder != root +} + +fp2_struggle.2000 = { + type = character_event + title = fp2_struggle.2000.t + desc = fp2_struggle.2000.desc + theme = stewardship + cooldown = { years = 5 } + override_background = { reference = market } + left_portrait = root + right_portrait = { + character = scope:fp2_2000_market_inspector + animation = anger + } + + trigger = { + has_fp2_dlc_trigger = yes + has_religion = religion:islam_religion + faith = { + OR = { + has_doctrine = tenet_tax_nonbelievers + has_doctrine = special_doctrine_jizya + has_doctrine = tenet_religious_legal_pronouncements + has_doctrine = tenet_legalism + } + } + + exists = cp:councillor_steward + cp:councillor_steward = { is_available_ai_adult = yes } + exists = cp:councillor_court_chaplain + cp:councillor_court_chaplain = { is_available_ai_adult = yes } + + any_sub_realm_barony = { + fp2_struggle_2000_check_holds_city_scripted_trigger = yes + } + + any_pool_character = { + province = root.capital_province + has_no_particular_noble_roots_trigger = yes + is_available_healthy_ai_adult = yes + } + } + + immediate = { + random_sub_realm_barony = { + limit = { fp2_struggle_2000_check_holds_city_scripted_trigger = yes } + county = { save_scope_as = se_2000_county } + } + + cp:councillor_steward = { save_scope_as = 2000_scoped_steward } + cp:councillor_court_chaplain = { save_scope_as = 2000_scoped_chaplain } + + create_character = { + age = { 20 50 } + location = root.capital_province + gender_female_chance = root_faith_dominant_gender_female_chance + trait = just + trait = craven + trait = patient + trait = temperate + culture = root.culture + faith = root.faith + + dynasty = none + after_creation = { + add_gold = { minor_gold_value medium_gold_value } + add_prestige = { minor_prestige_gain medium_prestige_gain } + add_piety = { medium_piety_gain major_piety_gain } + } + + save_scope_as = fp2_2000_market_inspector + } + if = { # RoCo + limit = { + has_dlc_feature = royal_court + employs_court_position = chief_qadi_court_position + any_court_position_holder = { + type = chief_qadi_court_position + is_available_ai_adult = yes + } + } + random_court_position_holder = { + type = chief_qadi_court_position + limit = { + is_available_ai_adult = yes + } + save_scope_as = fp2_2000_chief_qadi + } + } + } + + option = { # Mandatory lunatic option (now rakish) + name = fp2_struggle.2000.f + trigger = { has_trait = rakish } + stress_impact = { + chaste = major_stress_impact_gain + zealous = major_stress_impact_gain + } + + flavor = fp2_struggle.2000.f.desc + send_interface_toast = { + type = event_stewardship_good_with_text + title = fp2_struggle.2000.f.notif + desc = fp2_struggle.2000.f.notif.desc + + stress_impact = { chaste = medium_stress_impact_gain } + + scope:2000_scoped_chaplain = { + add_opinion = { + target = root + modifier = impious_opinion + opinion = -25 + } + } + + add_piety = major_piety_loss + + scope:se_2000_county = { + add_county_modifier = { + modifier = fp2_free_market_boom_modifier + years = 5 + } + } + add_character_modifier = { + modifier = fp2_lenient_towards_foreign_merchants_modifier + years = 5 + } + } + + ai_chance = { + base = 15 + } + } + + option = { # Guards! Purge! + name = fp2_struggle.2000.e + + trigger = { + OR = { + has_trait = reaver + has_trait = order_member + has_trait = aggressive_attacker + } + } + stress_impact = { + just = major_stress_impact_gain + forgiving = major_stress_impact_gain + calm = minor_stress_impact_gain + trusting = medium_stress_impact_gain + } + + if = { + limit = { has_trait = sadistic } # Small detail + send_interface_toast = { + type = event_toast_effect_good + title = fp2_ruthless_market_oversight_modifier + left_icon = root + + add_dread = medium_dread_gain + scope:se_2000_county = { + add_county_modifier = { + modifier = fp2_ruthless_market_oversight_modifier + years = 5 + } + } + } + } + else = { + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_ruthless_market_oversight_modifier + left_icon = root + + add_dread = medium_dread_gain + scope:se_2000_county = { + add_county_modifier = { + modifier = fp2_ruthless_market_oversight_modifier + years = 5 + } + } + } + } + + ai_chance = { + base = 5 + modifier = { + add = 15 + OR = { + has_trait = sadistic + has_trait = zealous + has_trait = wrathful + } + } + modifier = { + add = -40 + has_trait = compassionate + } + } + } + + option = { # Intervene with threat of calling judge + name = fp2_struggle.2000.a + flavor = fp2_struggle.2000.a.desc + + duel = { + skill = diplomacy + value = medium_skill_rating + + 30 = { + desc = fp2_struggle.2000.a.a + + compare_modifier = { + value = scope:duel_value + multiplier = 2.5 + } + modifier = { + add = 5 + has_trait = fickle + } + modifier = { + add = 20 + has_trait = craven + } + modifier = { + add = 3 + has_trait = lazy + } + modifier = { + add = 3 + has_trait = arbitrary + } + + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_struggle.2000.a.a.notif + + if = { # RoCo + limit = { + exists = scope:fp2_2000_chief_qadi + } + reverse_add_opinion = { + target = scope:fp2_2000_chief_qadi + modifier = respect_opinion + opinion = 15 + } + } + + scope:se_2000_county = { + add_county_modifier = { + modifier = fp2_inefficient_market_oversight_modifier + years = 5 + } + } + } + } + 70 = { + desc = fp2_struggle.2000.a.b + + compare_modifier = { + value = scope:duel_value + multiplier = 2.5 + } + + modifier = { + add = 5 + has_trait = humble + } + modifier = { + add = 5 + has_trait = ambitious + } + modifier = { + add = 10 + has_trait = gregarious + } + modifier = { + add = 15 + has_trait = just + } + + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2000.a.b.notif + left_icon = scope:2000_scoped_steward + + scope:se_2000_county = { + add_county_modifier = { + modifier = fp2_smooth_market_oversight_modifier + years = 5 + } + } + } + } + } + + ai_chance = { + base = 60 + modifier = { + add = 25 + has_trait = just + } + modifier = { + add = -25 + has_trait = arbitrary + } + modifier = { + add = -15 + has_trait = lazy + } + modifier = { + add = -5 + has_trait = arrogant + } + } + } + + option = { # Let the free market decide, free from tradition + name = fp2_struggle.2000.d + flavor = fp2_struggle.2000.d.desc + + stress_impact = { + zealous = major_stress_impact_gain + humble = medium_stress_impact_gain + content = medium_stress_impact_gain + just = minor_stress_impact_gain + temperate = medium_stress_impact_gain + } + + reverse_add_opinion = { + target = scope:2000_scoped_chaplain + modifier = impious_opinion + opinion = -30 + } + reverse_add_opinion = { + target = scope:2000_scoped_steward + modifier = respect_opinion + opinion = 15 + } + + send_interface_toast = { + type = event_toast_effect_good + title = fp2_free_market_boom_modifier + left_icon = scope:2000_scoped_steward + + add_piety = medium_piety_loss + + scope:se_2000_county = { + add_county_modifier = { + modifier = fp2_free_market_boom_modifier + years = 6 + } + } + } + + ai_chance = { + base = 0 + modifier = { + add = 15 + has_trait = greedy + } + modifier = { + add = -40 + has_trait = zealous + } + } + } + + option = { # Reprimand the inspector + name = fp2_struggle.2000.b + flavor = fp2_struggle.2000.b.desc + + stress_impact = { compassionate = medium_stress_impact_gain } + add_dread = miniscule_dread_gain + + send_interface_toast = { + type = event_stewardship_good_with_text + title = fp2_struggle.2000.b.notif + desc = fp2_struggle.2000.b.notif.desc + + scope:se_2000_county = { + add_county_modifier = { + modifier = fp2_smooth_market_oversight_modifier + years = 5 + } + } + + scope:2000_scoped_chaplain = { + add_opinion = { + target = root + modifier = cruelty_opinion + opinion = -15 + } + } + } + + ai_chance = { + base = 34 + modifier = { + add = 15 + OR = { + has_trait = sadistic + has_trait = callous + } + } + modifier = { + add = 5 + has_trait = impatient + } + modifier = { + add = 3 + has_trait = diligent + } + modifier = { + add = -25 + has_trait = compassionate + } + modifier = { + add = -15 + OR = { + has_trait = trusting + has_trait = calm + has_trait = forgiving + } + } + modifier = { + add = -5 + has_trait = humble + } + } + } + + after = { scope:fp2_2000_market_inspector = { silent_disappearance_effect = yes } } +} + +################################### +# Desperate Villagers Seek New Lord +# By Hugo Cortell +################################### +scripted_trigger fp2_struggle_2001_desperate_county_scripted_trigger = { + NOT = { root = { has_claim_on = prev } } + trigger_if = { # Checking that we are not offering up the capital of a duke or higher + limit = { + holder = { + highest_held_title_tier >= tier_duchy + } + } + this != holder.capital_county + } + + holder = { # Balance, malus must not affect players + is_ai = yes + top_liege = { is_ai = yes } + } + + OR = { + county_opinion < 0 + county_control < 81 # Note: if considered too restrictive for normal play, update to != 100 + } + + squared_distance = { + target = root.capital_province + value < squared_distance_medium + } +} + +fp2_struggle.2001 = { + type = character_event + title = fp2_struggle.2001.t + desc = { + desc = fp2_struggle.2001.desc + triggered_desc = { + trigger = { + is_allied_to = scope:fp2_2001_desperate_county.holder + } + desc = fp2_struggle.2001.desc.extra.a + } + triggered_desc = { + trigger = { + has_truce = scope:fp2_2001_desperate_county.holder + } + desc = fp2_struggle.2001.desc.extra.b + } + } + + theme = vassal + cooldown = { years = 20 } + left_portrait = { + character = root + animation = personality_rational + } + right_portrait = { + character = scope:fp2_2001_desperate_elder + animation = beg + } + lower_right_portrait = scope:fp2_2001_desperate_county.holder.top_liege + + trigger = { + has_fp2_dlc_trigger = yes + struggle:iberian_struggle = { + is_struggle_phase = struggle_iberia_phase_hostility + + } + + any_neighboring_and_across_water_top_liege_realm_owner = { + fp2_character_involved_in_struggle_trigger = yes + any_sub_realm_county = { + fp2_struggle_2001_desperate_county_scripted_trigger = yes + } + } + } + + immediate = { + if = { + limit = { exists = cp:councillor_court_chaplain } + cp:councillor_court_chaplain = { save_scope_as = 2001_scoped_chaplain } + } + + random_neighboring_and_across_water_top_liege_realm_owner = { + limit = { + fp2_character_involved_in_struggle_trigger = yes + any_sub_realm_county = { fp2_struggle_2001_desperate_county_scripted_trigger = yes } + } + random_sub_realm_county = { + limit = { fp2_struggle_2001_desperate_county_scripted_trigger = yes } + save_scope_as = fp2_2001_desperate_county + } + } + + create_character = { + age = { 38 71 } + location = scope:fp2_2001_desperate_county.title_province + gender_female_chance = root_faith_dominant_gender_female_chance + trait = peasant_leader + random_traits = yes + culture = scope:fp2_2001_desperate_county.culture + random_faith = { + root.faith = { trigger = { always = yes } } + scope:fp2_2001_desperate_county.faith = { trigger = { always = yes } } + } + dynasty = none + after_creation = { add_gold = medium_gold_value } + + save_scope_as = fp2_2001_desperate_elder + } + + # AI war-savviness calc variables + scope:fp2_2001_desperate_county.holder.top_liege = { save_temporary_scope_as = target_military } + set_variable = { + name = ai_strength_multiplier # This is how much stronger root has to be (could even be used for custom loc! but the script is complex enough as it is) + value = 1.25 + } + if = { # Calculate if AI can win war, decision of war requires traits AND for it to be favourable. This calcs if it is favourable + limit = { + is_ai = yes # Are you AI? + scope:fp2_2001_desperate_county.holder.top_liege = { + NOT = { + is_at_war_with = root + is_ai = no # Enemy must be AI (prevents AI from attacking player characters, otherwise it would feel as if the attack was random) + } + } + + # Actual strength is calc below, thanks to joe + root_military_strength_higher_than_military_target_value > target_military_strength_root_value + } + save_scope_as = fp2_se_2001_ai_war_winnable # Acts as boolean for wether or not the AI has a chance at winning + } + remove_variable = ai_strength_multiplier + + # Option exclusivity stuffs, easier to keep track of logic + if = { # Faith + limit = { + OR = { + has_trait = holy_warrior + has_trait = devoted + has_trait = heresiarch + has_trait = order_member + has_trait = crusader_king + has_trait = faith_warrior + } + NOT = { + faith = scope:fp2_2001_desperate_elder.faith + has_trait = excommunicated + } + } + save_scope_as = fp2_2001_exclusive_option_faith + } + else_if = { # Greedy + limit = { + OR = { + has_trait = greedy + has_trait = avaricious + has_trait = logistician + } + } + save_scope_as = fp2_2001_exclusive_option_greed + } + } + + option = { # Pay tribute to me + name = fp2_struggle.2001.d + custom_tooltip = fp2_struggle.2001.a.desc + + trigger = { + exists = scope:fp2_2001_exclusive_option_greed + NOT = { exists = scope:fp2_2001_exclusive_option_faith } + + OR = { # Tricks autoformatter into showing trait icons (wasteful) + has_trait = greedy + has_trait = avaricious + has_trait = logistician + } + } + + stress_impact = { + compassionate = minor_stress_impact_gain + humble = minor_stress_impact_gain + content = minor_stress_impact_gain + } + + save_scope_value_as = { + name = fp2_se_2001_eventchoiceramifications + value = flag:demand_tribute + } + + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2001.a.notif + left_icon = root + right_icon = scope:fp2_2001_desperate_elder + + add_unpressed_claim = scope:fp2_2001_desperate_county + } + + send_interface_toast = { + type = event_stewardship_good_with_text + title = fp2_struggle.2001.d.notif + desc = fp2_struggle.2001.d.notif.desc + left_icon = scope:fp2_2001_desperate_elder + + scope:fp2_2001_desperate_elder = { + pay_treasury_or_gold = { + target = root + value = medium_treasury_or_gold_value + } + } + } + + if = { + limit = { exists = cp:councillor_steward } + cp:councillor_steward = { + add_opinion = { + target = root + modifier = pleased_opinion + opinion = 15 + } + } + } + + hidden_effect = { + trigger_event = { + id = fp2_struggle.2002 + years = 5 + } + } + add_character_modifier = { + modifier = fp2_2001_promise_reminder + years = 5 + } + + ai_chance = { + base = 0 + modifier = { + add = 10 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = brave + } + modifier = { + add = 5 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = compassionate + } + modifier = { + add = 40 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = greedy + } + } + } + + option = { # Are you willing to give up your god for it? + trigger = { + exists = scope:fp2_2001_exclusive_option_faith + + OR = { + has_trait = holy_warrior # Tricking the autoformatter into showing relevant trait + has_trait = devoted + has_trait = heresiarch + has_trait = order_member + has_trait = crusader_king + has_trait = faith_warrior + } + } + name = fp2_struggle.2001.b + + custom_tooltip = fp2_struggle.2001.a.desc + if = { + limit = { exists = scope:2001_scoped_chaplain } + custom_tooltip = fp2_struggle.2001.a.a.desc + } + + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2001.a.notif + left_icon = root + right_icon = scope:fp2_2001_desperate_elder + + add_unpressed_claim = scope:fp2_2001_desperate_county + } + + send_interface_toast = { + type = event_stewardship_good_with_text + title = fp2_struggle.2001.b.notif + desc = fp2_struggle.2001.b.notif.desc + left_icon = scope:fp2_2001_desperate_elder + + if = { + limit = { exists = scope:2001_scoped_chaplain } + scope:2001_scoped_chaplain = { + add_opinion = { + target = root + modifier = pleased_opinion + opinion = 40 + } + } + save_scope_value_as = { + name = fp2_se_2001_eventchoiceramifications + value = flag:demand_conversion_chap # yes + } + } + else = { + save_scope_value_as = { + name = fp2_se_2001_eventchoiceramifications + value = flag:demand_conversion_no_chap # no + } + } + } + + every_powerful_vassal = { + limit = { faith = root.faith } + custom = fp2_every_major_vassal_notifier + add_opinion = { + target = root + modifier = respect_opinion + opinion = 15 + } + } + + scope:fp2_2001_desperate_county = { set_county_faith = root.faith } + + hidden_effect = { + scope:fp2_2001_desperate_elder = { set_character_faith_with_conversion = root.faith } + trigger_event = { + id = fp2_struggle.2002 + years = 5 + } + } + add_character_modifier = { + modifier = fp2_2001_promise_reminder + years = 5 + } + + ai_chance = { + base = 0 + modifier = { + add = 15 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = brave + } + modifier = { + add = 5 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = just + } + modifier = { + add = 50 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = zealous + } + modifier = { + add = -5 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = lazy + } + } + } + + option = { # You have my word + name = fp2_struggle.2001.a + custom_tooltip = fp2_struggle.2001.b.desc # Three extra years for not attaching any strings + + stress_impact = { + craven = minor_stress_impact_gain + shy = minor_stress_impact_gain + lazy = minor_stress_impact_gain + arrogant = major_stress_impact_gain + } + if = { + limit = { + exists = scope:fp2_2001_exclusive_option_greed + NOT = { exists = scope:fp2_2001_exclusive_option_faith } + } + stress_impact = { + greedy = medium_stress_impact_gain + avaricious = minor_stress_impact_gain + } + } + + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2001.a.notif + left_icon = root + right_icon = scope:fp2_2001_desperate_elder + + add_unpressed_claim = scope:fp2_2001_desperate_county + } + + every_powerful_vassal = { + custom = fp2_every_major_vassal_notifier + add_opinion = { + target = root + modifier = respect_opinion + opinion = 15 + } + } + + hidden_effect = { + trigger_event = { + id = fp2_struggle.2002 + years = 10 + } + } + add_character_modifier = { + modifier = fp2_2001_promise_reminder + years = 10 + } + + ai_chance = { + base = 0 + modifier = { + add = 25 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = brave + } + modifier = { + add = 15 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = just + } + modifier = { + add = 15 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = compassionate + } + modifier = { + add = -35 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = arrogant + } + modifier = { + add = -15 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = lazy + } + } + } + + option = { # Prove it to me, point your spears at your liege (rise up) + name = fp2_struggle.2001.c + custom_tooltip = fp2_struggle.2001.a.desc + + trigger = { + scope:fp2_2001_desperate_county = { + can_title_create_faction = { + type = peasant_faction + target = scope:fp2_2001_desperate_county.holder + } + } + + NOT = { + exists = scope:fp2_2001_exclusive_option_greed + exists = scope:fp2_2001_exclusive_option_faith + } + } + + stress_impact = { + craven = medium_stress_impact_gain + content = minor_stress_impact_gain + } + + save_scope_value_as = { + name = fp2_se_2001_eventchoiceramifications + value = flag:peasant_revolt + } + + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2001.a.notif + left_icon = root + right_icon = scope:fp2_2001_desperate_elder + + add_unpressed_claim = scope:fp2_2001_desperate_county + } + + every_powerful_vassal = { + custom = fp2_every_major_vassal_notifier + add_opinion = { + target = root + modifier = respect_opinion + opinion = 10 + } + } + + scope:fp2_2001_desperate_county = { # Create faction + title_create_faction = { + type = peasant_faction + target = scope:fp2_2001_desperate_county.holder + } + holder = { + every_targeting_faction = { # go through all existing factions + if = { + limit = { + any_faction_county_member = { this = scope:fp2_2001_desperate_county } # check if least one member belongs to the county + } + save_scope_as = fp2_se_2001_peasant_faction + } + } + } + } + + hidden_effect = { + trigger_event = { + id = fp2_struggle.2002 + years = 5 + } + } + add_character_modifier = { + modifier = fp2_2001_promise_reminder + years = 5 + } + + ai_chance = { + base = 0 + modifier = { + add = 15 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = brave + } + modifier = { + add = 25 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = ambitious + } + modifier = { + add = 10 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = just + } + modifier = { + add = -15 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = arrogant + } + modifier = { + add = -5 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = lazy + } + } + } + + option = { # Betray and inform ruler of treachery + name = fp2_struggle.2001.f + + stress_impact = { + compassionate = major_stress_impact_gain + forgiving = major_stress_impact_gain + } + + scope:fp2_2001_desperate_elder = { + death = { + death_reason = death_execution + killer = root + } + } + + if = { + limit = { is_allied_to = scope:fp2_2001_desperate_county.holder } # You stood by your allies + every_powerful_vassal = { + custom = fp2_every_major_vassal_notifier + add_opinion = { + target = root + modifier = respect_opinion + opinion = 10 + } + } + + if = { + limit = { NOT = { has_trait = arrogant } } + scope:fp2_2001_desperate_county.holder = { + progress_towards_friend_effect = { + REASON = friend_informed_ally_of_betrayal + CHARACTER = root + OPINION = 0 + } + + add_opinion = { + target = root + modifier = pleased_opinion + opinion = 25 + } + } + } + } + else = { + every_powerful_vassal = { # Your vassals question your integrity + custom = fp2_every_major_vassal_notifier + limit = { + NOR = { + has_trait = arbitrary + has_trait = sadistic + has_trait = arrogant + } + } + add_opinion = { + target = root + modifier = disgusted_opinion + opinion = -10 + } + } + + scope:fp2_2001_desperate_county.holder = { + add_opinion = { + target = root + modifier = respect_opinion + opinion = 40 + } + progress_towards_friend_effect = { + REASON = friend_informed_ally_of_betrayal + CHARACTER = root + OPINION = 0 + } + } + } + + ai_chance = { + base = 0 + modifier = { + add = 5 + has_trait = deceitful + is_allied_to = scope:fp2_2001_desperate_county.holder + } + + modifier = { + add = -25 + NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } + has_trait = brave + } + modifier = { + add = -15 + NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } + has_trait = just + } + modifier = { + add = -25 + NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } + has_trait = compassionate + } + modifier = { + add = 35 + NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } + has_trait = arrogant + } + modifier = { + add = 10 + NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } + has_trait = sadistic + } + modifier = { + add = 15 + NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } + has_trait = deceitful + } + } + } + + option = { # Dismiss + name = fp2_struggle.2001.e + custom_tooltip = fp2_struggle.2001.e.desc + stress_impact = { compassionate = minor_stress_impact_gain } + + scope:fp2_2001_desperate_county.holder.top_liege.capital_province.county = { + if = { + limit = { root = { is_allied_to = scope:fp2_2001_desperate_county.holder } } + hidden_effect = { # Hides effect if allied + add_county_modifier = { + modifier = fp2_forsaken_turned_levies_modifier + years = 6 + } + } + } + else = { + add_county_modifier = { + modifier = fp2_forsaken_turned_levies_modifier + years = 5 + } + } + } + + save_scope_as = did_not_call_next_event + + ai_chance = { + base = 100 + modifier = { + add = 25 + exists = scope:fp2_se_2001_ai_war_winnable + has_trait = craven + } + modifier = { + add = -45 + exists = scope:fp2_se_2001_ai_war_winnable + } + } + } + + after = { + if = { + limit = { exists = scope:fp2_se_2001_peasant_faction } + scope:fp2_2001_desperate_elder = { save_scope_as = peasant_leader } + scope:fp2_2001_desperate_county = { save_scope_as = peasant_county } + scope:fp2_se_2001_peasant_faction = { + + setup_peasant_leader_effect = yes + + faction_start_war = {} + faction_spawn_member_county_armies_effect = { + FACTION = scope:fp2_se_2001_peasant_faction + ARMY_OWNER = scope:fp2_2001_desperate_elder + PEASANT_ARMY_NAME = peasant_faction_event_troops + } + } + } + + if = { + limit = { + exists = scope:did_not_call_next_event + scope:fp2_2001_desperate_elder = { is_alive = yes } + } + scope:fp2_2001_desperate_elder = { + silent_disappearance_effect = yes + } + } + } +} + +# QUEST FUNCTION, check if player managed to complete objective +fp2_struggle.2002 = { + hidden = yes + + immediate = { # VICTORY STATE BELOW + if = { + limit = { scope:fp2_2001_desperate_county.holder.top_liege = root.top_liege } # check if lands belong to your state/kingdom/side + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2002.t.a + left_icon = root + right_icon = scope:fp2_2001_desperate_elder + + + if = { + limit = { exists = scope:fp2_se_2001_eventchoiceramifications } + if = { + limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_chap } # You keet your promise to god + add_piety = major_piety_gain + } + else_if = { + limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_no_chap } # Without a chap, this is more impressive but less pious + add_piety = medium_piety_gain + add_prestige = medium_prestige_gain + } + else_if = { + limit = { scope:fp2_se_2001_eventchoiceramifications = flag:peasant_revolt } # You lead peasants into battle and won + add_prestige = minor_prestige_gain + } + else = { + debug_log = "Scope fp2_se_2001_eventchoiceramifications exists but has not been assigned a valid value!" + debug_log_scopes = yes + } + } + + scope:fp2_2001_desperate_county = { + add_county_modifier = { + modifier = county_listened_to_locals_modifier + years = 12 + } + change_county_control = major_county_control_gain + } + } + } + else = { # FAILURE STATE BELOW + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_struggle.2002.t.b + left_icon = root + right_icon = scope:fp2_2001_desperate_elder + + add_prestige = minor_prestige_loss + + if = { + limit = { exists = scope:fp2_se_2001_eventchoiceramifications } + if = { + limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_chap } # You failed to keep your promise to god + add_piety = medium_piety_loss + scope:2001_scoped_chaplain = { + add_opinion = { + target = root + modifier = impious_opinion + opinion = -40 + } + } + } + else_if = { + limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_no_chap } # Without a chap, this is more impressive but less pious + add_piety = minor_piety_loss + add_prestige = minor_prestige_loss + } + else_if = { + limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_tribute } # Being a weasel makes you look petty + add_prestige = medium_prestige_loss + } + else_if = { + limit = { scope:fp2_se_2001_eventchoiceramifications = flag:peasant_revolt } # You took their lives in exchange for freedom, yet returned nothing + add_piety = minor_piety_loss + add_prestige = major_prestige_loss + show_as_tooltip = { + scope:fp2_2001_desperate_county = { # This will happen anyways, but showing it creates more impact + holder = { + top_liege.capital_province.county = { + add_county_modifier = { + modifier = fp2_forsaken_turned_levies_modifier + years = 8 + } + } + } + } + } + } + else = { + debug_log = "Scope fp2_se_2001_eventchoiceramifications exists but has not been assigned a valid value!" + debug_log_scopes = yes + } + } + + every_powerful_vassal = { + add_opinion = { + target = root + modifier = disappointed_opinion + opinion = -10 + } + } + + hidden_effect = { + scope:fp2_2001_desperate_county = { + change_county_control = medium_county_control_gain + holder = { + top_liege.capital_province.county = { + add_county_modifier = { + modifier = fp2_forsaken_turned_levies_modifier + years = 8 + } + } + } + } + } + } + } + + scope:fp2_2001_desperate_elder = { + silent_disappearance_effect = yes + } + } +} + +################################### +# Lost Migratory Birds +# By Hugo Cortell +################################### +scripted_trigger fp2_struggle_2003_check_has_city_scripted_trigger = { + title_province = { has_holding_type = city_holding } + exists = holder +} + +fp2_struggle.2003 = { + type = character_event + title = fp2_struggle.2003.t + desc = fp2_struggle.2003.desc + theme = stewardship + override_background = { reference = army_camp } + cooldown = { years = 50 } + left_portrait = root + right_portrait = { + character = scope:fp2_2003_merc_actor + animation = loss_1 # Note: two_handed_1_aggressive could also be used + } + + trigger = { + has_fp2_dlc_trigger = yes + struggle:iberian_struggle ?= { + OR = { + is_struggle_phase = struggle_iberia_phase_opportunity + is_struggle_phase = struggle_iberia_phase_hostility + } + } + + any_sub_realm_barony = { fp2_struggle_2003_check_has_city_scripted_trigger = yes } + } + + immediate = { + random_sub_realm_barony = { + limit = { fp2_struggle_2003_check_has_city_scripted_trigger = yes } + county = { save_scope_as = fp2_2003_county_town } + } + + create_character = { + age = { 20 50 } + location = root.capital_province + gender_female_chance = root_faith_dominant_gender_female_chance + trait = wrathful + trait = greedy + trait = impatient + trait = callous + trait = wounded_2 + culture = root.culture + faith = root.faith + + dynasty = none + after_creation = { + add_gold = { 0 minor_gold_value } + add_prestige = { minor_prestige_loss minor_prestige_gain } + add_piety = { medium_piety_loss minor_piety_gain } + add_character_flag = single_combat_duel_armor + } + + save_scope_as = fp2_2003_merc_actor + } + } + + option = { # Give them farming work + name = fp2_struggle.2003.d + flavor = fp2_struggle.2003.d.desc + + trigger = { + OR= { + has_trait = lunatic_genetic + has_trait = logistician + has_trait = comfort_eater + has_trait = improvident + stewardship > extremely_high_skill_rating + } + gold > medium_gold_value # Locals need to be paid in advance + } + stress_impact = { greedy = major_stress_impact_gain } + + send_interface_toast = { + title = fp2_struggle.2003.e.notif.c + desc = fp2_struggle.2003.e.notif.c.desc + + remove_treasury_or_gold = medium_treasury_or_gold_value + scope:fp2_2003_county_town = { + add_county_modifier = { + modifier = fp2_mercs_turned_farmers_modifier + years = 20 + } + holder = { + add_character_modifier = { + modifier = fp2_mercenary_acquaintances_modifier + years = 8 # Bonus effect + } + } + } + } + + ai_chance = { + base = 30 + modifier = { + add = 1000 + has_trait = possessed_genetic + } + } + } + + option = { # Offer them a stable job + name = fp2_struggle.2003.b + flavor = fp2_struggle.2003.b.desc + + trigger = { # Locks the lunatic option (remove this trigger if you want more than 4 options) + OR = { + NOR= { + has_trait = lunatic_genetic + has_trait = logistician + has_trait = comfort_eater + has_trait = improvident + stewardship > extremely_high_skill_rating + } + gold < medium_gold_value # Peasants might need to be paid real gold, but mercs do not mind working on debt money + } + } + + stress_impact = { greedy = minor_stress_impact_gain } + + remove_treasury_or_gold = medium_treasury_or_gold_value + send_interface_toast = { + type = event_toast_effect_good + title = fp2_veteran_mercenaries_as_instructors_modifier + left_icon = root + + scope:fp2_2003_county_town = { + add_county_modifier = { + modifier = fp2_veteran_mercenaries_as_instructors_modifier + years = 12 + } + hidden_effect = { + holder = { + add_character_modifier = { + modifier = fp2_mercenary_acquaintances_modifier + years = 12 + } + } + } + } + } + + show_as_tooltip = { + scope:fp2_2003_county_town = { + holder = { + add_character_modifier = { + modifier = fp2_mercenary_acquaintances_modifier + years = 12 + } + } + } + } + + ai_chance = { + base = 25 + modifier = { + add = 5 + has_trait = ambitious + } + modifier = { + add = 5 + has_trait = generous + } + modifier = { + add = -50 + has_trait = greedy + } + } + } + + option = { # Implore them to leave + name = fp2_struggle.2003.a + stress_impact = { shy = minor_stress_impact_gain } + + trigger = { + NOT = { has_trait = lunatic_genetic } # Cuts down the options to four in case of lunacy event, lunatics do not negotiate. + } + + duel = { + skill = diplomacy + value = high_skill_rating + + 10 = { + compare_modifier = { + value = scope:duel_value + multiplier = -1.5 + } + modifier = { + add = 5 + has_trait = fickle + } + modifier = { + add = 20 + has_trait = craven + } + modifier = { + add = 15 + has_trait = lazy + } + modifier = { + add = 10 + has_trait = wrathful + } + modifier = { + add = 10 + has_trait = shy + } + modifier = { + add = 2 + has_trait = trusting + } + modifier = { + add = 3 + has_trait = stubborn + } + + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_struggle.2003.a.a.notif + left_icon = root + + add_prestige = medium_prestige_loss + + scope:fp2_2003_county_town.title_province = { + add_province_modifier = { + modifier = recently_looted_modifier + years = 5 + } + } + } + } + 12 = { + compare_modifier = { + value = scope:duel_value + multiplier = 1.5 + } + + modifier = { + add = 5 + has_trait = calm + } + modifier = { + add = 5 + has_trait = vengeful + } + modifier = { + add = 5 + has_trait = honest + } + modifier = { + add = 10 + has_trait = gregarious + } + modifier = { + add = 15 + has_trait = just + } + modifier = { + add = 15 + has_trait = brave + } + + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2003.a.b.notif + left_icon = root + + add_prestige = medium_prestige_gain + scope:fp2_2003_county_town = { + add_county_modifier = { + modifier = county_listened_to_locals_modifier + years = 5 + } + } + } + } + } + + ai_chance = { + base = 60 + modifier = { + add = 5 + has_trait = just + } + modifier = { + add = 25 + has_trait = gregarious + } + modifier = { + add = -5 + has_trait = arrogant + } + } + } + + option = { # Preemptive strike + name = fp2_struggle.2003.c + flavor = fp2_struggle.2003.c.desc + + stress_impact = { trusting = minor_stress_impact_gain } # Craven do not suffer a penalty, because they only plan the fight, not partake in it + + duel = { + skill = martial + value = high_skill_rating + + 10 = { + desc = fp2_struggle.2003.c.a + + compare_modifier = { + value = scope:duel_value + multiplier = -2.5 + } + + modifier = { # Relevant skills are those that could be used in urban warfare + add = 5 + has_trait = fickle + } + modifier = { + add = 1 + has_trait = just + } + modifier = { + add = 1 + has_trait = arrogant + } + modifier = { + add = 3 + has_trait = wrathful + } + modifier = { + add = 5 + has_trait = arbitrary + } + modifier = { + add = 3 + has_trait = lazy + } + + modifier = { + add = 5 + has_trait = open_terrain_expert + } + modifier = { + add = 2 + has_trait = reckless + } + modifier = { # "what does an INN even look like anyway?" + add = 3 + has_trait = reclusive + } + + show_as_tooltip = { + scope:fp2_2003_county_town = { + add_county_modifier = { + modifier = fp2_local_garrison_slaughtered_modifier + years = 5 + } + title_province = { + add_province_modifier = { + modifier = recently_looted_modifier + years = 5 + } + } + } + } + + hidden_effect = { + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_local_garrison_slaughtered_modifier + left_icon = root + + scope:fp2_2003_county_town = { # Failure outcome + add_county_modifier = { + modifier = fp2_local_garrison_slaughtered_modifier + years = 5 + } + hidden_effect = { + title_province = { + add_province_modifier = { + modifier = recently_looted_modifier + years = 5 + } + } + } + } + } + } + } + 10 = { + desc = fp2_struggle.2003.c.b + + compare_modifier = { + value = scope:duel_value + multiplier = 2.5 + } + + modifier = { + add = 5 + has_trait = calm + } + modifier = { + add = 5 + has_trait = diligent + } + modifier = { + add = 3 + has_trait = callous + } + + modifier = { + add = 7 + OR = { + has_trait = intellect_good_2 + has_trait = intellect_good_3 + } + } + modifier = { + add = -15 + OR = { + has_trait = intellect_bad_1 + has_trait = intellect_bad_2 + } + } + modifier = { + add = -25 + OR = { + has_trait = intellect_bad_3 + has_trait = dull + } + } + modifier = { + add = 10 + has_trait = shrewd + } + + + modifier = { + add = 20 + has_trait = strategist + } + modifier = { # If you know how buildings are structured, you can raid them better + add = 5 + has_trait = architect + } + modifier = { + add = 5 + has_trait = flexible_leader + } + modifier = { + add = 15 + has_trait = organizer + } + modifier = { + add = 3 + has_trait = cautious_leader + } + + add_gold = minor_gold_value + add_prestige = medium_prestige_gain + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2003.c.b.notif + left_icon = root + + scope:fp2_2003_county_town = { # Success + add_county_modifier = { + modifier = fp2_elite_tactics_for_civil_guards_modifier + years = 5 + } + } + } + } + } + + ai_chance = { + base = 15 + modifier = { + add = 5 + has_trait = brave + } + modifier = { + add = 15 + has_trait = wrathful + } + modifier = { + add = 5 + has_trait = deceitful + } + modifier = { + add = -25 + has_trait = trusting + } + modifier = { + add = -10 + has_trait = craven + } + } + } + + option = { # Let the local handle it + name = fp2_struggle.2003.e + flavor = fp2_struggle.2003.e.desc + + stress_impact = { + compassionate = major_stress_impact_gain + just = medium_stress_impact_gain + paranoid = minor_stress_impact_gain + } + + random_list = { + 50 = { # Looted + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_struggle.2003.e.notif.a + + scope:fp2_2003_county_town = { + title_province = { + add_province_modifier = { + modifier = recently_looted_modifier + years = 5 + } + } + } + } + } + 25 = { # Massacre + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_struggle.2003.e.notif.b + desc = fp2_struggle.2003.e.notif.b.desc + + scope:fp2_2003_county_town = { + add_county_modifier = { + modifier = fp2_mercs_slaughtered_populance_modifier + years = 5 + } + } + } + } + 25 = { # Farming outcome + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2003.e.notif.c + desc = fp2_struggle.2003.e.notif.c.desc + + scope:fp2_2003_county_town = { + add_county_modifier = { + modifier = fp2_mercs_turned_farmers_modifier + years = 15 + } + } + } + } + } + } + + after = { + scope:fp2_2003_merc_actor = { silent_disappearance_effect = yes } + } +} + +################################### +# Ship building event +# By Hugo Cortell +################################### +fp2_struggle.2004 = { + type = character_event + title = fp2_struggle.2004.t + desc = fp2_struggle.2004.desc + + theme = crown + override_background = { reference = council_chamber } + left_portrait = { + character = root + animation = personality_rational + } + right_portrait = { + character = cp:councillor_steward + animation = personality_content + } + lower_right_portrait = { character = cp:councillor_marshal } + cooldown = { years = 150 } + + trigger = { + has_fp2_dlc_trigger = yes + current_year > 1025 + top_liege = root + + realm_size >= minor_realm_size + + exists = cp:councillor_marshal + cp:councillor_marshal = { is_available_ai_adult = yes } + exists = cp:councillor_steward + cp:councillor_steward = { + is_available_ai_adult = yes + NOT = { has_character_flag = fp2_2004_critical_success_achieved } + } + + any_sub_realm_county = { + is_coastal_county = yes + NOT = { has_county_modifier = fp2_successful_shipyards_modifier } + } + } + + weight_multiplier = { + modifier = { + add = 5 + current_year > 1066 + } + modifier = { + add = 25 + current_year > 1450 # Caravel time + } + modifier = { + add = 25 + current_year > 1550 + } + } + immediate = { + cp:councillor_marshal = { save_scope_as = 2004_scoped_marshal } + cp:councillor_steward = { + save_scope_as = 2004_scoped_steward + if = { + limit = { has_character_flag = fp2_2004_critical_success_achieved } + remove_character_flag = fp2_2004_critical_success_achieved # For debug + } + } + + random_sub_realm_county = { + limit = { is_coastal_county = yes } + save_scope_as = fp2_2004_dockyards + } + } + option = { # WE WILL BUILD BOATS OF PURE SILVER (MR addition) + name = fp2_struggle.2004.c + flavor = fp2_struggle.2004.c.desc + + remove_treasury_or_gold = major_treasury_or_gold_value + scope:2004_scoped_steward = { + add_opinion = { + target = root + modifier = dismissive_opinion + opinion = -15 + } + } + scope:2004_scoped_marshal = { + add_opinion = { + target = root + modifier = dismissive_opinion + opinion = -20 + } + } + + scope:2004_scoped_steward = { + duel = { + skill = learning + value = high_skill_rating + + 25 = { # Failure Outcome + compare_modifier = { + value = scope:duel_value + multiplier = -1.5 + min = -24 + } + modifier = { # Someone is sneaking in iron powder to cheap out! + add = 5 + has_trait = avaricious + } + + custom_tooltip = fp2_struggle.2005.desc.alt.a + scope:fp2_2004_dockyards = { + add_county_modifier = { + modifier = fp2_successful_shipyards_modifier + years = 20 + } + } + } + 5 = { # Success Outcome + compare_modifier = { + value = scope:duel_value + multiplier = 1.5 + min = -4 + } + modifier = { + add = 5 + has_trait = calm + } + modifier = { + add = 15 + has_trait = diligent + } + modifier = { + add = 2 + has_trait = ambitious + } + modifier = { + add = 3 + has_trait = patient + } + modifier = { + add = 25 + has_trait = shrewd + } + modifier = { + add = 10 + has_trait = overseer + } + modifier = { + add = 8 + has_trait = strategist + } + modifier = { + add = 15 + has_trait = architect + } + modifier = { + add = 10 + has_trait = scholar + } + modifier = { + add = 15 + has_trait = military_engineer + } + modifier = { + add = 3 + has_trait = logistician + } + modifier = { + add = 6 + has_trait = journaller + } + modifier = { # Building a ship of silver means you must know your construction material + add = 5 + has_trait = education_stewardship_1 # You sorta know how silver operates + } + modifier = { + add = 8 + has_trait = education_stewardship_2 # You understand the properties of silver + } + modifier = { + add = 10 + has_trait = education_stewardship_3 # You can bite silver and tell if it is real or not (others can only do it with gold) + } + modifier = { + add = 15 + has_trait = education_stewardship_4 # Your tounge is capable of taking appart the anatomical structure of the silver thanks to your PhD in home economics + } + modifier = { + add = 20 + has_trait = education_stewardship_5 # Like the above, except cooler, and my script comment has better spelling + } + + root = { save_scope_as = fp2_2004_silver_boat_floats } + show_as_tooltip = { + root = { add_prestige = major_prestige_gain } + scope:fp2_2004_dockyards = { + add_county_modifier = { + modifier = fp2_successful_shipyards_modifier + years = 45 + } + } + } + } + } + } + save_scope_as = fp2_2004_alt_option + if = { + limit = { is_developer_testing_trigger = yes } + custom_tooltip = debug_generic_option_shortened_trigger_can_disable + trigger_event = { + id = fp2_struggle.2005 + days = 2 + } + } + else = { + trigger_event = { + id = fp2_struggle.2005 + years = { 4 10 } + } + } + } + + option = { # I will sponsor your endeavour - Side with Steward + name = fp2_struggle.2004.a + + remove_treasury_or_gold = major_treasury_or_gold_value + + scope:2004_scoped_steward = { + add_opinion = { + target = root + modifier = grateful_opinion + opinion = 35 + } + } + scope:2004_scoped_marshal = { + add_opinion = { + target = root + modifier = disappointed_opinion + opinion = -15 + } + } + + scope:2004_scoped_steward = { + duel = { + desc = outcome_in_a_few_years + skill = learning + value = high_skill_rating + + 50 = { + compare_modifier = { + value = scope:duel_value + multiplier = -2.5 + } + desc = fp2_struggle.2004.a.a.desc + + modifier = { + add = 10 + has_trait = lazy + } + modifier = { + add = 10 + has_trait = fickle + } + modifier = { + add = 5 + has_trait = stubborn + } + modifier = { + add = 2 + has_trait = gregarious + } + modifier = { + add = 30 + has_trait = dull + } + modifier = { + add = 5 + has_trait = drunkard + } + modifier = { + add = 7 + has_trait = irritable + } + modifier = { + add = 3 + has_trait = rakish + } + modifier = { + add = 10 + has_trait = profligate + } + + show_as_tooltip = { + root = { + add_character_modifier = { + modifier = fp2_advanced_maritime_technology_modifier + years = 50 + } + } + } + } + 50 = { + compare_modifier = { + value = scope:duel_value + multiplier = 2.5 + } + desc = fp2_struggle.2004.a.b.desc + + modifier = { + add = 5 + has_trait = calm + } + modifier = { + add = 15 + has_trait = diligent + } + modifier = { + add = 2 + has_trait = ambitious + } + modifier = { + add = 3 + has_trait = patient + } + modifier = { + add = 25 + has_trait = shrewd + } + modifier = { + add = 10 + has_trait = overseer + } + modifier = { + add = 8 + has_trait = strategist + } + modifier = { + add = 15 + has_trait = architect + } + modifier = { + add = 10 + has_trait = scholar + } + modifier = { + add = 15 + has_trait = military_engineer + } + modifier = { + add = 3 + has_trait = logistician + } + modifier = { + add = 6 + has_trait = journaller + } + + add_character_flag = fp2_2004_critical_success_achieved + show_as_tooltip = { + root = { + add_character_modifier = { + modifier = fp2_advanced_maritime_technology_modifier + years = 60 + } + } + scope:fp2_2004_dockyards = { + add_county_modifier = { + modifier = fp2_successful_shipyards_modifier + years = 60 + } + } + } + } + } + } + hidden_effect = { + if = { + limit = { is_developer_testing_trigger = yes } + custom_tooltip = debug_generic_option_shortened_trigger_can_disable + trigger_event = { + id = fp2_struggle.2005 + days = 2 + } + } + else = { + trigger_event = { + id = fp2_struggle.2005 + years = { 5 9 } + } + } + } + + ai_chance = { + base = 0 + modifier = { + add = 50 + treasury_or_gold > medium_treasury_or_gold_value + } + ai_value_modifier = { + ai_boldness = 0.2 + ai_greed = -0.3 + ai_rationality = 0.2 + } + } + } + + option = { # No, it is a waste of money - Side with marshal + name = fp2_struggle.2004.b + flavor = fp2_struggle.2004.b.desc + + scope:2004_scoped_marshal = { + add_opinion = { + target = root + modifier = pleased_opinion + opinion = 15 + } + } + + scope:2004_scoped_steward = { + add_opinion = { + target = root + modifier = disappointed_opinion + opinion = -15 + } + add_opinion = { + target = scope:2004_scoped_marshal + modifier = angry_opinion + opinion = -25 + } + } + + ai_chance = { base = 50 } + } +} + +fp2_struggle.2005 = { + type = character_event + title = { + first_valid = { + triggered_desc = { + trigger = { + exists = scope:fp2_2004_alt_option + } + desc = { + first_valid = { + triggered_desc = { + trigger = { + exists = scope:fp2_2004_silver_boat_floats + } + desc = fp2_struggle.2005.desc.alt.b + } + desc = fp2_struggle.2005.desc.alt.a + } + } + } + triggered_desc = { + trigger = { + scope:2004_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } + } + desc = fp2_struggle.2005.t.alt + } + desc = fp2_struggle.2005.t + } + } + + immediate = { + if = { + limit = { root = root } # Check if scoped port town is still under your control + save_scope_as = port_under_control + } + + # MIA checks + if = { # Assign current steward + limit = { exists = cp:councillor_steward } + cp:councillor_steward = { save_scope_as = 2005_scoped_steward } + } + else_if = { # Otherwise assign chaplain + limit = { exists = cp:councillor_court_chaplain } + cp:councillor_court_chaplain = { save_scope_as = 2005_scoped_steward } + } + else = { # Fallback, get whoever is most qualified in court + random_courtier_or_guest = { + limit = { learning > high_skill_rating } + random = { + chance = 15 + add_character_flag = fp2_2004_critical_success_achieved + } + save_scope_as = 2005_scoped_steward + } + if = { + limit = { + NOT = { exists = scope:2005_scoped_steward } + } + random_courtier_or_guest = { save_scope_as = 2005_scoped_steward } + } + } + + if = { + limit = { + scope:2004_scoped_steward != scope:2005_scoped_steward + OR = { + scope:2005_scoped_steward = cp:councillor_steward + scope:2005_scoped_steward = cp:councillor_court_chaplain + } + } + if = { + limit = { learning > high_skill_rating } + random = { + chance = 25 + add_character_flag = fp2_2004_critical_success_achieved + } + save_scope_as = 2005_scoped_steward + } + } + } + + desc = { + triggered_desc = { # Alt option + trigger = { exists = scope:fp2_2004_alt_option } + desc = { + first_valid = { + triggered_desc = { + trigger = { + exists = scope:fp2_2004_silver_boat_floats + } + desc = fp2_struggle.2005.desc.alt.b.desc + } + desc = fp2_struggle.2005.desc.alt.a.desc + } + triggered_desc = { # Lost dockyards + trigger = { scope:fp2_2004_dockyards.holder.top_liege != root.top_liege } + desc = fp2_struggle.2005.desc.cirt.a.notif + } + } + } + triggered_desc = { + trigger = { NOT = { exists = scope:fp2_2004_alt_option } } + desc = { + triggered_desc = { # Crtitical success explanation + trigger = { + scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } + } + desc = fp2_struggle.2005.desc.cirt.notif + } + triggered_desc = { # Lost dockyards + trigger = { + scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } + scope:fp2_2004_dockyards.holder.top_liege != root.top_liege + } + desc = fp2_struggle.2005.desc.cirt.a.notif + } + + # Original (Steward) designer is MIA + triggered_desc = { + trigger = { + scope:2004_scoped_steward != scope:2005_scoped_steward + } + desc = fp2_struggle.2005.desc.newdesigner.notif + } + + triggered_desc = { # Intro (non-crit) + trigger = { + NOT = { scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } } + } + desc = fp2_struggle.2005.desc.intro + } + + # Describe bottom of the ship + random_valid = { + desc = fp2_struggle.2005.desc.bottom.a + desc = fp2_struggle.2005.desc.bottom.b + desc = fp2_struggle.2005.desc.bottom.c + desc = fp2_struggle.2005.desc.bottom.d + } + + # Describe main feature(s) + random_valid = { + desc = fp2_struggle.2005.desc.unique.a + desc = fp2_struggle.2005.desc.unique.b + desc = fp2_struggle.2005.desc.unique.c + desc = fp2_struggle.2005.desc.unique.d + desc = fp2_struggle.2005.desc.unique.e + } + + # Describe sails (updated to propulsion) + random_valid = { + desc = fp2_struggle.2005.desc.sails.a + desc = fp2_struggle.2005.desc.sails.b + desc = fp2_struggle.2005.desc.sails.c + desc = fp2_struggle.2005.desc.sails.d + } + + first_valid = { + triggered_desc = { + trigger = { scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } } + desc = fp2_struggle.2005.desc.outro.crit + } + desc = fp2_struggle.2005.desc.outro + } + } + } + } + + theme = martial + override_background = { reference = docks } + left_portrait = { + character = root + triggered_animation = { + trigger = { + exists = scope:fp2_2004_alt_option + NOT = { exists = scope:fp2_2004_silver_boat_floats } + } + animation = anger + } + triggered_animation = { + trigger = { exists = scope:fp2_2004_alt_option } + animation = ecstasy + } + animation = war_over_win + } + right_portrait = { + character = scope:2005_scoped_steward + animation = throne_room_writer + } + + option = { # ALT Accept + trigger = { + exists = scope:fp2_2004_alt_option + exists = scope:fp2_2004_silver_boat_floats + } + name = fp2_struggle.2005.a + + add_prestige = major_prestige_gain + scope:fp2_2004_dockyards = { + add_county_modifier = { + modifier = fp2_successful_shipyards_modifier + years = 45 + } + } + } + + option = { # ALT Accept (Failure Version) + trigger = { + exists = scope:fp2_2004_alt_option + NOT = { exists = scope:fp2_2004_silver_boat_floats } + } + name = artifact.4050.a # Reusage of loc key + + scope:fp2_2004_dockyards = { + add_county_modifier = { + modifier = fp2_successful_shipyards_modifier + years = 20 + } + } + } + + option = { # Accept + trigger = { + NOT = { + exists = scope:fp2_2004_alt_option + scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } + } + } + name = fp2_struggle.2005.a + + add_character_modifier = { + modifier = fp2_advanced_maritime_technology_modifier + years = 50 + } + } + + option = { # Crit Accept + trigger = { + NOT = { exists = scope:fp2_2004_alt_option } + scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } + } + name = { + text = { + first_valid = { + triggered_desc = { + trigger = { scope:fp2_2004_dockyards.holder.top_liege = top_liege } + desc = fp2_struggle.2005.a + } + desc = fp2_struggle.2005.a.a + } + } + } + + add_character_modifier = { + modifier = fp2_advanced_maritime_technology_modifier + years = 60 + } + scope:fp2_2004_dockyards = { + add_county_modifier = { + modifier = fp2_successful_shipyards_modifier + years = 60 + } + } + } + + after = { + if = { + limit = { + OR = { + scope:2004_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } + scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } + } + } + scope:2004_scoped_steward = { remove_character_flag = fp2_2004_critical_success_achieved } + scope:2005_scoped_steward = { remove_character_flag = fp2_2004_critical_success_achieved } + } + } +} + +################################### +# The Borders of Faith +# By Hugo Cortell +################################### +scripted_trigger fp2_event2006_check_if_right_vassal_target = { + holder != root + holder = { + is_available_ai_adult = yes + faith = root.faith + NOT = { has_trait = cynical } + OR = { + any_secret = { type = secret_non_believer } + AND = { # Fallback, get non-devout follower + piety < 51 + NOT = { has_trait = zealous } + } + } + } +} + +fp2_struggle.2006 = { + type = character_event + title = fp2_struggle.2006.t + desc = fp2_struggle.2006.desc + cooldown = { years = 20 } + + theme = faith + override_background = { reference = council_chamber } + left_portrait = { + character = root + animation = shock + } + right_portrait = { + character = scope:fp2_2006_vassal_in_crisis + animation = stress + } + lower_left_portrait = { + trigger = { exists = scope:2006_scoped_chaplain } + character = scope:2006_scoped_chaplain + } + + trigger = { + has_fp2_dlc_trigger = yes + root.top_liege = root + any_sub_realm_county = { + fp2_event2006_check_if_right_vassal_target = yes + + holder = { + any_neighboring_top_liege_realm_owner = { + faith != root.faith + } + } + } + } + + immediate = { + if = { + limit = { exists = cp:councillor_court_chaplain } + cp:councillor_court_chaplain = { save_scope_as = 2006_scoped_chaplain } + } + random_sub_realm_county = { + limit = { fp2_event2006_check_if_right_vassal_target = yes } + holder = { + save_scope_as = fp2_2006_vassal_in_crisis + random_neighboring_top_liege_realm_owner = { + limit = { faith != root.faith } + faith = { save_scope_as = fp2_2006_foreign_faith } + } + } + } + } + + option = { # Im a witch! And you can be one too! + trigger = { + has_trait = witch + OR = { + NOT = { # Not witch + scope:fp2_2006_vassal_in_crisis = { + any_secret = { type = secret_witch } + } + } + scope:fp2_2006_vassal_in_crisis = { # Witch but does not walk the path of witchery with you + any_secret = { + type = secret_witch + NOT = { is_known_by = root } + } + } + } + } + name = fp2_struggle.2006.e + + if = { + limit = { + any_secret = { + type = secret_witch + } + } + random_secret = { + type = secret_witch + reveal_to = scope:fp2_2006_vassal_in_crisis + } + } + send_interface_toast = { + type = event_witchcraft_good + title = fp2_struggle.2006.e.notif.t + left_icon = scope:fp2_2006_vassal_in_crisis + + scope:fp2_2006_vassal_in_crisis = { + if = { + limit = { + any_secret = { type = secret_witch } + has_trait = witch + } + custom_tooltip = fp2_struggle.2006.e.alreadywitch + } + else = { + hidden_effect = { give_witch_secret_or_trait_effect = yes } + show_as_tooltip = { add_trait = witch } + } + show_as_tooltip = { + random_secret = { + type = secret_witch + reveal_to = root + } + } + if = { + limit = { can_set_relation_friend_trigger = { CHARACTER = root } } + set_relation_friend = { reason = friend_guided_right_path target = root } + } + add_opinion = { + target = root + modifier = fp2_tolerated_me_opinion + } + if = { + limit = { + trait_is_criminal_in_faith_trigger = { + TRAIT = trait:witch + GENDER_CHARACTER = scope:fp2_2006_vassal_in_crisis + FAITH = scope:fp2_2006_vassal_in_crisis.faith + } + NOT = { + trait_is_criminal_in_faith_trigger = { + TRAIT = trait:witch + GENDER_CHARACTER = scope:fp2_2006_vassal_in_crisis + FAITH = scope:fp2_2006_foreign_faith + } + } + } + hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith } + custom_tooltip = fp2_struggle.2006.e.tacticalwitchfaithchange + } + + hidden_effect = { + if = { + limit = { + any_secret = { + type = secret_witch + } + } + random_secret = { + type = secret_witch + reveal_to = root + } + } + root = { + random_secret = { + type = secret_witch + reveal_to = scope:fp2_2006_vassal_in_crisis + } + } + } + } + } + + ai_chance = { + base = 80 + ai_value_modifier = { + ai_honor = -0.3 + ai_rationality = 0.5 + ai_zeal = -0.9 + } + } + } + + option = { # (Threaten to) Denounce heretic + trigger = { + OR = { + has_trait = schemer + has_trait = devoted + intrigue > medium_skill_rating + } + } + name = fp2_struggle.2006.d + stress_impact = { + compassionate = medium_stress_impact_gain + gallant = medium_stress_impact_gain + } + + add_dread = miniscule_dread_gain + hidden_effect = { + scope:fp2_2006_vassal_in_crisis = { + if = { + limit = { any_secret = { NOT = { secret_type = secret_non_believer } } } + add_secret = { type = secret_non_believer } + } + } + } + + add_hook = { + target = scope:fp2_2006_vassal_in_crisis + type = threat_hook + } + random_secret = { + type = secret_non_believer + reveal_to = root + } + + scope:fp2_2006_vassal_in_crisis = { + add_opinion = { + target = root + modifier = betrayed_me_opinion + opinion = -40 + } + } + + ai_chance = { + base = 30 + ai_value_modifier = { + ai_compassion = -0.5 + ai_honor = -0.8 + ai_rationality = 0.1 + ai_zeal = 0.3 + ai_vengefulness = 0.3 + ai_greed = 0.2 + } + } + } + + option = { # I will fix him myself + name = fp2_struggle.2006.b + stress_impact = { + cynical = minor_stress_impact_gain + } + + duel = { + skill = learning + value = medium_skill_rating + + 15 = { + desc = fp2_struggle.2006.b.a.desc + compare_modifier = { + value = scope:duel_value + multiplier = -1.5 + } + modifier = { + add = 10 + has_trait = fickle + } + modifier = { + add = 10 + has_trait = heresiarch + } + modifier = { + add = 2 + has_trait = impotent + } + modifier = { + add = 5 + has_trait = irritable + } + modifier = { + add = 5 + has_trait = dull + } + modifier = { + add = 10 + has_trait = depressed_genetic + } + modifier = { + add = 10 + has_trait = arrogant + } + modifier = { + add = 5 + has_trait = arbitrary + } + modifier = { + add = 10 + has_trait = lazy + } + modifier = { + add = 2 + has_trait = stubborn + } + modifier = { + add = 5 + has_trait = craven + } + + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_struggle.2006.generic.notif.a.t + left_icon = scope:fp2_2006_vassal_in_crisis + + scope:fp2_2006_vassal_in_crisis = { + hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith } + show_as_tooltip = { set_character_faith = scope:fp2_2006_foreign_faith } + + progress_towards_rival_effect = { + REASON = rival_fraternising_enemy + CHARACTER = root + OPINION = 0 + } + add_opinion = { + target = root + modifier = fp2_questioned_my_faith_opinion + } + } + } + } + 15 = { + desc = fp2_struggle.2006.b.b.desc + compare_modifier = { + value = scope:duel_value + multiplier = 1.5 + } + modifier = { + add = 10 + has_trait = calm + } + modifier = { + add = 10 + has_trait = humble + } + modifier = { + add = 3 + has_trait = forgiving + } + modifier = { + add = 5 + has_trait = honest + } + modifier = { + add = 10 + has_trait = humble + } + modifier = { + add = 3 + has_trait = patient + } + modifier = { + add = 20 + has_trait = zealous + } + modifier = { + add = 4 + has_trait = compassionate + } + modifier = { + add = 20 + has_trait = theologian # Could be it's own option, but I can't think of what argument could be used... + } + modifier = { + add = 10 + has_trait = devoted + } + modifier = { + add = 2 + has_trait = lifestyle_poet + } + modifier = { + add = 10 + has_trait = saint + } + + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2006.generic.notif.b.t + left_icon = scope:fp2_2006_vassal_in_crisis + + add_piety = medium_piety_gain + progress_towards_friend_effect = { + REASON = friend_guided_right_path + CHARACTER = scope:fp2_2006_vassal_in_crisis + OPINION = 0 + } + if = { + limit = { + this != root + } + add_opinion = { + target = root + modifier = fp2_reassured_faith_opinion + } + } + } + } + } + + ai_chance = { + base = 45 + ai_value_modifier = { + ai_compassion = 0.2 + ai_sociability = 0.3 + ai_zeal = 0.2 + } + } + } + + option = { # One-on-One time + name = fp2_struggle.2006.c + flavor = fp2_struggle.2006.c.desc + + trigger = { + NAND = { + has_trait = witch + OR = { + has_trait = schemer + has_trait = devoted + intrigue > medium_skill_rating + } + } + } + stress_impact = { zealous = minor_stress_impact_gain } + + scope:fp2_2006_vassal_in_crisis = { + progress_towards_friend_effect = { + REASON = friend_religious_tolerance + CHARACTER = root + OPINION = 0 + } + add_opinion = { + target = root + modifier = fp2_tolerated_me_opinion + } + random = { + chance = 50 + hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith } + show_as_tooltip = { set_character_faith = scope:fp2_2006_foreign_faith } + } + } + + ai_chance = { + base = 10 + ai_value_modifier = { + ai_compassion = 0.1 + ai_rationality = 0.6 + ai_zeal = -0.7 + } + } + } + + option = { # Someone call a priest! + name = fp2_struggle.2006.a + flavor = fp2_struggle.2006.a.desc + show_as_unavailable = { NOT = { exists = scope:2006_scoped_chaplain } } # Replaces trigger, teases player to possibility. + stress_impact = { + honest = medium_stress_impact_gain + humble = minor_stress_impact_gain + trusting = medium_stress_impact_gain + } + + scope:fp2_2006_vassal_in_crisis = { + add_opinion = { + target = root + modifier = betrayed_me_opinion + opinion = -20 + } + } + scope:2006_scoped_chaplain = { + duel = { + skill = learning + value = medium_skill_rating + + 10 = { + desc = fp2_struggle.2006.a.a + compare_modifier = { + value = scope:duel_value + multiplier = -1.25 + } + modifier = { + add = 15 + scope:fp2_2006_vassal_in_crisis = { has_trait = paranoid } + } + modifier = { + add = 10 + has_trait = fickle + } + modifier = { + add = 10 + has_trait = heresiarch + } + modifier = { + add = 2 + has_trait = impotent + } + modifier = { + add = 5 + has_trait = irritable + } + modifier = { + add = 5 + has_trait = dull + } + modifier = { + add = 10 + has_trait = depressed_genetic + } + modifier = { + add = 10 + has_trait = arrogant + } + modifier = { + add = 5 + has_trait = arbitrary + } + modifier = { + add = 10 + has_trait = lazy + } + modifier = { + add = 2 + has_trait = stubborn + } + modifier = { + add = 5 + has_trait = craven + } + modifier = { + factor = 2 + scope:fp2_2006_vassal_in_crisis = { has_trait = paranoid } + } + + root = { + hidden_effect = { + scope:fp2_2006_vassal_in_crisis = { + if = { + limit = { any_secret = { type = secret_non_believer } } + progress_towards_rival_effect = { # "HE MUST BE ON TO ME!" + REASON = rival_faith_tested + CHARACTER = scope:2006_scoped_chaplain + OPINION = 0 + } + add_opinion = { + target = scope:2006_scoped_chaplain + modifier = fp2_questioned_my_faith_opinion + } + } + } + } + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_struggle.2006.generic.notif.a.t + left_icon = scope:fp2_2006_vassal_in_crisis + + scope:fp2_2006_vassal_in_crisis = { + show_as_tooltip = { set_character_faith = scope:fp2_2006_foreign_faith } + hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith } + + add_opinion = { + target = scope:2006_scoped_chaplain + modifier = fp2_questioned_my_faith_opinion + opinion = -35 + } + } + } + } + } + 5 = { + trigger = { + scope:fp2_2006_vassal_in_crisis = { + NOT = { has_trait = paranoid } + } + } + desc = fp2_struggle.2006.a.b + compare_modifier = { + value = scope:duel_value + multiplier = -1.25 + } + modifier = { + add = 10 + has_trait = fickle + } + modifier = { + add = 10 + has_trait = heresiarch + } + modifier = { + add = 2 + has_trait = impotent + } + modifier = { + add = 5 + has_trait = irritable + } + modifier = { + add = 5 + has_trait = dull + } + modifier = { + add = 10 + has_trait = depressed_genetic + } + modifier = { + add = 10 + has_trait = arrogant + } + modifier = { + add = 5 + has_trait = arbitrary + } + modifier = { + add = 10 + has_trait = lazy + } + modifier = { + add = 2 + has_trait = stubborn + } + modifier = { + add = 5 + has_trait = craven + } + + root = { + hidden_effect = { + scope:fp2_2006_vassal_in_crisis = { + if = { + limit = { any_secret = { type = secret_non_believer } } + progress_towards_rival_effect = { # "HE MUST BE ON TO ME!" + REASON = rival_faith_tested + CHARACTER = scope:2006_scoped_chaplain + OPINION = 0 + } + add_opinion = { + target = scope:2006_scoped_chaplain + modifier = fp2_questioned_my_faith_opinion + } + } + } + } + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_struggle.2006.generic.notif.a.t + left_icon = scope:fp2_2006_vassal_in_crisis + + scope:fp2_2006_vassal_in_crisis = { + remove_trait = trusting + if = { + limit = { is_ai = yes } + add_stress = monumental_stress_gain # Unbalanced for players, fun when seeing it happen to unrelated AI + } + else = { add_stress = medium_stress_gain } # (there is no notification) + add_opinion = { + target = scope:2006_scoped_chaplain + modifier = fp2_questioned_my_faith_opinion + opinion = -25 + } + } + } + } + } + 20 = { + desc = fp2_struggle.2006.a.c + compare_modifier = { + value = scope:duel_value + multiplier = 1.5 + } + modifier = { + add = 10 + has_trait = calm + } + modifier = { + add = 10 + has_trait = humble + } + modifier = { + add = 3 + has_trait = forgiving + } + modifier = { + add = 5 + has_trait = honest + } + modifier = { + add = 10 + has_trait = humble + } + modifier = { + add = 3 + has_trait = patient + } + modifier = { + add = 20 + has_trait = zealous + } + modifier = { + add = 4 + has_trait = compassionate + } + modifier = { + add = 15 + has_trait = theologian + } + modifier = { + add = 10 + has_trait = devoted + } + modifier = { + add = 2 + has_trait = lifestyle_poet + } + modifier = { + add = 10 + has_trait = saint + } + + hidden_effect = { + scope:fp2_2006_vassal_in_crisis = { add_piety = minor_piety_gain } + scope:2006_scoped_chaplain = { add_piety = medium_piety_gain } + } + root = { + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2006.generic.notif.b.t + left_icon = scope:fp2_2006_vassal_in_crisis + + scope:fp2_2006_vassal_in_crisis = { + progress_towards_friend_effect = { + REASON = friend_guided_right_path + CHARACTER = scope:2006_scoped_chaplain + OPINION = 0 + } + add_opinion = { + target = scope:2006_scoped_chaplain + modifier = fp2_reassured_faith_opinion + } + } + } + } + } + } + } + + ai_chance = { + base = 45 + ai_value_modifier = { + ai_compassion = -0.1 + ai_energy = -0.1 + ai_honor = -0.1 + ai_rationality = 0.2 + ai_sociability = -0.2 + ai_zeal = 0.3 + } + } + } +} + +################################### +# A Castle Worthy of Iberia +# By Hugo Cortell +################################### +scripted_trigger fp2_struggle_2007_can_build_castle_trigger = { # Ensures that the selected building spot adheres to the game's rules on holding placement. + any_county_province = { has_holding = no } + trigger_if = { + limit = { any_county_province = { has_holding_type = castle_holding } } + any_county_province = { has_holding_type = church_holding } + any_county_province = { has_holding_type = city_holding } + } + exists = holder + holder != scope:fp2_2007_scoped_steward +} + +fp2_struggle.2007 = { + type = character_event + title = fp2_struggle.2007.t + desc = { + first_valid = { + triggered_desc = { + trigger = { scope:fp2_2007_castle_holder = ROOT } + desc = fp2_struggle.2007.desc.a + } + desc = fp2_struggle.2007.desc.b + } + } + + theme = realm + cooldown = { years = 20 } + override_background = { reference = garden } + left_portrait = { + character = root + animation = personality_rational + } + right_portrait = { + character = scope:fp2_2007_scoped_steward + animation = chancellor + } + lower_left_portrait = scope:2007_vassal_sponsor + lower_right_portrait = scope:fp2_2007_castle_holder + + trigger = { + has_fp2_dlc_trigger = yes + is_ai = no # Overpowered for AI, player only. + struggle:iberian_struggle = { + is_struggle_phase = struggle_iberia_phase_hostility + + } + + root.top_liege = root + exists = cp:councillor_steward + cp:councillor_steward = { is_available_ai_adult = yes } + + any_vassal = { # Last minute pre RC fixes + NOT = { + religion = root.religion + this = cp:councillor_steward + } + } + any_realm_county = { fp2_struggle_2007_can_build_castle_trigger = yes } + + save_temporary_scope_value_as = { + name = fp2_2007_wealth_barrier + value = { + value = main_building_tier_1_cost + multiply = 0.8 + round = yes + } + } + OR = { + gold > scope:fp2_2007_wealth_barrier + OR = { + has_trait = architect + AND = { + has_royal_court = yes + employs_court_position = royal_architect_court_position + any_court_position_holder = { + type = royal_architect_court_position + is_available_ai_adult = yes + } + } + } + } + } + + immediate = { + cp:councillor_steward = { save_scope_as = fp2_2007_scoped_steward } + if = { + limit = { + any_court_position_holder = { + type = royal_architect_court_position + is_available_ai_adult = yes + } + } + random_court_position_holder = { + type = royal_architect_court_position + save_scope_as = fp2_2007_roco_architect + } + } + random_vassal = { + limit = { + NOT = { + religion = root.religion + this = scope:fp2_2007_scoped_steward + } + } + save_scope_as = 2007_vassal_sponsor + } + + random_realm_county = { + limit = { fp2_struggle_2007_can_build_castle_trigger = yes } + random_county_province = { + limit = { has_holding = no } + save_scope_as = fp2_2007_free_real_estate + } + holder = { save_scope_as = fp2_2007_castle_holder } + } + + # Get Different Faith (updated to whole religion) + struggle:iberian_struggle = { + random_involved_ruler = { + limit = { + religion != root.religion + faith = { save_temporary_scope_as = temp_involved_faith } + struggle:iberian_struggle = { is_faith_involved_in_struggle = scope:temp_involved_faith } + } + religion = { save_scope_as = fp2_2007_foreign_faith } + } + if = { # Fallback + limit = { NOT = { exists = scope:fp2_2007_foreign_faith } } + get_random_faith_effect = { FORBIDROOTFAITH = yes } + scope:random_faith.religion = { save_scope_as = fp2_2007_foreign_faith } + } + } + + # Get castileans or proto-castileans + if = { + limit = { culture = { has_cultural_parameter = architect_trait_prestige } } + culture = { save_scope_as = fp2_2007_allegedprotocastilean } + } + + save_scope_value_as = { + name = fp2_2007_same_faith_construction_cost + value = { + value = main_building_tier_1_cost + multiply = 0.75 + round = yes + } + } + save_scope_value_as = { + name = fp2_2007_different_faith_construction_cost + value = { + value = main_building_tier_1_cost + multiply = 0.65 + round = yes + } + } + save_scope_value_as = { + name = fp2_2007_diy_construction_cost + value = { + value = main_building_tier_1_cost + multiply = 0.6 + round = yes + } + } + + # Set dynamic loc keys for powerful vassals + religion = { save_scope_as = dyloc_powerful_vassal_faith } + culture = { save_scope_as = dyloc_powerful_vassal_culture } + } + + option = { # Same Faith (or) Castilean architect + name = { + text = { + first_valid = { + triggered_desc = { + trigger = { exists = scope:fp2_2007_allegedprotocastilean } + desc = fp2_struggle.2007.a.castile + } + desc = fp2_struggle.2007.a + } + } + } + flavor = { + first_valid = { + triggered_desc = { + trigger = { exists = scope:fp2_2007_allegedprotocastilean } + desc = fp2_struggle.2007.a.castile.favor + } + desc = fp2_struggle.2007.a.major_vassal_flavor + } + } + show_as_unavailable = { gold < scope:fp2_2007_same_faith_construction_cost } + + if = { # Proto-Castilean + limit = { exists = scope:fp2_2007_allegedprotocastilean } + every_powerful_vassal = { + limit = { culture = root.culture } + custom = fp2_every_major_same_culture_vassal_notifier + add_opinion = { + target = root + modifier = pleased_opinion + opinion = 10 + } + } + } + show_as_tooltip = { + remove_treasury_or_gold = scope:fp2_2007_same_faith_construction_cost + scope:fp2_2007_free_real_estate = { + begin_create_holding = { + type = castle_holding + refund_cost = { + gold = 95 + } + } + } + add_hook_if_possible_effect = { # General effect + TARGET = scope:fp2_2007_castle_holder + TYPE = indebted_hook + YEARS = 8 + } # Hooks get their own notifications, therefore I will not show them on the main effect + } + hidden_effect = { + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2007.t + left_icon = root + right_icon = scope:fp2_2007_castle_holder + + remove_treasury_or_gold = scope:fp2_2007_same_faith_construction_cost + custom_tooltip = fp2_struggle.2007.a.notif + hidden_effect = { + scope:fp2_2007_free_real_estate = { + begin_create_holding = { + type = castle_holding + refund_cost = { + gold = 95 + } + } + } + add_hook_if_possible_effect = { # General effect + TARGET = scope:fp2_2007_castle_holder + TYPE = indebted_hook + YEARS = 8 + } + } + } + } + } + + option = { # Foreign (different faith) architect + name = fp2_struggle.2007.b + flavor = fp2_struggle.2007.b.flavor + show_as_unavailable = { gold < scope:fp2_2007_different_faith_construction_cost } + hidden_effect = { scope:2007_vassal_sponsor = { remove_treasury_or_gold = medium_treasury_or_gold_value } } + + every_powerful_vassal = { + custom = fp2_every_major_same_faith_vassal_notifier + limit = { religion = root.religion } + add_opinion = { + target = root + modifier = disappointed_opinion + opinion = -15 + } + } + every_powerful_vassal = { + custom = fp2_every_major_different_faith_vassal_notifier + limit = { religion != root.religion } + add_opinion = { + target = root + modifier = respect_opinion + opinion = 15 + } + } + scope:fp2_2007_free_real_estate.county = { + if = { + limit = { religion = scope:fp2_2007_foreign_faith } + add_county_modifier = { + modifier = modifier_religious_understanding_modifier + years = 12 + } + } + else_if = { + limit = { religion != root.religion } + add_county_modifier = { + modifier = invested_in_province_modifier + years = 5 + } + } + } + + show_as_tooltip = { + remove_treasury_or_gold = scope:fp2_2007_different_faith_construction_cost + scope:fp2_2007_free_real_estate = { + begin_create_holding = { + type = castle_holding + refund_cost = { + gold = 95 + } + } + } + add_hook_if_possible_effect = { + TARGET = scope:fp2_2007_castle_holder + TYPE = indebted_hook + YEARS = 8 + } + } + hidden_effect = { + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2007.t + left_icon = scope:2007_vassal_sponsor + right_icon = scope:fp2_2007_castle_holder + + remove_treasury_or_gold = scope:fp2_2007_different_faith_construction_cost + custom_tooltip = fp2_struggle.2007.a.notif + hidden_effect = { + scope:fp2_2007_free_real_estate = { + begin_create_holding = { + type = castle_holding + refund_cost = { + gold = 95 + } + } + } + add_hook_if_possible_effect = { # General effect + TARGET = scope:fp2_2007_castle_holder + TYPE = indebted_hook + YEARS = 8 + } + } + } + } + } + + option = { # I will build it myself + name = fp2_struggle.2007.c + flavor = fp2_struggle.2007.c.flavor + + trigger = { has_trait = architect } + + duel = { + skill = learning + value = very_high_skill_rating + + 60 = { + desc = fp2_struggle.2007.c.notif.a.desc + compare_modifier = { + value = scope:duel_value + multiplier = 1 # Should be -1 but it has already been balanced + } + + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_struggle.2007.c.notif.a.t + left_icon = root + right_icon = scope:fp2_2007_castle_holder + + add_prestige = major_prestige_loss + reverse_add_opinion = { + target = scope:fp2_2007_scoped_steward + modifier = disappointed_opinion + opinion = -10 + } + } + } + 40 = { + desc = fp2_struggle.2007.c.notif.b.desc + compare_modifier = { + value = scope:duel_value + multiplier = 1 + } + modifier = { + add = fp2_2007_calculate_architect_competence + always = yes + } + + show_as_tooltip = { + remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost + if = { + limit = { exists = scope:fp2_2007_allegedprotocastilean } + add_prestige = minor_prestige_gain + } + + scope:fp2_2007_free_real_estate = { + begin_create_holding = { + type = castle_holding + refund_cost = { + gold = medium_gold_value + } + } + } + add_hook_if_possible_effect = { # General effect + TARGET = scope:fp2_2007_castle_holder + TYPE = indebted_hook + YEARS = 8 + } + } + hidden_effect = { + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2007.t + left_icon = root + right_icon = scope:fp2_2007_castle_holder + + remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost + if = { + limit = { exists = scope:fp2_2007_allegedprotocastilean } + add_prestige = minor_prestige_gain + } + custom_tooltip = fp2_struggle.2007.a.notif + } + hidden_effect = { + scope:fp2_2007_free_real_estate = { + begin_create_holding = { + type = castle_holding + refund_cost = { + gold = medium_gold_value + } + } + } + add_hook_if_possible_effect = { + TARGET = scope:fp2_2007_castle_holder + TYPE = indebted_hook + YEARS = 8 + } + } + } + } + } + } + + option = { # RoCo + name = fp2_struggle.2007.c.roco + + trigger = { + NOT = { has_trait = architect } + exists = scope:fp2_2007_roco_architect + } + scope:fp2_2007_roco_architect = { + duel = { + skill = learning + value = very_high_skill_rating + + 55 = { + desc = fp2_struggle.2007.c.notif.a.desc + + compare_modifier = { + value = scope:duel_value + multiplier = 1 + } + + root = { + send_interface_toast = { + type = event_toast_effect_bad + title = fp2_struggle.2007.c.notif.a.t + left_icon = scope:fp2_2007_roco_architect + right_icon = scope:fp2_2007_castle_holder + + add_prestige = medium_prestige_loss + } + } + hidden_effect = { add_prestige = medium_prestige_loss } + } + 45 = { + compare_modifier = { + value = scope:duel_value + multiplier = 1 + } + modifier = { + add = fp2_2007_calculate_architect_competence + always = yes + } + + root = { + show_as_tooltip = { + remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost + scope:fp2_2007_free_real_estate = { + begin_create_holding = { + type = castle_holding + refund_cost = { + gold = minor_gold_value + } + } + } + add_hook_if_possible_effect = { + TARGET = scope:fp2_2007_castle_holder + TYPE = indebted_hook + YEARS = 8 + } + } + hidden_effect = { + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2007.t + left_icon = scope:fp2_2007_roco_architect + right_icon = scope:fp2_2007_castle_holder + + remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost + custom_tooltip = fp2_struggle.2007.a.notif + } + hidden_effect = { + scope:fp2_2007_free_real_estate = { + begin_create_holding = { + type = castle_holding + refund_cost = { + gold = minor_gold_value + } + } + } + add_hook_if_possible_effect = { + TARGET = scope:fp2_2007_castle_holder + TYPE = indebted_hook + YEARS = 8 + } + } + } + } + } + } + } + } + + option = { # Leave it be + name = { + text = { + first_valid = { + triggered_desc = { + trigger = { scope:fp2_2007_castle_holder = root } + desc = fp2_struggle.2007.d.alt + } + desc = fp2_struggle.2007.d + } + } + } + + if = { + limit = { scope:fp2_2007_castle_holder != root } + reverse_add_opinion = { + target = scope:fp2_2007_scoped_steward + modifier = disappointed_opinion + opinion = -15 + } + reverse_add_opinion = { + target = scope:fp2_2007_castle_holder + modifier = disappointed_opinion + opinion = -20 + } + } + if = { + limit = { exists = cp:councillor_marshal } + reverse_add_opinion = { + target = cp:councillor_marshal + modifier = disappointed_opinion + opinion = -10 + } + } + } +} + +################################### +# Misdeeds of The Chaplain +# By Hugo Cortell +################################### +scripted_trigger fp2_struggle_2008_check_actor_eligibility_scripted_trigger = { + is_available_ai_adult = yes + intrigue > low_skill_rating + + NOT = { + has_trait = just + has_trait = compassionate + has_trait = generous + has_trait = content + has_trait = honest + has_relation_soulmate = root + } + + trigger_if = { # Instead of an event weight, we just increase the reqs for friends to dicrease overhead + limit = { + has_relation_friend = root + has_relation_lover = root + } + OR = { + has_trait = greedy + has_trait = deceitful + has_trait = callous + } + } +} + +fp2_struggle.2008 = { + type = character_event + title = fp2_struggle.2008.t + desc = fp2_struggle.2008.desc + + theme = secret + cooldown = { years = 30 } + override_background = { reference = study } + left_portrait = { + character = scope:fps_2008_misdeed_actor + animation = fear + } + right_portrait = { + character = root + animation = disapproval + } + + trigger = { + has_fp2_dlc_trigger = yes + root.top_liege = root + + trigger_if = { + limit = { exists = struggle:iberian_struggle } + struggle:iberian_struggle = { + is_struggle_phase = struggle_iberia_phase_hostility + + } + } + + OR = { # This play changes depending on the actor + AND = { # Chaplain + exists = cp:councillor_court_chaplain + cp:councillor_court_chaplain = { fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes } + } + AND = { # Steward + exists = cp:councillor_steward + cp:councillor_steward = { fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes } + } + AND = { # Spymaster + exists = cp:councillor_spymaster + cp:councillor_spymaster = { fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes } + } + } + } + + immediate = { + random_councillor = { + limit = { + OR = { + this = root.cp:councillor_court_chaplain + this = root.cp:councillor_steward + this = root.cp:councillor_spymaster + } + fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes + } + weight = { # Weight based on personality. In combination with the scripted trigger this means: Must be greedy, dishonourable, not incompetent. + base = 1 + modifier = { + ai_greed > 0 + factor = 1 + } + modifier = { + ai_honor < 0 + factor = 1 + } + } + save_scope_as = fps_2008_misdeed_actor + } + + scope:fps_2008_misdeed_actor = { + if = { + limit = { has_council_position = councillor_steward } + add_gold = medium_gold_value # Small detail + } + else = { add_gold = minor_gold_value } + + if = { + limit = { + faith = { + exists = religious_head + NOT = { + religious_head = root + religious_head = scope:fps_2008_misdeed_actor + } + } + } + faith.religious_head = { + save_scope_as = fp2_2008_relevant_head_of_faith + } + } + } + root.capital_county = { save_scope_as = fp2_2008_capital } + } + + option = { # Special (thanks QA!) option, denounce publicly (might get killed by mob) + name = fp2_struggle.2008.d + flavor = fp2_struggle.2008.d.flavor + trigger = { + OR = { + has_trait = sadistic + has_trait = schemer + has_trait = peasant_leader + has_trait = augustus + has_trait = contrite + has_trait = august + has_trait = diplomat + } + } + stress_impact = { + just = medium_stress_impact_gain + trusting = minor_stress_impact_gain + temperate = minor_stress_impact_gain + patient = minor_stress_impact_gain + shy = minor_stress_impact_gain + compassionate = minor_stress_impact_gain + } + + every_powerful_vassal = { + limit = { faith = root.faith } + custom = fp2_every_major_vassal_notifier + add_opinion = { + target = root + modifier = cruelty_opinion + opinion = -20 + } + } + + random_list = { + 85 = { + hidden_effect = { + scope:fps_2008_misdeed_actor = { save_temporary_scope_as = assassin } # Used for loc + send_interface_toast = { + type = event_toast_effect_good + title = char_interaction.0050.a + left_icon = scope:fps_2008_misdeed_actor + + capital_county = { + add_county_modifier = { + modifier = governance_1054_satisfied_peasants_modifier + years = 15 + } + } + scope:assassin = { custom_tooltip = hold_court.8221.imprison_alone } # This uses that loc + hidden_effect = { + rightfully_imprison_character_effect = { # The autoformatter was a bit (very, very) fiddly with this + TARGET = scope:fps_2008_misdeed_actor + IMPRISONER = root + } + } + } + } + scope:fps_2008_misdeed_actor = { + add_opinion = { + target = root + modifier = publicly_ridiculed + opinion = -30 + } + } + show_as_tooltip = { + rightfully_imprison_character_effect = { + TARGET = scope:fps_2008_misdeed_actor + IMPRISONER = root + } + capital_county = { + add_county_modifier = { + modifier = governance_1054_satisfied_peasants_modifier + years = 15 + } + } + } + } + 15 = { + scope:fps_2008_misdeed_actor = { + add_opinion = { + target = root + modifier = publicly_ridiculed + opinion = -80 + } + } + if = { + limit = { has_trait = sadistic } # Once again, rewarding physcos with little details + send_interface_toast = { + type = event_toast_effect_good + title = char_interaction.0050.a + left_icon = scope:fps_2008_misdeed_actor + + scope:fps_2008_misdeed_actor = { death = { death_reason = death_beaten_by_mob } } + capital_county = { + add_county_modifier = { + modifier = governance_1054_satisfied_peasants_modifier + years = 30 + } + } + } + } + else = { + send_interface_toast = { + type = event_toast_effect_bad + title = char_interaction.0050.a + left_icon = scope:fps_2008_misdeed_actor + + scope:fps_2008_misdeed_actor = { death = { death_reason = death_beaten_by_mob } } + capital_county = { + add_county_modifier = { + modifier = governance_1054_satisfied_peasants_modifier + years = 30 + } + } + } + } + } + } + } + + option = { # Imprison chaplain outright + name = fp2_struggle.2008.a + stress_impact = { trusting = minor_stress_impact_gain } + + rightfully_imprison_character_effect = { + TARGET = scope:fps_2008_misdeed_actor + IMPRISONER = root + } + if = { + limit = { + scope:fps_2008_misdeed_actor = cp:councillor_court_chaplain + exists = scope:fp2_2008_relevant_head_of_faith + } + scope:fps_2008_misdeed_actor.faith = { + religious_head = { + add_opinion = { + target = root + modifier = rude_opinion + opinion = -10 + } + } + } + } + + scope:fp2_2008_capital = { + add_county_modifier = { + modifier = fp2_improved_administrative_checks_modifier + years = 15 + } + } + + ai_chance = { + base = 50 + ai_value_modifier = { + ai_honor = 0.85 + ai_zeal = 0.3 + } + } + } + + + # Threaten, gain hook and modifier for work harder + option = { # Combined general output (threaten into teaching you how to forge like they do) + name = fp2_struggle.2008.b.a + flavor = fp2_struggle.2008.b.flavor + stress_impact = { + just = minor_stress_impact_gain + honest = medium_stress_impact_gain + } + + send_interface_toast = { + type = event_toast_effect_good + title = yearly_0001_improved_intrigue + left_icon = ROOT + right_icon = scope:fps_2008_misdeed_actor + + add_intrigue_lifestyle_xp = major_lifestyle_experience # Originally it gave you the accomplished forger perk. Was removed because it let you bypass the learning tree. + } + reverse_add_opinion = { + target = scope:fps_2008_misdeed_actor + modifier = extorted_me_opinion + opinion = -25 + years = 10 + } + + scope:fps_2008_misdeed_actor = { + progress_towards_rival_effect = { + REASON = rival_defrauded_realm + CHARACTER = root + OPINION = 0 + } + } + + if = { # Has its own notification + limit = { + can_add_hook = { + target = scope:fps_2008_misdeed_actor + type = threat_hook + } + } + add_hook = { + target = scope:fps_2008_misdeed_actor + type = threat_hook + years = 7 + } + } + + ai_chance = { base = 0 } # AI should never use these OP options + } + + + option = { # Go hand in hand stealing state money + name = fp2_struggle.2008.c + flavor = fp2_struggle.2008.c.flavor + + stress_impact = { + just = medium_stress_impact_gain + zealous = minor_stress_impact_gain + } + + scope:fp2_2008_capital = { + add_county_modifier = { + modifier = county_corruption_inefficient_tax_collection_modifier + years = 15 + } + } + + scope:fps_2008_misdeed_actor = { + if = { + limit = { + can_add_hook = { + target = root + type = minor_crime_accomplice_hook + } + } + + if = { + limit = { root = { scope:fps_2008_misdeed_actor = cp:councillor_steward } } # CPs cannot have CPs, therefore must be rescoped into root to access + pay_short_term_gold = { + target = root + gold = minor_gold_value + } + } + add_hook = { + target = root + type = minor_crime_accomplice_hook + years = 15 + } + } + } + if = { + limit = { + can_add_hook = { + target = scope:fps_2008_misdeed_actor + type = minor_crime_accomplice_hook + } + } + add_hook = { + target = scope:fps_2008_misdeed_actor + type = minor_crime_accomplice_hook + years = 15 + } + } + add_gold = medium_gold_value + + ai_chance = { + base = 50 + ai_value_modifier = { + ai_greed = 0.95 + ai_energy = 0.25 + } + } + } +} + +################################### +# Thiefs of Garduna / Catching Thieves of Myth +# By Hugo Cortell +################################### +fp2_struggle.2009 = { + type = character_event + title = fp2_struggle.2009.t + desc = fp2_struggle.2009.desc + + theme = intrigue_skulduggery_focus + cooldown = { years = 150 } # Not actually necessary but adding anyway + override_background = { reference = corridor_night } + left_portrait = { + character = scope:fp2_2009_marshal + animation = marshal + outfit_tags = { emotion_angry_decal } # WAD, the decal does render and functions as intended + } + lower_left_portrait = { + character = root + } + right_portrait = { + character = scope:fp2_2009_garduna_young_thief + animation = fear + hide_info = yes + outfit_tags = { + mena_stealth_hood + religious_zoroastrian_high_clothes + } + } + + trigger = { + is_ai = no + has_fp2_dlc_trigger = yes + top_liege = this + exists = cp:councillor_marshal + fp2_character_any_involvement_iberian_struggle_trigger = yes + + exists = struggle:iberian_struggle + exists = primary_title + struggle:iberian_struggle = { + any_involved_ruler = { # Redundancy check in response to errors on automated tests, should (theoretically) not be necessary + this != root # Alternative point of failure could be "this" being null, but that would cause errors outside my event. + exists = primary_title + top_liege = this + primary_title = { is_mercenary_company = no } + is_landed = yes + count > 1 # Redundancy check in response to more errors on nigtly. Now on the bottom of the block. Reduced by one to total 3. + } + + OR = { + is_struggle_phase = struggle_iberia_phase_opportunity + is_struggle_phase = struggle_iberia_phase_conciliation + } + } + + realm_size > 3 # Needed to get all the realms where corruption can happen + } + + weight_multiplier = { + base = 0.5 + modifier = { + add = 0.5 + is_ai = no + } + } + + immediate = { + struggle:iberian_struggle = { # Struggle existance is already verified by event trigger + random_involved_ruler = { + limit = { + this != root # Otherwise you might be the other involved ruler + exists = primary_title + top_liege = this + primary_title = { is_mercenary_company = no } + is_landed = yes + } + save_scope_as = fp2_2009_involved_ruler + } + } + cp:councillor_marshal = { save_scope_as = fp2_2009_marshal } + create_character = { + age = { 16 27 } + location = root.location + gender_female_chance = 30 + trait = education_intrigue_2 + trait = shy + trait = honest + trait = paranoid + random_traits = yes + diplomacy = { 2 7 } + martial = { 3 6 } + stewardship = { 4 7 } + intrigue = { 8 22 } + culture = culture:basque + religion = religion:catholic_religion + dynasty = none + after_creation = { add_gold = minor_gold_value } + + save_scope_as = fp2_2009_garduna_young_thief + } + + if = { + limit = { + exists = global_var:fp2_struggle_2009_thief_king_char + global_var:fp2_struggle_2009_thief_king_char = { is_available_ai_adult = yes } + } + global_var:fp2_struggle_2009_thief_king_char = { save_scope_as = fp2_2009_garduna_guild_master } + } + else = { + create_character = { # Guild Master + age = { 24 52 } + location = scope:fp2_2009_involved_ruler.location + gender_female_chance = { + if = { + limit = { scope:fp2_2009_involved_ruler.location.county.faith = { has_doctrine = doctrine_gender_male_dominated } } + add = 0 + } + else_if = { + limit = { scope:fp2_2009_involved_ruler.location.county.faith = { has_doctrine = doctrine_gender_female_dominated } } + add = 100 + } + else = { + add = 50 + } + } + trait = education_intrigue_4 + trait = deceitful + trait = shrewd + random_traits = yes + diplomacy = { 6 16 } + martial = { 8 15 } + stewardship = { 10 17 } + intrigue = { 8 16 } + culture = culture:basque + religion = religion:catholic_religion + dynasty = none + after_creation = { + add_gold = major_gold_value + add_prestige = major_prestige_gain + add_piety = minor_piety_gain + random = { + chance = 10 + add_trait = one_eyed + } + random = { + chance = 10 + add_trait = one_legged + } + random = { + chance = 5 + add_trait = schemer + } + random = { + chance = 33 + add_trait = wild_oat + } + if = { + limit = { is_female = yes } + give_nickname = nick_the_Queen_of_Thieves + } + else = { give_nickname = nick_the_King_of_Thieves } + } + + save_scope_as = fp2_2009_garduna_guild_master + } + } + set_global_variable = { + name = fp2_struggle_2009_thief_king_char + value = scope:fp2_2009_garduna_guild_master + } + + if = { + limit = { + any_court_position_holder = { + type = executioner_court_position + is_available_ai_adult = yes + } + } + random_court_position_holder = { + type = executioner_court_position + save_scope_as = fp2_2009_roco_executioner + } + } + + # Get locations + root.capital_county = { save_scope_as = fp2_2009_capital_county } + scope:fp2_2009_involved_ruler.capital_county = { save_scope_as = fp2_2009_involved_capital_county } + random_sub_realm_county = { + limit = { this != scope:fp2_2009_capital_county } + save_scope_as = fp2_2009_random_flavor_county_ichi + } + random_sub_realm_county = { + limit = { + NOT = { + this = scope:fp2_2009_capital_county + this = scope:fp2_2009_random_flavor_county_ichi + } + } + save_scope_as = fp2_2009_random_flavor_county_ni + } + + # Logic for "Hire the guild" option, prevents the AI from acting un-wise + if = { # Player has access by default + limit = { is_ai = no } + save_scope_as = fp2_2009_hire_guild_unlocked + } + else_if = { # Forbid AI on AI agression + limit = { + NOT = { + is_ai = yes + scope:fp2_2009_involved_ruler = { is_ai = yes } + } + } + save_scope_as = fp2_2009_hire_guild_unlocked + } + else_if = { # Ensure AI on Player agression is justified + limit = { + is_ai = yes + scope:fp2_2009_involved_ruler = { + is_ai = no + save_temporary_opinion_value_as = { + name = opinion_of_root_temp_value + target = root + } + } + + # AI behaviour must be on brand with personality and/or circumstance to ensure narrative cohesion + scope:opinion_of_root_temp_value < -10 + OR = { + has_trait = deceitful + has_trait = wrathful + has_trait = ambitious + has_trait = vengeful + has_trait = arrogant + has_trait = callous + is_at_war_with = scope:fp2_2009_involved_ruler + has_relation_nemesis = scope:fp2_2009_involved_ruler + } + } + save_scope_as = fp2_2009_hire_guild_unlocked + } + } + + option = { # BECOME THE KING OF PIRA- err THIEVES!!1! + name = fp2_struggle.2009.a + flavor = fp2_struggle.2009.a.flavor + trigger = { + NOT = { age < 14 } + OR = { + has_trait = gallant + has_trait = adventurer + has_trait = berserker + has_trait = peasant_leader + has_trait = viking + has_trait = reaver + prowess > very_high_skill_rating + has_trait = lunatic_genetic + } + } + scope:fp2_2009_marshal = { + add_opinion = { + target = root + modifier = impressed_opinion + opinion = 20 + } + } + trigger_event = { + id = fp2_struggle.2010 + days = { 6 31 } + } + + stress_impact = { + compassionate = minor_stress_impact_gain + craven = minor_stress_impact_gain + content = medium_stress_impact_gain + eccentric = medium_stress_impact_loss + } + + ai_chance = { + base = 8 # Prevents too many kings of thieves from showing up + modifier = { + add = 25 + has_trait = just + } + ai_value_modifier = { + ai_boldness = 0.7 + ai_compassion = -0.1 + ai_greed = 0.3 + ai_energy = 0.5 + ai_honor = -0.1 + ai_rationality = -0.2 + ai_sociability = 0.3 + ai_vengefulness = 0.5 + } + } + } + + option = { # Demand info + name = fp2_struggle.2009.b + + hidden_effect = { + scope:fp2_2009_garduna_young_thief = { add_trait = depressed_1 } + save_scope_as = fp2_2009_thief_permanence_scope + } + + every_sub_realm_county = { + limit = { + county_control < 100 + } + custom = all_realm_county + change_county_control = 5 + } + add_courtier = scope:fp2_2009_garduna_young_thief + scope:fp2_2009_garduna_young_thief = { + custom_tooltip = fp2_struggle.2009.b.blues + add_opinion = { + target = root + modifier = was_spared + opinion = 20 + } + } + + stress_impact = { + wrathful = minor_stress_impact_gain + vengeful = minor_stress_impact_gain + sadistic = minor_stress_impact_gain + } + ai_chance = { + base = 45 + ai_value_modifier = { + ai_boldness = -0.1 + ai_compassion = 0.65 + ai_honor = 0.2 + ai_rationality = 0.9 + } + } + + hidden_effect = { + save_scope_value_as = { + name = fp2_2009_event_outcome + value = flag:cleared_out + } + trigger_event = { + id = fp2_struggle.2021 + days = { 450 3000 } + } + } + } + + option = { # Ask for a cut + name = fp2_struggle.2009.c + trigger = { + is_ai = no # Option disabled for AI rulers + NOR = { + has_trait = gallant + has_trait = adventurer + has_trait = berserker + has_trait = peasant_leader + has_trait = viking + has_trait = reaver + prowess > very_high_skill_rating + has_trait = lunatic_genetic + } + } + + add_gold = medium_gold_value + scope:fp2_2009_capital_county = { add_thieves_guild_modifier_effect = yes } + scope:fp2_2009_random_flavor_county_ichi = { change_county_control = -15 } + scope:fp2_2009_random_flavor_county_ni = { change_county_control = -15 } + + scope:fp2_2009_marshal = { + if = { + limit = { has_trait = just } + add_opinion = { + target = root + modifier = disgusted_opinion + opinion = -35 + } + } + else = { + if = { + limit = { has_trait = greedy } + add_opinion = { + target = root + modifier = respect_opinion # Greedy people respect "the grind" + opinion = 10 + } + } + else = { + add_opinion = { + target = root + modifier = disappointed_opinion + opinion = -15 + } + } + } + } + + stress_impact = { + generous = medium_stress_impact_gain + content = minor_stress_impact_gain + just = major_stress_impact_gain + } + + hidden_effect = { + save_scope_value_as = { + name = fp2_2009_event_outcome + value = flag:paid_off + } + trigger_event = { + id = fp2_struggle.2021 + days = { 450 3000 } + } + } + } + + option = { # Hire the guild to mess with a foreign ruler (work for me) + name = fp2_struggle.2009.d + trigger = { exists = scope:fp2_2009_hire_guild_unlocked } # Prevents AI from acting un-intelligently + + scope:fp2_2009_involved_capital_county = { add_thieves_guild_modifier_effect = yes } + pay_short_term_gold = { + target = scope:fp2_2009_garduna_young_thief + gold = minor_gold_value + + } + + # Notifies the player on the recieving end of an event outcome that involves them. + scope:fp2_2009_involved_ruler = { # Hopefuly this will encoureage interaction in MP games. + trigger_event = { + id = fp2_struggle.2012 + days = { 1 2 } + } + } + + stress_impact = { + brave = minor_stress_impact_gain + honest = medium_stress_impact_gain + compassionate = minor_stress_impact_gain + } + ai_chance = { + base = 25 + modifier = { + add = 45 + is_at_war_with = scope:fp2_2009_involved_ruler + } + modifier = { + add = 100 # hatred can cloud the mind + has_relation_nemesis = scope:fp2_2009_involved_ruler + } + ai_value_modifier = { + ai_boldness = 0.7 + ai_compassion = -0.2 + ai_greed = -0.1 + ai_honor = -0.4 + ai_rationality = 0.7 + ai_vengefulness = 0.95 + } + } + + hidden_effect = { + save_scope_value_as = { + name = fp2_2009_event_outcome + value = flag:worked_together + } + trigger_event = { + id = fp2_struggle.2021 + days = { 450 3000 } + } + } + } + + option = { # Gift the thieve's the head to the foreign ruler + name = fp2_struggle.2009.e + + scope:fp2_2009_garduna_young_thief = { + if = { + limit = { exists = scope:fp2_2009_roco_executioner } # ROCO flaire + death = { + death_reason = death_execution + killer = scope:fp2_2009_roco_executioner + } + } + else = { + death = { + death_reason = death_execution + killer = scope:fp2_2009_marshal + } + } + save_scope_as = fp2_2009_thief_permanence_scope + } + custom_tooltip = fp2_struggle.2009.e.a + hidden_effect = { + random_list = { + 55 = {} # nothing happens + 45 = { + random_list = { + 33 = { scope:fp2_2009_random_flavor_county_ichi = { change_county_control = -15 } } + 33 = { scope:fp2_2009_random_flavor_county_ni = { change_county_control = -15 } } + 33 = { scope:fp2_2009_capital_county = { change_county_control = -15 } } + } + } + } + } + + scope:fp2_2009_involved_ruler = { + if = { + limit = { + OR = { + has_trait = wrathful + has_trait = vengeful + has_trait = sadistic + } + } + add_opinion = { + target = root + modifier = gift_opinion + opinion = 40 + } + progress_towards_friend_effect = { # very nice + REASON = friend_gave_severed_head + CHARACTER = root + OPINION = 0 + } + } + else = { + add_opinion = { + target = root + modifier = gift_opinion # nice + opinion = 30 + } + } + } + + # Notifies the player on the recieving end that they have recieved a delightful gift + root = { save_scope_as = fp2_2009_has_gifted_head } + scope:fp2_2009_involved_ruler = { + trigger_event = { + id = fp2_struggle.2012 + days = { 1 2 } + } + } + + stress_impact = { + compassionate = medium_stress_impact_gain + forgiving = minor_stress_impact_gain + } + ai_chance = { + base = 35 + ai_value_modifier = { + ai_boldness = 0.2 + ai_compassion = -0.45 + ai_honor = 0.8 + ai_rationality = 0.1 + ai_sociability = 0.5 + } + } + + hidden_effect = { + save_scope_value_as = { + name = fp2_2009_event_outcome + value = flag:lobbed_head + } + trigger_event = { + id = fp2_struggle.2021 + days = { 450 3000 } + } + } + } + + option = { # Debug option to quickly trigger 2021 + name = debug_generic_option + trigger = { is_developer_testing_trigger = yes } + + custom_tooltip = debug_generic_option_shortened_trigger_can_disable + hidden_effect = { + save_scope_value_as = { + name = fp2_2009_event_outcome + value = flag:cleared_out # modify this with the flag you need + } + trigger_event = { id = fp2_struggle.2021 } + } + } + + after = { + if = { + limit = { NOT = { exists = scope:fp2_2009_thief_permanence_scope } } + scope:fp2_2009_garduna_young_thief = { silent_disappearance_effect = yes } + } + } +} + +fp2_struggle.2010 = { # 2009 duel follow-up + type = character_event + title = fp2_struggle.2010.t + desc = fp2_struggle.2010.desc + trigger = { scope:fp2_2009_garduna_guild_master = { is_available_ai_adult = yes } } + + theme = battle + override_background = { reference = corridor_night } + left_portrait = { + character = root + animation = throne_room_one_handed_passive_1 + } + right_portrait = { + character = scope:fp2_2009_garduna_guild_master + animation = war_over_win + outfit_tags = { + western_stealth_hood + sub_saharan_high_nobility + mena_war_legwear + } + } + + option = { # Duel + name = fp2_struggle.2010.b + + root = { save_scope_as = fp2_2010_root_in_duel } # Used in invalidation check for player's death + scope:fp2_2009_garduna_guild_master = { + set_variable = { + name = signature_weapon + value = flag:dagger + } + } + configure_start_single_combat_effect = { + SC_INITIATOR = root + SC_ATTACKER = root + SC_DEFENDER = scope:fp2_2009_garduna_guild_master + FATALITY = always + FIXED = no + LOCALE = temple + OUTPUT_EVENT = fp2_struggle.2011 + INVALIDATION_EVENT = fp2_struggle.2011 # If the thief dies, you still win. If you die, 2011 runs a check and fails to trigger. + } + + ai_chance = { # Stress for craven was already taken when setting off in this quest + base = 50 + ai_value_modifier = { ai_boldness = 0.5 } + } + } + + option = { # Pay protection money + name = fp2_struggle.2010.c + + pay_treasury_or_gold = { # Cowardice tax (costs more than hireing them) + target = scope:fp2_2009_garduna_guild_master + value = major_treasury_or_gold_value + } + + stress_impact = { + brave = major_stress_impact_gain + just = major_stress_impact_gain + arrogant = major_stress_impact_gain + vengeful = medium_stress_impact_gain + } + ai_chance = { + base = 50 + modifier = { # Nobody wants to be indebted to a thief + add = -25 + gold < major_gold_value + } + ai_value_modifier = { ai_greed = -0.5 } + } + + hidden_effect = { + save_scope_value_as = { + name = fp2_2009_event_outcome + value = flag:paid_off + } + trigger_event = { + id = fp2_struggle.2021 + days = { 450 3000 } + } + } + } +} + +fp2_struggle.2011 = { # You become the KING OF THIEVES + hidden = yes + immediate = { + if = { + limit = { + exists = scope:fp2_2011_reuse_gate + root = scope:fp2_2010_root_in_duel + } + send_interface_toast = { + type = event_toast_effect_good + desc = fp2_struggle.2011.desc + title = fp2_struggle.2011.a + right_icon = ROOT + + if = { # Standard practice from EP1 onwards dictates that we ought not to overwrite positive nicknames (?) + limit = { + OR = { + has_any_nickname = no + has_bad_nickname = yes + } + } + give_nickname = nick_the_Thief_Slayer + } + add_prestige = major_prestige_gain + add_gold = minor_gold_value + } + } + else = { + save_scope_as = fp2_2011_reuse_gate + trigger_event = { + id = fp2_struggle.2011 + days = 1 + } + } + } +} + +fp2_struggle.2012 = { # Displays letter notifying involved player/character that an action taken by 2009's root is affecting them + type = letter_event + sender = scope:fp2_2012_sender # Animation is WAD + opening = { + desc = { + first_valid = { + triggered_desc = { + trigger = { exists = scope:fp2_2009_has_gifted_head } + desc = fp2_struggle.2012.t.alt + } + desc = fp2_struggle.2012.t + } + } + } + desc = { + first_valid = { + triggered_desc = { + trigger = { exists = scope:fp2_2009_has_gifted_head } + desc = fp2_struggle.2012.desc.alt + } + desc = fp2_struggle.2012.desc + } + } + + immediate = { + # Logic for deciding who is the author of the letter + if = { + limit = { exists = scope:fp2_2009_has_gifted_head } # If the event is the alt version where you gift the head + scope:fp2_2009_has_gifted_head = { save_scope_as = fp2_2012_sender } + } + else_if = { + limit = { exists = cp:councillor_spymaster } # Else cycle through possible chancellors + cp:councillor_spymaster = { save_scope_as = fp2_2012_sender } + } + else_if = { + limit = { exists = cp:councillor_marshal } + cp:councillor_marshal = { save_scope_as = fp2_2012_sender } + } + else_if = { + limit = { exists = cp:councillor_court_chaplain } + cp:councillor_court_chaplain = { save_scope_as = fp2_2012_sender } + } + else = { root = { save_scope_as = fp2_2012_sender } } # If all fails, you wrote the report yourself, about yourself, for yourself. + } + + option = { + name = fp2_struggle.2012.a + trigger = { NOT = { exists = scope:fp2_2009_has_gifted_head } } + + show_as_tooltip = { scope:fp2_2009_involved_capital_county = { add_thieves_guild_modifier_effect = yes } } # Has already happened, only to display info + } + + option = { + name = fp2_struggle.2012.a.alt + trigger = { exists = scope:fp2_2009_has_gifted_head } + + scope:fp2_2009_involved_capital_county = { change_county_control = 10 } + } +} + +################################### +# The Secret to Freedom +# By Hugo Cortell +################################### +fp2_struggle.2013 = { + type = character_event + title = fp2_struggle.2013.t + desc = fp2_struggle.2013.desc + theme = secret + cooldown = { years = 2 } + override_background = { + trigger = { scope:fp2_2013_prisoner_with_a_secret = { is_in_prison_type = house_arrest } } + reference = sitting_room + } + override_background = { + trigger = { always = yes } + reference = dungeon + } + left_portrait = { + character = root + animation = scheme + } + right_portrait = { + character = scope:fp2_2013_prisoner_with_a_secret + triggered_animation = { + trigger = { scope:fp2_2013_prisoner_with_a_secret = { is_in_prison_type = house_arrest } } + animation = beg + } + animation = prisondungeon + override_imprisonment_visuals = yes + } + + trigger = { + has_fp2_dlc_trigger = yes + any_prisoner = { + save_temporary_scope_as = temp_prisoner_with_secret # Prevents prisoner from revealing their own secret, which would be cool, but would require new loc + any_known_secret = { + secret_owner = { + this != scope:temp_prisoner_with_secret + top_liege = this + fp2_character_any_involvement_iberian_struggle_trigger = yes + } + NOT = { is_known_by = root } + } + } + } + + immediate = { + random_prisoner = { + limit = { + save_temporary_scope_as = temp_prisoner_with_secret + any_known_secret = { + secret_owner = { + this != scope:temp_prisoner_with_secret + top_liege = this + fp2_character_any_involvement_iberian_struggle_trigger = yes + } + NOT = { is_known_by = root } + } + } + save_scope_as = fp2_2013_prisoner_with_a_secret + every_known_secret = { + limit = { + secret_owner = { + this != scope:fp2_2013_prisoner_with_a_secret + top_liege = this + } + NOT = { is_known_by = root } + } + secret_owner = { save_scope_as = fp2_2013_secret_owner } + save_scope_as = fp2_2013_secret_to_tell + } + + stress_impact = { + brave = medium_stress_impact_gain + gallant = medium_stress_impact_gain + confider = major_stress_impact_gain + } + } + } + + option = { # Agree + name = fp2_struggle.2013.a + + show_as_tooltip = { + custom_tooltip = fp2_struggle.2013.a.a + scope:fp2_2013_prisoner_with_a_secret = { release_from_prison = yes } + } + hidden_effect = { + send_interface_toast = { + type = event_toast_effect_good + title = witch.2010.message + left_icon = ROOT + right_icon = scope:fp2_2013_secret_owner + + scope:fp2_2013_secret_to_tell = { reveal_to = root } + scope:fp2_2013_prisoner_with_a_secret = { release_from_prison = yes } + } + } + + ai_chance = { + base = 15 + ai_value_modifier = { + ai_boldness = -0.1 + ai_compassion = 0.2 + ai_honor = 0.1 + ai_rationality = 0.4 + ai_sociability = 0.1 + ai_vengefulness = 0.1 + } + } + } + + option = { # Torture + name = fp2_struggle.2013.b + + add_dread = minor_dread_gain + duel = { + skill = intrigue + value = medium_skill_rating + + 40 = { # Success + modifier = { + add = intrigue # Your intrigue level should make up for most of the 10 missing points to make this a 50 50 + always = yes + } + modifier = { + add = 15 # Enjoy your job and it wont feel like work! + has_trait = sadistic + } + modifier = { + add = 35 + has_trait = torturer + } + modifier = { + add = 5 # Iberia is home to many plants you should not rub against your skin, great for tickle-torture :D + has_trait = lifestyle_herbalist + } + modifier = { + add = 5 + scope:fp2_2013_prisoner_with_a_secret = { has_trait = lazy } + } + modifier = { + add = 15 # Quickly changes their mind about wanting to resist torture + scope:fp2_2013_prisoner_with_a_secret = { has_trait = fickle } + } + + custom_tooltip = fp2_struggle.2013.a.a + hidden_effect = { + send_interface_toast = { + type = event_toast_effect_good + title = witch.2010.message + left_icon = ROOT + right_icon = scope:fp2_2013_secret_owner + + scope:fp2_2013_secret_to_tell = { reveal_to = root } + } + } + } + 60 = { # You fail + desc = fp2_struggle.2013.b.b + modifier = { + add = scope:fp2_2013_prisoner_with_a_secret.prowess # This is a battle of your skill in torture (intrigue) against the will of your oponent (prowess, usually lower) + always = yes + } + modifier = { + add = 5 + scope:fp2_2013_prisoner_with_a_secret = { has_trait = brave } + } + modifier = { + add = 5 # Being stubborn is as much a blessing as it is a curse, in this case, it is the former + scope:fp2_2013_prisoner_with_a_secret = { has_trait = stubborn } + } + modifier = { + add = 5 + scope:fp2_2013_prisoner_with_a_secret = { has_trait = diligent } + } + modifier = { + add = 5 # They know nothing good can come from revealing information, what will the bargain with otherwise? + scope:fp2_2013_prisoner_with_a_secret = { has_trait = paranoid } + } + modifier = { + add = 2 # Maybe god is still on your side? Maybe it is a test? + scope:fp2_2013_prisoner_with_a_secret = { has_trait = zealous } + } + modifier = { + add = 2 + scope:fp2_2013_prisoner_with_a_secret = { has_trait = callous } + } + modifier = { + add = 15 # I imagine this is sort of a lalatina moment + scope:fp2_2013_prisoner_with_a_secret = { has_trait = flagellant } + } + modifier = { + add = 10 # They are used to not revealing info under preassure, though torture is a bit more than they are used to... + scope:fp2_2013_prisoner_with_a_secret = { has_trait = confider } + } + + send_interface_toast = { + type = event_toast_effect_bad + title = ease_tension_toast.failure + left_icon = ROOT + right_icon = scope:fp2_2013_prisoner_with_a_secret + } + } + } + reverse_add_opinion = { + target = scope:fp2_2013_prisoner_with_a_secret + modifier = tortured_me + opinion = -60 # 15 point reduction because there was a weak justification + years = 30 + } + scope:fp2_2013_prisoner_with_a_secret = { + add_character_modifier = { + modifier = recently_tortured + years = 5 + } + } + + stress_impact = { + compassionate = major_stress_impact_gain + just = medium_stress_impact_gain + forgiving = medium_stress_impact_gain + } + ai_chance = { + base = 15 + modifier = { + add = 25 + has_trait = torturer + } + modifier = { + add = 15 + has_trait = sadistic + } + ai_value_modifier = { + ai_boldness = 0.8 + ai_compassion = -0.5 + ai_greed = 0.6 + ai_honor = -0.9 + ai_vengefulness = 0.2 + } + } + } + + option = { # Send as gift + name = fp2_struggle.2013.c + flavor = fp2_struggle.2013.c.desc + trigger = { scope:fp2_2013_secret_owner = { is_ai = yes } } + + custom_tooltip = fp2_struggle.2013.c.a + scope:fp2_2013_prisoner_with_a_secret = { release_from_prison = yes } + trigger_event = { + id = fp2_struggle.2014 + days = { 1 4 } + } + + ai_chance = { + base = 5 + ai_value_modifier = { + ai_boldness = -0.1 + ai_compassion = 0.2 + ai_greed = -0.5 + ai_energy = -0.1 + ai_honor = 0.3 + ai_sociability = 0.3 + ai_vengefulness = -0.2 + ai_zeal = -0.1 + } + } + } + + option = { # Dismiss + name = fp2_struggle.2013.d + + random = { + chance = 5 + modifier = { + add = 10 + has_trait = depressed + } + modifier = { + add = 5 + health < fine_health + } + show_as_tooltip = { custom_tooltip = fp2_struggle.2013.a.a } + hidden_effect = { + if = { + limit = { is_ai = no } + send_interface_toast = { + type = event_toast_effect_good + title = witch.2010.message + left_icon = ROOT + right_icon = scope:fp2_2013_secret_owner + + scope:fp2_2013_secret_to_tell = { reveal_to = root } + } + } + } + } + + ai_chance = { + base = 65 + ai_value_modifier = { + ai_boldness = -0.2 + ai_greed = -0.15 + ai_energy = -0.1 + ai_honor = 0.6 + ai_sociability = 0.1 + ai_vengefulness = -0.1 + } + } + } +} + +fp2_struggle.2014 = { + type = letter_event + sender = scope:fp2_2013_secret_owner + opening = fp2_struggle.2014.t + desc = { + desc = fp2_struggle.2014.desc.start + first_valid = { + triggered_desc = { + trigger = { scope:fp2_2014_ai_secret_outcome = flag:prison } + desc = fp2_struggle.2014.desc.heavy.outcome.prison + } + triggered_desc = { + trigger = { scope:fp2_2014_ai_secret_outcome = flag:death } + desc = fp2_struggle.2014.desc.heavy.outcome.death + } + desc = fp2_struggle.2014.desc.light + } + } + + trigger = { + scope:fp2_2013_secret_owner = { is_available_ai_adult = yes } + scope:fp2_2013_prisoner_with_a_secret = { is_available_ai_adult = yes } + } + + on_trigger_fail = { + if = { + limit = { # Fallback - foreign ruler has died! + NOT = { + scope:fp2_2013_secret_owner = { + is_alive = yes + is_available_ai_adult = yes + } + } + } + send_interface_toast = { + type = event_death_neutral + desc = death_management.1007.t + left_icon = scope:fp2_2013_secret_owner + } + } + if = { + limit = { # Fallback - prisoner has died! + NOT = { scope:fp2_2013_prisoner_with_a_secret = { is_alive = yes } } + } + send_interface_toast = { + scope:fp2_2013_prisoner_with_a_secret = { save_temporary_scope_as = dead_character } + type = event_death_neutral + desc = death_management.1006.desc + left_icon = scope:fp2_2013_prisoner_with_a_secret + } + } + } + + immediate = { # LOGIC FOR AI RESPONSE + save_scope_value_as = { # Calculate how "strong" a secret is + name = fp2_2014_secret_strength + value = { + value = 0 + if = { + limit = { scope:fp2_2013_secret_to_tell = { is_criminal_for = scope:fp2_2013_secret_owner } } + add = 10 + } + if = { + limit = { scope:fp2_2013_secret_to_tell = { is_shunned_for = scope:fp2_2013_secret_owner } } + add = 5 + } + if = { + limit = { scope:fp2_2013_secret_to_tell = { secret_is_always_interesting_trigger = yes } } + add = 5 + } + } + } + if = { # IS THIS SECRET A THREAT TO ME? + limit = { scope:fp2_2014_secret_strength >= 10 } + scope:fp2_2013_secret_owner = { + hidden_effect = { + add_opinion = { + target = scope:fp2_2013_prisoner_with_a_secret + modifier = betrayed_me_opinion + opinion = -50 + } + } + add_opinion = { + target = root + modifier = did_not_tell_my_secret + opinion = 45 + } + progress_towards_friend_effect = { + REASON = friend_kept_my_secret + CHARACTER = root + OPINION = 0 + } + if = { + limit = { + has_dlc_feature = court_artifacts + any_character_artifact = { + NOT = { has_variable = historical_unique_artifact } + artifact_high_rarity_trigger = yes + artifact_can_be_gift_to_trigger = { RECIPIENT = root } + } + } + random_character_artifact = { + limit = { + NOT = { has_variable = historical_unique_artifact } + artifact_high_rarity_trigger = yes + artifact_can_be_gift_to_trigger = { RECIPIENT = root } + } + set_owner = root # If it breaks, use set_artifact_owner + } + } + + save_opinion_value_as = { + name = fp2_2014_opinion_of_swine + target = scope:fp2_2013_prisoner_with_a_secret + } + } + if = { # YES, AND I MUST HIDE IT (prison outcome) + limit = { + scope:fp2_2013_secret_owner = { + NAND = { + has_trait = paranoid + ai_compassion < 30 + } + } + } + save_scope_value_as = { + name = fp2_2014_ai_secret_outcome + value = flag:prison + } + scope:fp2_2013_secret_owner = { + rightfully_imprison_character_effect = { + TARGET = scope:fp2_2013_prisoner_with_a_secret + IMPRISONER = scope:fp2_2013_secret_owner + } + } + } + else = { # YES, AND I WILL TAKE NO CHANCES (execution outcome) + save_scope_value_as = { + name = fp2_2014_ai_secret_outcome + value = flag:death + } + + scope:fp2_2013_prisoner_with_a_secret = { + death = { + death_reason = death_torture + killer = scope:fp2_2013_secret_owner + } + } + } + } + else = { # NO, ACTUALLY THIS IS NOT A BIG DEAL (release outcome) + scope:fp2_2013_secret_owner = { + hidden_effect = { + add_opinion = { + target = scope:fp2_2013_prisoner_with_a_secret + modifier = betrayed_me_opinion + opinion = -25 + } + } + add_opinion = { + target = root + modifier = did_not_tell_my_secret + opinion = 25 + } + if = { + limit = { + has_dlc_feature = court_artifacts + any_character_artifact = { + NOT = { has_variable = historical_unique_artifact } + artifact_low_rarity_trigger = yes + artifact_can_be_gift_to_trigger = { RECIPIENT = root } + } + } + random_character_artifact = { + limit = { + NOT = { has_variable = historical_unique_artifact } + artifact_low_rarity_trigger = yes + artifact_can_be_gift_to_trigger = { RECIPIENT = root } + } + set_owner = root + } + } + else = { + progress_towards_friend_effect = { + REASON = friend_protected_secrets + CHARACTER = root + OPINION = 0 + } + } + } + save_scope_value_as = { + name = fp2_2014_ai_secret_outcome + value = flag:release + } + } + } + + option = { + name = { + text = { + first_valid = { + triggered_desc = { + trigger = { NOT = { scope:fp2_2014_ai_secret_outcome = flag:release } } + desc = south_asia.0039.a + } + desc = fp2_struggle.2014.b + } + } + } + } +} + +################################### +# Letter on The Back +# By Hugo Cortell +################################### +# (a post-it saying kick me) +################################### +scripted_trigger fp2_struggle_2015_vassal_check_trigger = { + is_available_ai_adult = yes + exists = location # Under no circumstance should it be necessary to need to check this + NOT = { has_trait = compassionate } +} + +fp2_struggle.2015 = { + type = character_event + title = fp2_struggle.2015.t + desc = fp2_struggle.2015.desc + cooldown = { years = 25 } + + theme = murder_scheme + override_background = { reference = council_chamber } + left_portrait = { + character = root + animation = chancellor + } + right_portrait = { + character = scope:fp2_struggle_2015_peasant_to_murder + animation = personality_forgiving + } + lower_right_portrait = scope:fp2_struggle_2015_murder_requester_vassal + + trigger = { + is_ai = no # Murder schemes are heavy for performance + has_fp2_dlc_trigger = yes + root.top_liege = root + + any_powerful_vassal = { + fp2_struggle_2015_vassal_check_trigger = yes + opinion = { # Redundant second time around + target = root + value < 30 + } + } + } + + immediate = { + random_vassal = { # From joe + limit = { + is_powerful_vassal = yes + fp2_struggle_2015_vassal_check_trigger = yes + opinion = { + target = root + value < 30 + } + } + save_opinion_value_as = { + name = liege_opinion + target = root + } + + save_scope_as = fp2_struggle_2015_murder_requester_vassal # Makes sure that one exists, even if [ThreadIndex != UINT32_MAX] causes the loop to skip a beat + } + while = { + limit = { + any_powerful_vassal = { + fp2_struggle_2015_vassal_check_trigger = yes + opinion = { + target = root + value < scope:liege_opinion + } + } + } + random_vassal = { + limit = { + is_powerful_vassal = yes + fp2_struggle_2015_vassal_check_trigger = yes + opinion = { + target = root + value < scope:liege_opinion + } + } + save_opinion_value_as = { + name = liege_opinion + target = root + } + save_scope_as = fp2_struggle_2015_murder_requester_vassal + } + } + + create_character = { + location = scope:fp2_struggle_2015_murder_requester_vassal.location + template = generic_peasant_character + diplomacy = { 8 13 } # High stat + trait = trusting + random_traits = yes + faith = scope:fp2_struggle_2015_murder_requester_vassal.location.county.faith + culture = scope:fp2_struggle_2015_murder_requester_vassal.location.county.culture + save_scope_as = fp2_struggle_2015_peasant_to_murder + } + + hidden_effect = { + scope:fp2_struggle_2015_peasant_to_murder = { + reverse_add_opinion = { + target = scope:fp2_struggle_2015_murder_requester_vassal + modifier = annoyed_opinion + opinion = -100 + } + } + + add_courtier = scope:fp2_struggle_2015_peasant_to_murder + } + } + + option = { # Comply and kill the unsuspecting courtier + name = fp2_struggle.2015.a + + trigger = { is_ai = no } + duel = { + skill = intrigue + value = average_skill_rating + + 10 = { + desc = fp2_struggle.2015.a.a + compare_modifier = { + value = scope:duel_value + multiplier = -1.25 + } + + send_interface_toast = { + type = event_intrigue_bad + title = murder_outcome.2302.t + left_icon = scope:fp2_struggle_2015_peasant_to_murder + + reverse_add_opinion = { + target = scope:fp2_struggle_2015_murder_requester_vassal + modifier = disappointed_opinion + opinion = -15 + } + + remove_courtier_or_guest = scope:fp2_struggle_2015_peasant_to_murder + custom_tooltip = fp2_struggle.2015.a.murder_scheme + hidden_effect = { + scope:fp2_struggle_2015_murder_requester_vassal = { + start_scheme = { + type = murder + target_character = scope:fp2_struggle_2015_peasant_to_murder + } + } + } + } + reverse_add_opinion = { + target = scope:fp2_struggle_2015_peasant_to_murder + modifier = suspicion_opinion + opinion = -20 + } + + } + 10 = { + compare_modifier = { + value = scope:duel_value + multiplier = 1.25 + } + + modifier = { + add = { + value = intrigue + multiply = 2 + round = yes + } + always = yes + } + modifier = { + add = 35 + has_trait = lifestyle_herbalist + } + modifier = { + add = 5 + has_trait = drunkard # You know how to disguise drinks + } + modifier = { + add = 15 + has_perk = swift_execution_perk + } + modifier = { + add = 10 # They add up + has_perk = a_job_done_right_perk + } + + send_interface_toast = { + type = event_intrigue_good + title = fp2_struggle.2015.a.b + left_icon = scope:fp2_struggle_2015_murder_requester_vassal + + scope:fp2_struggle_2015_peasant_to_murder = { + death = { + killer = ROOT + death_reason = death_poison + } + } + reverse_add_opinion = { + target = scope:fp2_struggle_2015_murder_requester_vassal + modifier = helped_me_in_time_of_need + opinion = 40 + } + } + add_secret = { + type = secret_murder + target = scope:fp2_struggle_2015_peasant_to_murder + } + random_secret = { + type = secret_murder + limit = { + secret_target = scope:fp2_struggle_2015_peasant_to_murder + } + save_scope_as = fp2_2015_murder_secret + } + + if = { # AHA! YOU FOOL! I TRICKED YOU INTO COMMITING A CRIME! + limit = { + scope:fp2_struggle_2015_murder_requester_vassal = { + OR = { + has_relation_rival = ROOT + has_secret_relation_rival = ROOT # ??? + has_relation_nemesis = ROOT + + AND = { + has_dread_level_towards = { + target = ROOT + level <= 1 + } + OR = { + AND = { + has_trait = deceitful + opinion = { + target = root + value < -25 + } + } + AND = { + ai_boldness > 9 + ai_compassion < 1 + ai_honor < -29 + ai_vengefulness > -1 + } + } + } + } + } + } + + trigger_event = { # Usually I would use a notification but... + id = fp2_struggle.2016 # The narrative impact of a full letter is greater, it makes sure the betrayal stings. This vassal wrote just to rub salt in your eyes. + days = { 3 4 } + } + } + } + } + + stress_impact = { + compassionate = medium_stress_impact_gain + gallant = minor_stress_impact_gain + } + } + + option = { # Ignore the letter + name = fp2_struggle.2015.b + + trigger = { is_ai = no } + send_interface_toast = { + type = event_toast_effect_good + title = murder_outcome.4302.t + left_icon = scope:fp2_struggle_2015_murder_requester_vassal + right_icon = scope:fp2_struggle_2015_peasant_to_murder + + show_as_tooltip = { add_courtier = scope:fp2_struggle_2015_peasant_to_murder } + reverse_add_opinion = { + target = scope:fp2_struggle_2015_murder_requester_vassal + modifier = broke_promise + } + } + + custom_tooltip = fp2_struggle.2015.a.murder_scheme + hidden_effect = { + scope:fp2_struggle_2015_murder_requester_vassal = { + start_scheme = { + type = murder + target_character = scope:fp2_struggle_2015_peasant_to_murder + } + } + } + } + + option = { # Warn the courtier about this (vassal may find out) + name = fp2_struggle.2015.c + + random_list = { + 75 = { + desc = fp2_struggle.2015.c.b + + send_interface_toast = { + type = event_intrigue_good + title = fp2_struggle.2015.c.b + left_icon = scope:fp2_struggle_2015_peasant_to_murder + right_icon = scope:fp2_struggle_2015_murder_requester_vassal + + scope:fp2_struggle_2015_peasant_to_murder = { silent_disappearance_effect = yes } + reverse_add_opinion = { + target = scope:fp2_struggle_2015_murder_requester_vassal + modifier = helped_me_in_time_of_need + opinion = 25 # -15 points for suspicion (where is the body?) + } + } + } + 25 = { + desc = fp2_struggle.2015.c.a + send_interface_toast = { + type = event_intrigue_bad + title = fp2_struggle.2015.c.a + left_icon = scope:fp2_struggle_2015_peasant_to_murder + right_icon = scope:fp2_struggle_2015_murder_requester_vassal + + scope:fp2_struggle_2015_peasant_to_murder = { death = { death_reason = death_mysterious } } + reverse_add_opinion = { + target = scope:fp2_struggle_2015_murder_requester_vassal + modifier = broke_promise + } + + stress_impact = { + forgiving = minor_stress_impact_gain + humble = minor_stress_impact_gain + just = minor_stress_impact_gain + compassionate = minor_stress_impact_gain + trusting = minor_stress_impact_gain + gallant = minor_stress_impact_gain + } + } + } + } + } +} + +fp2_struggle.2016 = { + type = letter_event + sender = scope:fp2_struggle_2015_murder_requester_vassal + opening = fp2_struggle.2016.t + desc = fp2_struggle.2016.desc + + option = { # Tricked, backstabbed and quite possibly, out-smarted by your cunning vassal/rival + name = fp2_struggle.2016.a + + hidden_effect = { scope:fp2_2015_murder_secret = { reveal_to = scope:fp2_struggle_2015_murder_requester_vassal } } + scope:fp2_struggle_2015_murder_requester_vassal = { + blackmail_target_with_secret_effect = { + SECRET = scope:fp2_2015_murder_secret + TARGET = ROOT + } + } + progress_towards_rival_effect = { + CHARACTER = scope:fp2_struggle_2015_murder_requester_vassal + REASON = rival_tricked_murder + OPINION = default_rival_opinion + } + add_opinion = { + target = scope:fp2_struggle_2015_murder_requester_vassal + modifier = betrayed_me_opinion + opinion = -60 + } + } +} + +################################### +# RETURN OF THE THIEF KING +# By Hugo Cortell +################################### +# Directors liked the original very much ########################################## -#scripted_trigger neighboring_ruler_proper_culture_trigger = { -# OR = { -# culture = culture:andalusian -# culture = culture:bedouin -# culture = culture:baranis -# culture = culture:butr -# culture = culture:levantine -# culture = culture:sephardi -# } -#} -# -#fp2_struggle.1002 = { -# type = character_event -# title = fp2_struggle.1002.t -# desc = { #Different flavor depending on time period -# first_valid = { -# triggered_desc = { -# trigger = { current_date <= 1030.1.1 } -# desc = fp2_struggle.1002.desc_early_golden_age -# } -# triggered_desc = { -# trigger = { -# current_year >= 1250 -# OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion } -# } -# desc = fp2_struggle.1002.desc_post_golden_age_christian #this triggers the latinized names of the polymaths -# } -# triggered_desc = { -# trigger = { current_year >= 1250 } -# desc = fp2_struggle.1002.desc_post_golden_age_unchristian #or their arabic ones -# } -# triggered_desc = { -# trigger = { current_year >= 1030 } -# desc = fp2_struggle.1002.desc_late_golden_age -# } -# } -# first_valid = { -# triggered_desc = { #tests if the event would fire one of the historical physicians -# trigger = { -# AND = { -# current_year > 976 -# current_year < 1010 -# } -# exists = global_var:albucasis_created -# exists = scope:albucasis_physician -# scope:great_physician = scope:albucasis_physician #this is a measure taken so that the loc gets tied to the appropriate character -# } -# desc = fp2_struggle.1002.desc_albucasis #this is the dialogue text if Albucasis spawns -# } -# triggered_desc = { #tests if the event would fire one of the historical physicians -# trigger = { -# AND = { -# current_year > 1125 -# current_year < 1165 -# } -# exists = global_var:avenzoar_created -# exists = scope:avenzoar_physician -# scope:great_physician = scope:avenzoar_physician -# } -# desc = fp2_struggle.1002.desc_avenzoar #this is the dialogue if Avenzoar spawns -# } -# triggered_desc = { #tests if the event would fire one of the historical physicians -# trigger = { -# AND = { -# current_year > 1140 -# current_year < 1180 -# } -# exists = global_var:tufail_created -# exists = scope:tufail_physician -# scope:great_physician = scope:tufail_physician -# } -# desc = fp2_struggle.1002.desc_tufail #this is the dialogue if Ibn Tufail spawns -# } -# triggered_desc = { #this defaults to a random Andalusian physician -# trigger = { current_year >= 1050 } ## -# desc = fp2_struggle.1002.desc_no_historical_physician_late -# } -# desc = fp2_struggle.1002.desc_no_historical_physician_early -# } -# first_valid = { #if root has a court physician, it changes the narrative a bit. -# triggered_desc = { -# trigger = { -# court_physician_available_trigger = yes -# OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion } -# } -# desc = fp2_struggle.1002.desc_has_physician_and_is_christian #in this case, the slur "heathen" is used -# } -# triggered_desc = { -# trigger = { court_physician_available_trigger = yes } -# desc = fp2_struggle.1002.desc_has_physician_but_not_christian #in this case, the slur "eccentric" is used -# } -# triggered_desc = { -# trigger = { OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion } } -# desc = fp2_struggle.1002.desc_has_no_physician_but_is_christian #in this case, the slur "heathen" is used -# } -# desc = fp2_struggle.1002.desc_has_no_physician #default option should all else fail -# } -# } -# -# theme = medicine -# override_background = { reference = throne_room } -# -# left_portrait = { -# character = root -# animation = personality_content -# } -# right_portrait = { -# character = scope:great_physician -# animation = personality_rational #polymaths should always have this pose :D -# } -# -# lower_left_portrait = scope:neighboring_ruler #this is the ruler that's angry with the polymath -# -# lower_right_portrait = scope:scoped_physician #this is your court physician if you have one -# -# cooldown = { years = 100 } -# -# trigger = { -# has_fp2_dlc_trigger = yes -# #any_character_to_title_neighboring_county = { #this searches for a neighboring province that has the xenophilic tradition, which is this event's dynamic way of checking for Andalusian culture or cultures derived from it. -# any_neighboring_and_across_water_top_liege_realm_owner = { -# culture = { -# OR = { -# has_cultural_tradition = tradition_xenophilic -# has_cultural_tradition = tradition_medicinal_plants -# has_cultural_tradition = tradition_fp2_malleable_subjects -# } -# } -# } -# -# root.capital_province = { #so that it only triggers for people close to Andalusia -# OR = { -# geographical_region = world_europe_west_iberia -# geographical_region = world_europe_west_francia -# geographical_region = world_europe_south_italy -# } -# } -# -# NOT = { #So that it doesn't fire for the Andalusians themselves, because that'd make the narrative weird -# culture = culture:andalusian -# } -# -# NOT = { #So that it doesn't fire for the Umayyads when they control Iberia -# AND = { -# culture = culture:levantine -# root.capital_province = { geographical_region = world_europe_west_iberia } -# } -# } -# -# any_neighboring_and_across_water_top_liege_realm_owner = { -# is_ai = yes -# } -# } -# -# weight_multiplier = { -# base = 0.4 -# modifier = { -# OR = { -# AND = { -# current_year > 976 -# current_year < 1010 -# } -# AND = { -# current_year > 1125 -# current_year < 1180 -# } -# } -# add = 1.6 -# } -# modifier = { -# neighboring_ruler_proper_culture_trigger = yes -# add = 0.5 -# } -# } -# -# -# immediate = { -# -# random_neighboring_and_across_water_top_liege_realm_owner = { #this searches for a neighboring ruler with the proper cultural tradition, which is this event's dynamic way of checking for Andalusian culture or cultures derived from it. -# limit = { -# culture = { -# OR = { -# has_cultural_tradition = tradition_xenophilic -# has_cultural_tradition = tradition_medicinal_plants -# has_cultural_tradition = tradition_fp2_malleable_subjects -# } -# } -# } -# culture = { save_scope_as = xenophilic_culture } #this is mostly used for error-checking because the debug log is unclear. -# } -# -# if = { #This looks to see if one of three historical physicians will be used in the event -# limit = { #their rough period of activity -# AND = { -# current_year > 976 -# current_year < 1010 -# } -# NOT = { exists = global_var:albucasis_created } #makes sure that he wasn't already spawned by the event elsewhere -# is_ai = no -# scope:xenophilic_culture = culture:andalusian -# } -# create_character = { -# age = { 40 70 } #their rough age during the period of their flourishing -# location = root.capital_province -# name = "Abu al-Qasim Al-Zahrawi" #Albucasis -# gender = male -# template = scholar_character -# trait = intellect_good_3 #He was one of the Middle Ages' greatest geniuses -# trait = lifestyle_herbalist -# trait = lifestyle_physician -# trait = education_learning_4 -# random_traits_list = { #his personality, extrapolated from my research -# count = 3 -# ambitious = {} -# compassionate = {} -# calm = {} -# diligent = {} -# humble = {} -# patient = {} -# } -# random_traits_list = { #this is to hint to the player why he was exiled from the previous court -# count = 1 -# fornicator = {} -# deviant = {} -# sodomite = {} -# } -# culture = culture:andalusian -# dynasty = none -# faith = faith:muwalladi -# save_scope_as = albucasis_physician #this is needed to get the loc right -# } -# set_global_variable = albucasis_created -# scope:albucasis_physician = { -# save_scope_as = great_physician #this is to create one easy, generic scope for use in the rest of the event -# } -# } -# -# else_if = { -# limit = { #their rough period of activity -# AND = { -# current_year > 1125 -# current_year < 1165 -# } -# NOT = { exists = global_var:avenzoar_created } #makes sure that he wasn't already spawned by the event elsewhere -# is_ai = no -# scope:xenophilic_culture = culture:andalusian -# } -# create_character = { -# age = { 31 71 } #their rough age during the period of their flourishing -# location = root.capital_province -# name = "Abū Marwān ibn Zuhr" #Avenzoar -# gender = male -# template = scholar_character -# trait = intellect_good_2 -# trait = scholar -# trait = lifestyle_physician -# trait = education_learning_4 -# random_traits_list = { #his personality, extrapolated from my research -# count = 3 -# diligent = {} -# cynical = {} -# humble = {} -# vengeful = {} #He was bitter over having been exiled from Morocco -# } -# random_traits_list = { #this is to hint to the player why he was exiled from the previous court -# count = 1 -# fornicator = {} -# deviant = {} -# sodomite = {} -# murderer = {} -# } -# culture = culture:andalusian -# dynasty = none -# faith = faith:muwalladi -# save_scope_as = avenzoar_physician -# } -# -# set_global_variable = avenzoar_created -# scope:avenzoar_physician = { -# save_scope_as = great_physician -# } -# } -# -# else_if = { -# limit = { #their rough period of activity -# AND = { -# current_year > 1140 -# current_year < 1180 -# } -# NOT = { exists = global_var:tufail_created } #makes sure that he wasn't already spawned by the event elsewhere -# is_ai = no -# scope:xenophilic_culture = culture:andalusian -# } -# create_character = { -# age = { 35 75 } #their rough age during the period of their flourishing -# location = root.capital_province -# name = "Abū Bakr ibn Tufail" #Ibn Tufail -# gender = male -# template = scholar_character -# trait = intellect_good_2 -# trait = theologian -# trait = lifestyle_physician -# trait = education_learning_3 -# trait = journaller #He was an avid writer -# random_traits_list = { #his personality, extrapolated from my research -# count = 3 -# diligent = {} -# calm = {} -# humble = {} -# trusting = {} -# } -# random_traits_list = { #this is to hint to the player why he was exiled from the previous court -# count = 1 -# fornicator = {} -# deviant = {} -# sodomite = {} -# witch = {} -# } -# culture = culture:andalusian -# dynasty = none -# faith = faith:muwalladi -# save_scope_as = tufail_physician -# } -# set_global_variable = tufail_created -# scope:tufail_physician = { -# save_scope_as = great_physician -# } -# } -# -# -# else = { #or it defaults to a random one -# create_character = { -# age = { 32 50 } -# location = root.capital_province -# template = scholar_character -# trait = intellect_good_1 -# trait = education_learning_3 -# trait = lifestyle_physician -# random_traits_list = { -# count = 3 -# ambitious = {} -# calm = {} -# diligent = {} -# cynical = {} -# humble = {} -# patient = {} -# } -# random_traits_list = { ##his is to hint to the player why he was exiled from the previous court -# count = 1 -# fornicator = {} -# deviant = {} -# sodomite = {} -# incestuous = {} -# witch = {} -# } -# culture = scope:xenophilic_culture -# faith = faith:muwalladi -# save_scope_as = great_physician -# } -# } -# -# hidden_effect = { -# scope:great_physician = { -# add_trait_xp = { -# trait = lifestyle_physician -# value = 100 -# } -# } -# } -# -# random_neighboring_and_across_water_top_liege_realm_owner = { -# limit = { -# AND = { -# neighboring_ruler_proper_culture_trigger = yes #the event prefers the neighboring ruler to be of these cultures, since it makes the most sense histrically for the scholar to have been at that court. -# is_ai = yes -# } -# } -# alternative_limit = { is_ai = yes} -# save_scope_as = neighboring_ruler -# } -# -# if = { #if you have a court physician already, he has a stake in this! -# limit = { -# court_physician_available_trigger = yes -# } -# save_court_physician_as_effect = { SCOPE_NAME = scoped_physician } -# } -# } -# -# option = { #I could use a new physician... -# name = fp2_struggle.1002.a -# -# ai_chance = { #rational AIs pick this option -# base = 10 -# ai_value_modifier = { -# ai_rationality = 0.7 -# ai_zeal = -0.7 -# } -# } -# -# stress_impact = { -# # Conservative characters don't want to do this. -# content = minor_stress_impact_gain -# -# # Nor do self-absorbed ones -# arrogant = minor_stress_impact_gain -# callous = minor_stress_impact_gain -# greedy = minor_stress_impact_gain -# } -# -# remove_treasury_or_gold = major_treasury_or_gold_value #this guy is expensive! -# -# add_courtier = scope:great_physician #he's added to root's court -# -# court_position_grant_effect = { -# EMPLOYER = root -# CANDIDATE = scope:great_physician -# POS = court_physician -# } -# -# scope:great_physician = { #naturally, the polymath likes to get a new job -# add_opinion = { -# target = root -# opinion = 10 -# modifier = hired_me_opinion -# } -# } -# -# scope:neighboring_ruler = { #but the neighboring ruler gets angry that you harbor him -# progress_towards_rival_effect = { -# REASON = rival_harbored_polymath -# CHARACTER = root -# OPINION = 0 -# } -# } -# -# add_character_modifier = { #while you get inspired! -# modifier = inspired_medicine_modifier -# years = 20 -# } -# } -# -# option = { #I do not need you, I can read myself. -# name = fp2_struggle.1002.b -# flavor = fp2_struggle.1002.b.tt -# -# trigger = { #This only fires after Avicenna's life, as his books are referenced. -# current_year >= 1030 -# learning >= medium_skill_rating #and you have to be at least somewhat learned to have this option appear, otherwise it'd be superflous -# NOT = { -# exists = scope:scoped_physician -# } -# } -# -# ai_chance = { #energetic, overconfident AI chooses this -# base = 10 -# ai_value_modifier = { -# ai_energy = 0.7 -# ai_boldness = 0.6 -# ai_rationality = 0.4 -# ai_zeal = -0.6 -# ai_greed = -0.6 -# } -# } -# -# stress_impact = { -# # Conservative, dull or cheap characters won't do this -# content = minor_stress_impact_gain -# greedy = minor_stress_impact_gain -# lazy = minor_stress_impact_gain -# zealous = minor_stress_impact_gain -# dull = medium_stress_impact_gain -# } -# -# custom_tooltip = fp2_struggle.1002.physicianleaves -# -# remove_short_term_gold = minor_gold_value #books are expensive! -# -# if = { -# limit = { has_lifestyle = learning_lifestyle } -# add_learning_lifestyle_xp = medium_lifestyle_experience -# } -# -# if = { #your physician gets disappointed for your lack of trust in them -# limit = { exists = scope:scoped_physician } -# scope:scoped_physician = { -# add_opinion = { -# target = root -# opinion = -10 -# modifier = disappointed_opinion -# } -# } -# } -# -# duel = { #you try to read Arabic books -# skill = learning -# value = medium_skill_rating -# -# 20 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = 2 -# } -# send_interface_toast = { #you succeed! -# title = reading_avicenna_toast.success -# left_icon = root -# root = { -# add_character_modifier = { -# modifier = inspired_medicine_modifier -# years = 20 -# } -# } -# } -# } -# 20 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1 -# } -# send_interface_toast = { #you misunderstod something! -# title = reading_avicenna_toast.failure -# left_icon = root -# root = { -# add_character_modifier = { -# modifier = misread_medicine_incompetence_modifier -# years = 20 -# } -# } -# } -# } -# } -# } -# -# -# option = { #What do I need you for? I can read Greek myself -# name = fp2_struggle.1002.c -# flavor = fp2_struggle.1002.c.tt -# -# trigger = { #This triggers for the early period, before the Canon of Medicine was published. -# current_date <= 1030.1.1 -# learning >= medium_skill_rating -# NOT = { -# exists = scope:scoped_physician -# } -# } -# -# ai_chance = { #energetic AI are the most likely to attempt this in this early time period -# base = 10 -# ai_value_modifier = { -# ai_energy = 0.8 -# ai_rationality = 0.2 -# ai_zeal = -0.2 -# } -# } -# -# stress_impact = { -# # Conservative, dull or cheap characters won't do this -# content = minor_stress_impact_gain -# greedy = minor_stress_impact_gain -# lazy = minor_stress_impact_gain -# zealous = minor_stress_impact_gain -# dull = medium_stress_impact_gain -# } -# -# custom_tooltip = fp2_struggle.1002.physicianleaves -# -# remove_short_term_gold = minor_gold_value #books are really expensive in this early period -# -# if = { -# limit = { has_lifestyle = learning_lifestyle } -# add_learning_lifestyle_xp = medium_lifestyle_experience -# } -# -# if = { -# limit = { exists = scope:scoped_physician } #your physician still gets disappointed in you -# scope:scoped_physician = { -# add_opinion = { -# target = root -# opinion = -10 -# modifier = disappointed_opinion -# } -# } -# } -# -# duel = { #this duel is difficult - it's mostly an option for extremely learned or overconfident rulers. -# skill = learning -# value = high_skill_rating -# -# 20 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = 2 -# } -# send_interface_toast = { -# title = reading_hippocrates_toast.success #You can read greek! -# left_icon = root -# root = { -# add_character_modifier = { -# modifier = medical_insights_modifier -# years = 20 -# } -# } -# } -# } -# 20 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1 -# } -# send_interface_toast = { -# title = reading_hippocrates_toast.failure #apparently, your Greek skills aren't all you cranked them up to be. -# left_icon = root -# root = { -# add_character_modifier = { -# modifier = cannot_read_greek_modifier -# years = 20 -# } -# } -# } -# } -# } -# } -# -# option = { #I will send you back from whence you came...in chains. -# name = fp2_struggle.1002.d -# -# ai_chance = { #but vengeful ones sure love it! -# base = 10 -# ai_value_modifier = { -# ai_vengefulness = 0.8 -# ai_honor = -0.2 -# } -# } -# -# stress_impact = { -# #Caring, carefree or just characters won't do this -# generous = minor_stress_impact_gain -# gregarious = minor_stress_impact_gain -# just = minor_stress_impact_gain -# trusting = minor_stress_impact_gain -# compassionate = major_stress_impact_gain -# forgiving = major_stress_impact_gain -# -# #But arbitrary bastards love it -# arbitrary = minor_stress_impact_loss -# } -# -# scope:great_physician = { #the polymath, naturally, gets sad that you send him back to his disgruntled former employer. -# add_opinion = { -# target = root -# opinion = -40 -# modifier = left_me_to_wolves_opinion -# } -# } -# -# if = { #but your current physician is very happy! -# limit = { exists = scope:scoped_physician } -# scope:scoped_physician = { -# add_opinion = { -# target = root -# opinion = 20 -# modifier = let_me_keep_my_job_opinion -# } -# } -# } -# -# scope:neighboring_ruler = { #as is the neighboring ruler, especially if he is your friend -# if = { -# limit = { -# has_relation_friend = root -# } -# add_opinion = { -# target = root -# modifier = strengthened_friendship_opinion -# } -# } -# else = { -# progress_towards_friend_effect = { -# REASON = friend_returned_refugee -# CHARACTER = root -# OPINION = 0 -# } -# } -# } -# -# add_dread = minor_dread_gain #you gain some dread for doing this, naturally -# -# custom_tooltip = fp2_struggle.1001.physician_imprisoned -# hidden_effect = { -# if = { -# limit = { -# scope:neighboring_ruler = { -# is_ruler = yes -# } -# } -# scope:great_physician = { #while the polymath gets to languish in a dungeon -# hard_imprison_character_effect = { -# TARGET = this -# IMPRISONER = scope:neighboring_ruler -# } -# } -# } -# else = { -# scope:great_physician = { -# silent_disappearance_effect = yes -# } -# } -# } -# } -# -# option = { #Wash my hands? Are you insane?" -# name = fp2_struggle.1002.e -# -# trigger = { #This only triggers for Christianity and similar faiths -# faith = { -# has_doctrine_parameter = theocracy_temple_lease -# NOR = { -# has_doctrine_parameter = legalism_modified_law_costs -# has_doctrine_parameter = literalist_debate_enabled -# } -# } -# NOT = { has_lifestyle = learning_lifestyle } #So that this doesn't fire if you have the "Wash your hands" perk -# } -# -# ai_chance = { #and fanatics don't care about hygiene...apparently -# base = 10 -# ai_value_modifier = { -# ai_zeal = 0.8 -# ai_rationality = -0.8 -# } -# } -# -# stress_impact = { -# # Innovative or nervous chracters wouldn't pick this option. -# ambitious = minor_stress_impact_gain -# craven = minor_stress_impact_gain -# -# #But stubborn or content ones would -# content = minor_stress_impact_loss -# lazy = minor_stress_impact_loss -# stubborn = minor_stress_impact_loss -# eccentric = minor_stress_impact_loss -# } -# -# custom_tooltip = fp2_struggle.1002.physicianleaves -# -# if = { #your physician, again, loves that they get to keep their job -# limit = { exists = scope:scoped_physician } -# scope:scoped_physician = { -# add_opinion = { -# target = root -# opinion = 20 -# modifier = let_me_keep_my_job_opinion -# } -# } -# } -# -# add_piety = medium_piety_gain #and your faith rewards you for turning away the heathen -# -# add_character_modifier = { #but you're rolling in filth -# modifier = rolling_in_filth_modifier -# years = 5 -# } -# } -# -# -# -# option = { #Begone, innovation should only come from God. -# name = fp2_struggle.1002.f -# -# trigger = { -# current_year >= 1065 #because this option refers to developments in islam that happened within the Seljuk empire -# faith = { #it checks for doctrines, rather than islam itself, to make the event more dynamic -# OR = { -# has_doctrine_parameter = legalism_modified_law_costs -# has_doctrine_parameter = literalist_debate_enabled -# has_doctrine_parameter = religious_legal_pronouncements_law_cost_reduction -# } -# } -# } -# -# ai_chance = { #zealous AIs pick this, but it's not entirely unrational - just hostile to new ideas. -# base = 10 -# ai_value_modifier = { -# ai_zeal = 0.8 -# ai_rationality = -0.2 -# } -# } -# -# stress_impact = { -# #True rationalists abhor this option -# ambitious = medium_stress_impact_gain -# diligent = medium_stress_impact_gain -# -# #But stubborn and fanatical ones like it -# content = minor_stress_impact_loss -# stubborn = minor_stress_impact_loss -# zealous = minor_stress_impact_loss -# eccentric = minor_stress_impact_loss -# } -# -# custom_tooltip = fp2_struggle.1002.physicianleaves -# -# if = { #your physician, again, loves that they get to keep their job -# limit = { exists = scope:scoped_physician } -# scope:scoped_physician = { -# add_opinion = { -# target = root -# opinion = 20 -# modifier = let_me_keep_my_job_opinion -# } -# } -# } -# -# scope:neighboring_ruler = { #the neighboring ruler likes that you rebuked the polymath, at least -# add_opinion = { -# target = root -# opinion = 10 -# modifier = rejected_my_enemy_opinion -# } -# } -# -# add_character_modifier = { #but you draw closer to the Nizamiyah movement, rejecting innovation. -# modifier = anti_innovation_muslim_modifier -# years = 15 -# } -# } -#} -# -#################################### -## Soul of Iron -## By Ola Jentzsch -#################################### -#fp2_struggle.1010 = { # Soul of Iron, by Ola Jentzsch -# type = character_event -# title = fp2_struggle.1010.t -# desc = fp2_struggle.1010.desc -# theme = realm -# -# left_portrait = { -# character = root -# animation = happiness #root smells an opportunity! -# } -# right_portrait = { -# character = scope:great_swordsmith -# animation = scheme #he's a scheming bastard, kinda -# } -# -# -# trigger = { #The province must also be involved in the Iberian struggle -# is_ai = no -# has_fp2_dlc_trigger = yes -# any_held_county = { -# any_county_province = { -# has_building_or_higher = blacksmiths_01 #This event needs ROOT to have a blacksmith building -# } -# } -# fp2_character_involved_in_struggle_trigger = yes -# } -# -# cooldown = { years = 100 } -# -# immediate = { -# -# random_held_county = { #this is to find the county that has the blacksmith -# limit = { -# any_county_province = { -# has_building_or_higher = blacksmiths_01 -# } -# } -# save_scope_as = blacksmith_county #this scopes it - note that it might be the same county as toledo_county; that is intentional. -# } -# -# title:b_toledo = { save_scope_as = toledo_holding } #this is used in the localization -# -# title:c_toledo = { save_scope_as = toledo_county } #this is used in option c, as well as the localization -# -# create_character = { #this is the mighty blacksmith that the event needs -# age = { 45 55 } #he's experienced and aging, but not old -# location = root.capital_province -# gender_female_chance = root_faith_dominant_gender_female_chance #could be female, if given the right context. -# trait = intellect_good_3 #he's a genius craftsman -# trait = strong #and a blacksmith... -# trait = arrogant #he's supremely gifted, but also extremely arrogant, Fëanor basically -# random_traits_list = { #the rest of his questionable personality -# count = 2 -# ambitious = {} -# diligent = {} -# callous = {} -# greedy = {} -# patient = {} -# stubborn = {} -# vengeful = {} -# } -# random_traits_list = { #something fun to give him character! -# count = 1 -# one_eyed = {} -# scarred = {} -# } -# culture = scope:toledo_county.culture -# religion = religion:catholic_religion -# dynasty = none -# save_scope_as = great_swordsmith #this saves him as a scope so we can get nice effects to bounce off him! -# } -# -# hidden_effect = { -# scope:great_swordsmith = { -# add_character_modifier = { -# modifier = master_smith_npc_modifier #this is a neat modifier he gets as a master smith. it's pretty powerful, giving a boost to Stewardship and gold income, but since he's an NPC, it doesn't matter much. It's mostly to create flavor if the player actually examines his stats. -# } -# } -# } -# } -# -# -# option = { #Let us make a compromise -# name = fp2_struggle.1010.a -# flavor = toledo_compromise_flavor -# -# trigger = { #root needs to control Toledo, and it needs to have a blacksmith building. -# any_held_county = { -# any_county_province = { -# barony = title:b_toledo -# has_building_or_higher = blacksmiths_01 -# } -# } -# scope:toledo_county = { #so that this option doesn't fire twice -# NOT = { has_county_modifier = toledo_steel_county_modifier } -# } -# } -# -# ai_chance = { #Smart, patient AIs pick this option, others are more likely to go for a bolder approach. -# base = 10 -# ai_value_modifier = { -# ai_rationality = 1 -# ai_honor = 0.5 -# ai_boldness = -0.5 -# ai_zeal = -0.5 -# } -# } -# -# stress_impact = { #arrogant or visionless rulers dislike this option -# arrogant = minor_stress_impact_gain -# callous = minor_stress_impact_gain -# content = minor_stress_impact_gain -# wrathful = minor_stress_impact_gain -# } -# -# remove_short_term_gold = major_gold_value #someone still has to be bribed here -# -# scope:toledo_county = { -# add_county_modifier = { -# modifier = toledo_steel_county_modifier -# } -# } -# -# scope:toledo_county = { -# add_county_modifier = { -# modifier = governance_1041_quarreling_guilds_modifier -# years = 20 -# } -# } -# } -# -# option = { #Whatever knowledge you possess, I shall draw it out. -# name = fp2_struggle.1010.b -# flavor = fp2_struggle.1010.swordsmith_imprisoned -# -# trigger = { -# OR = { -# has_trait = schemer -# has_trait = torturer -# has_trait = paranoid -# dread >= high_dread -# } -# NAND = { -# any_held_county = { -# any_county_province = { -# barony = title:b_toledo -# has_building_or_higher = blacksmiths_01 -# } -# } -# scope:toledo_county = { #so that this option doesn't fire twice -# NOT = { has_county_modifier = toledo_steel_county_modifier } -# } -# } -# } -# -# -# scope:great_swordsmith = { #while the great swordsmiths gets to languish in a dungeon -# hard_imprison_character_effect = { -# TARGET = this -# IMPRISONER = root -# } -# } -# -# -# ai_chance = { #Compassionate or just AI wouldn't do this, but hateful paranoid psychopats, sure! Perhaps the smith even deserved it... -# base = 10 -# ai_value_modifier = { -# ai_vengefulness = 1 -# ai_honor = -1 -# } -# } -# -# stress_impact = { #this is not what a Buddha would do -# compassionate = major_stress_impact_gain -# generous = medium_stress_impact_gain -# gregarious = medium_stress_impact_gain -# just = medium_stress_impact_gain -# } -# -# add_dread = minor_dread_gain #you gain some dread for doing this, naturally -# -# scope:great_swordsmith = { -# add_character_modifier = { -# modifier = recently_tortured -# years = 5 -# } -# } -# -# -# add_character_modifier = { -# modifier = tortured_smith_spilling_secrets_modifier -# years = 25 -# } -# -# custom_tooltip = fp2_struggle.1010.compassionate_courtiers -# hidden_effect = { #Compassionate or righteous courtiers will secretly dislike this -# every_courtier = { -# IF = { -# limit = { -# OR = { -# has_trait = compassionate -# has_trait = just -# } -# } -# add_opinion = { -# target = root -# opinion = -10 -# modifier = cruelty_opinion -# } -# } -# } -# } -# } -# -# option = { #You shall have it, if you make swords for my armies -# name = fp2_struggle.1010.c -# flavor = fp2_struggle.1010.smithgoesaway -# -# ai_chance = { #ambitious AIs pick this option -# base = 10 -# ai_value_modifier = { -# ai_energy = 0.7 -# ai_vengefulness = 0.7 -# } -# } -# -# stress_impact = { -# content = minor_stress_impact_gain -# craven = minor_stress_impact_gain -# greedy = minor_stress_impact_gain -# just = minor_stress_impact_gain -# } -# -# remove_treasury_or_gold = major_treasury_or_gold_value #this guy is expensive! -# -# add_character_modifier = { #as promised, your armies gets equipped with Toledo steel! -# modifier = toledo_steel_armaments_modifier -# years = 50 -# } -# -# scope:blacksmith_county = { #the great smith usurps the blacksmiths' guild, with your blessing -# add_county_modifier = { -# modifier = county_corruption_uncooperative_guilds_modifier -# years = 10 -# } -# } -# -# custom_tooltip = fp2_struggle.1010.paranoid_rivals #your neighbors gets really paranoid when they learn about this -# hidden_effect = { -# struggle:iberian_struggle = { -# every_involved_ruler = { -# limit = { -# NOT = { is_allied_to = root } -# character_is_realm_neighbor = root -# } -# add_opinion = { -# target = root -# opinion = -20 -# modifier = threatened_by_buildup_opinion -# } -# } -# } -# } -# } -# -# option = { #Make me Iberia's finest blade, and all the smithies shall be yours -# name = fp2_struggle.1010.d -# -# flavor = fp2_struggle.1010.smithmakesweapon #the master swordsmiths stays in your court for the time being, to make the great sword he promised you. -# -# add_courtier = scope:great_swordsmith -# -# hidden_effect = { -# scope:great_swordsmith = { -# set_knight_status = forbid #this is to prevent him being auto-turned into a knight during his stay, as he tends to get quite high prowess. The player can still make him a knight manually if they insist on it. -# } -# } -# -# ai_chance = { #Self-absorbed AIs pick this option -# base = 10 -# ai_value_modifier = { -# ai_greed = 0.7 -# ai_boldness = 0.7 -# } -# } -# -# stress_impact = { #this is an extravagant option, not for the humble or temperate - but just people don't like it either, since it still lets the blacksmith usurp the guilds. -# humble = minor_stress_impact_gain -# just = minor_stress_impact_gain -# temperate = minor_stress_impact_gain -# } -# -# remove_short_term_gold = major_gold_value #this guy knows what he's worth! -# -# scope:blacksmith_county = { #the guild gets usurped by the arrogant master smith! -# add_county_modifier = { -# modifier = county_corruption_uncooperative_guilds_modifier -# years = 10 -# } -# } -# -# hidden_effect = { #this looks weird in the tooltip otherwise! -# random_list = { #I recommend increasing the odds for the special cool sword when testing this event! -# 25 = { #You have a 25% chance of getting a really cool sword here! -# trigger = { is_ai = no } #this option is just for players, to create less inflation on awesume swords. -# trigger_event = { -# id = fp2_struggle.1011 -# days = { 30 60 } -# } -# } -# 75 = { #but you can still get a nice toledo blade! -# trigger_event = { -# id = fp2_struggle.1012 -# days = { 30 60 } -# } -# } -# } -# } -# } -# -# option = { #I will not anger the guilds for your vanity. -# name = fp2_struggle.1010.e -# -# flavor = fp2_struggle.1010.swordsmith_leaves -# -# ai_chance = { #Lazy or worried AI pick this option -# base = 10 -# ai_value_modifier = { -# ai_energy = -0.7 -# ai_greed = 0.3 -# ai_boldness = -0.5 -# } -# } -# -# stress_impact = { #this is not the option for opportunists, but a good option for some humble stress loss -# ambitious = major_stress_impact_gain -# diligent = medium_stress_impact_gain -# content = minor_stress_impact_loss -# humble = minor_stress_impact_loss -# temperate = minor_stress_impact_loss -# paranoid = minor_stress_impact_loss -# } -# -# scope:blacksmith_county = { #You curry favor with the blacksmith's guild -# add_county_modifier = { -# modifier = guild_rights_protected_modifier -# years = 20 -# } -# } -# -# scope:great_swordsmith = { -# add_opinion = { -# target = root -# modifier = insulted_opinion -# } -# } -# } -#} -# -#fp2_struggle.1011 = { # The Masterwork, by Ola Jentzsch -# type = character_event -# title = fp2_struggle.1011.t -# desc = fp2_struggle.1011.desc -# theme = realm -# -# left_portrait = { -# character = root -# animation = admiration -# } -# right_portrait = { -# character = scope:great_swordsmith -# animation = marshal -# } -# -# artifact = { # To display the artifact in the event-window -# target = scope:amazing_toledo_sword -# position = lower_right_portrait -# } -# -# trigger = { -# has_fp2_dlc_trigger = yes -# scope:great_swordsmith = { -# is_available_healthy_ai_adult = yes -# } -# } -# -# immediate = { -# -# save_scope_as = owner -# set_artifact_rarity_illustrious = yes -# -# create_artifact = { -# name = awesome_toledo_sword_name -# creator = scope:great_swordsmith -# description = awesome_toledo_sword_desc -# visuals = sword -# type = sword -# modifier = artifact_amazing_toledo_sword_modifier -# wealth = scope:wealth # This comes from the scripted effect above -# quality = scope:quality # This comes from the scripted effect above -# save_scope_as = amazing_toledo_sword # Allows the sword to be accessed via scope after its creation -# } -# } -# -# option = { #Martiello, the hammer -# name = fp2_struggle.1011.a -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_iberian } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = martiello_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Tiniebra, the darkness -# name = fp2_struggle.1011.b -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_iberian } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = tiniebra_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Vermejo, the red -# name = fp2_struggle.1011.c -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_iberian } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = vermejo_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Jargonça, like the blue gemstone. -# name = fp2_struggle.1011.d -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_iberian } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = jargonca_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Suhayl, the glorious. -# name = fp2_struggle.1011.e -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_arabic } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = suhayl_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #al-Battar, the cutter -# name = fp2_struggle.1011.f -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_arabic } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = albattar_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Qazeeb, of the strong handle -# name = fp2_struggle.1011.g -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_arabic } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = qazeeb_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Zumurrud, like the blinding emerald -# name = fp2_struggle.1011.h -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_arabic } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = zumurrud_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Ortzi, like the thunder -# name = fp2_struggle.1011.i -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_basque } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = ortzi_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Gaueko, the night spirit -# name = fp2_struggle.1011.j -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_basque } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = gaueko_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Gorri, the red one -# name = fp2_struggle.1011.k -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_basque } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = gorri_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Aiztoto, the little knife -# name = fp2_struggle.1011.l -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_basque } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = aiztoto_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Escremire, the fencer -# name = fp2_struggle.1011.m -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_occitano_romance } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = escremire_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Folha, the leaf -# name = fp2_struggle.1011.n -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_occitano_romance } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = folha_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Proeza, valour -# name = fp2_struggle.1011.o -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_occitano_romance } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = proeza_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Trebalhar, the tormenter -# name = fp2_struggle.1011.p -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_occitano_romance } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = trebalhar_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Sufax, like the great hero in days of old -# name = fp2_struggle.1011.q -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_berber } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = sufax_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Toumellalt, the white one. -# name = fp2_struggle.1011.r -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_berber } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = toumellalt_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Ayugu, the yoke. -# name = fp2_struggle.1011.s -# -# trigger = { -# root = { -# culture = { has_cultural_pillar = language_berber } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = ayugu_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Well, "Ironsoul" of course -# name = fp2_struggle.1011.u -# -# trigger = { -# root = { -# culture = { -# NOT = { -# has_cultural_pillar = language_iberian -# has_cultural_pillar = language_arabic -# has_cultural_pillar = language_basque -# has_cultural_pillar = language_occitano_romance -# has_cultural_pillar = language_berber -# } -# } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = ironsoul_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #I quite like "Mistletoe"... -# name = fp2_struggle.1011.v -# -# trigger = { -# root = { -# culture = { -# NOT = { -# has_cultural_pillar = language_iberian -# has_cultural_pillar = language_arabic -# has_cultural_pillar = language_basque -# has_cultural_pillar = language_occitano_romance -# has_cultural_pillar = language_berber -# } -# } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = mistletoe_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Moor-cleaver, what else? -# name = fp2_struggle.1011.w -# -# trigger = { -# OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion } -# root = { -# culture = { -# NOT = { -# has_cultural_pillar = language_iberian -# has_cultural_pillar = language_arabic -# has_cultural_pillar = language_basque -# has_cultural_pillar = language_occitano_romance -# has_cultural_pillar = language_berber -# } -# } -# } -# } -# -# stress_impact = { -# compassionate = minor_stress_impact_gain -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = moormurder_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -# -# option = { #Usurper's blade seem fitting, giving what we did to the guilds... -# name = fp2_struggle.1011.x -# -# trigger = { -# root = { -# culture = { -# NOT = { -# has_cultural_pillar = language_iberian -# has_cultural_pillar = language_arabic -# has_cultural_pillar = language_basque -# has_cultural_pillar = language_occitano_romance -# has_cultural_pillar = language_berber -# } -# } -# } -# } -# -# scope:amazing_toledo_sword = { set_artifact_name = usurperblade_name } -# -# custom_tooltip = fp2_struggle.1011.swordsmith_leaves -# hidden_effect = { -# remove_courtier_or_guest = scope:great_swordsmith -# } -# } -#} -# -#fp2_struggle.1012 = { # Soul of Iron (3), by Ola Jentzsch -# type = character_event -# title = fp2_struggle.1012.t -# desc = fp2_struggle.1012.desc -# theme = realm -# -# left_portrait = { -# character = root -# animation = admiration -# } -# right_portrait = { -# character = scope:great_swordsmith -# animation = marshal -# } -# -# artifact = { # To display the artifact in the event-window -# target = scope:toledo_sword -# position = lower_right_portrait -# } -# -# trigger = { -# has_fp2_dlc_trigger = yes -# scope:great_swordsmith = { -# is_available_healthy_ai_adult = yes -# } -# } -# -# immediate = { -# -# save_scope_as = owner -# set_artifact_rarity_masterwork = yes -# -# create_artifact = { -# name = toledo_sword_name -# creator = scope:great_swordsmith -# description = toledo_sword_desc -# visuals = sword -# type = sword -# modifier = artifact_masterwork_toledo_sword_modifier -# wealth = scope:wealth # This comes from the scripted effect above -# quality = scope:quality # This comes from the scripted effect above -# save_scope_as = toledo_sword # Allows the sword to be accessed via scope after its creation -# } -# } -# -# option = { #It is...exquisite. You may go in peace. -# name = fp2_struggle.1012.a -# flavor = fp2_struggle.1012.swordsmith_leaves -# -# ai_chance = { #Only greedy AI wouldn't pick this option. -# base = 10 -# ai_value_modifier = { -# ai_greed = -1 -# } -# } -# -# remove_courtier_or_guest = scope:great_swordsmith -# } -# -# option = { #It is as promised. May I not convince you to stay and serve me? -# name = fp2_struggle.1012.b -# -# ai_chance = { #Only greedy would pick this option. -# base = 10 -# ai_value_modifier = { -# ai_greed = 1 -# } -# } -# -# custom_tooltip = fp2_struggle.1012_swordsmith_stays -# -# remove_treasury_or_gold = major_treasury_or_gold_value #this guy is expensive! -# } -#} -# -#################################### -## Death of a Councilman -## By Ola Jentzsch -#################################### -#scripted_trigger fp2_struggle.1020_minority_councillor_faith_trigger = { -# save_temporary_scope_as = fp2_struggle_1020_temp_councillor -# is_ai = yes -# NOT = { is_spouse_of = root } -# root.capital_county.faith = { -# faith_hostility_level = { -# target = scope:fp2_struggle_1020_temp_councillor.faith -# value >= faith_hostile_level -# } -# } -#} -# -#fp2_struggle.1020 = { -# type = character_event -# title = fp2_struggle.1020.t -# desc = { -# desc = fp2_struggle.1020_desc_opening -# first_valid = { -# triggered_desc = { -# trigger = { -# scope:minority_councillor = { -# death_reason = death_beaten_by_mob -# } -# } -# desc = fp2_struggle.1020_desc_beaten_by_mob -# } -# triggered_desc = { -# trigger = { -# scope:minority_councillor = { -# death_reason = death_burned_by_mob -# } -# } -# desc = fp2_struggle.1020_desc_burned_by_mob -# } -# triggered_desc = { -# trigger = { -# scope:minority_councillor = { -# death_reason = death_hanged_and_disemboweled_by_mob -# } -# } -# desc = fp2_struggle.1020_desc_hanged_and_disemboweled_by_mob -# } -# triggered_desc = { -# trigger = { -# scope:minority_councillor = { -# death_reason = death_crucified_by_mob -# } -# } -# desc = fp2_struggle.1020_desc_crucified_by_mob -# } -# triggered_desc = { -# trigger = { -# scope:minority_councillor = { -# death_reason = death_defenestrated_by_mob -# } -# } -# desc = fp2_struggle.1020_desc_defenestrated_by_mob -# } -# triggered_desc = { -# trigger = { -# scope:minority_councillor = { -# death_reason = death_molten_silver_by_mob -# } -# } -# desc = fp2_struggle.1020_desc_molten_silver_by_mob -# } -# triggered_desc = { -# trigger = { -# scope:minority_councillor = { -# death_reason = death_torn_to_pieces_by_mob -# } -# } -# desc = fp2_struggle.1020_desc_torn_to_pieces_by_mob -# } -# } -# first_valid = { -# triggered_desc = { -# trigger = { -# scope:councillor_executor = { -# exists = var:relative_created -# } -# } -# desc = fp2_struggle.1020_desc_councillor_had_family -# } -# triggered_desc = { -# trigger = { -# scope:minority_councillor = { -# fp2_struggle.1020_minority_councillor_faith_trigger = yes -# } -# } -# desc = fp2_struggle.1020_desc_councillor_had_no_family_faith -# } -# } -# } -# -# theme = dread -# cooldown = { years = 15 } -# override_background = { reference = council_chamber } -# -# left_portrait = { -# character = root -# animation = disbelief -# } -# right_portrait = { -# character = scope:councillor_executor -# animation = anger -# } -# -# lower_left_portrait = scope:minority_councillor -# -# -# trigger = { -# has_fp2_dlc_trigger = yes -# -# any_councillor = { fp2_struggle.1020_minority_councillor_faith_trigger = yes } -# -# capital_county = { county_control < low_county_control_limit } #root's capital having low control isn't strictly necessary, but adds to the emergent feeling here -# } -# -# immediate = { -# -# random_councillor = { #this is the dead councillor -# limit = { fp2_struggle.1020_minority_councillor_faith_trigger = yes } -# save_scope_as = minority_councillor -# } -# -# capital_county = { save_scope_as = unrest_capital } #so we can use the capital for loc -# -# scope:minority_councillor = { #and this is how they met their untimely end -# random_list = { -# 10 = { -# death = { -# death_reason = death_beaten_by_mob -# } -# } -# 10 = { -# death = { -# death_reason = death_burned_by_mob -# } -# } -# 20 = { -# death = { -# death_reason = death_hanged_and_disemboweled_by_mob -# } -# } -# 20 = { -# death = { -# death_reason = death_crucified_by_mob -# } -# } -# 10 = { -# death = { -# death_reason = death_defenestrated_by_mob -# } -# } -# 20 = { -# death = { -# death_reason = death_molten_silver_by_mob -# } -# } -# 10 = { -# death = { -# death_reason = death_torn_to_pieces_by_mob -# } -# } -# } -# } -# -# if = { #now let's see if there's any relative of the late councillor that could be considered relevant! -# limit = { -# any_powerful_vassal = { -# is_ai = yes -# is_close_or_extended_family_of = scope:minority_councillor -# is_powerful_vassal = yes -# } -# } -# random_powerful_vassal = { -# limit = { -# is_ai = yes -# is_close_or_extended_family_of = scope:minority_councillor -# is_powerful_vassal = yes -# } -# save_scope_as = councillor_executor -# set_variable = relative_created #this variable is for use in triggers later -# } -# } -# -# else_if = { -# limit = { -# any_powerful_vassal = { -# is_ai = yes -# is_close_family_of = scope:minority_councillor -# } -# } -# random_powerful_vassal = { -# limit = { -# is_ai = yes -# is_close_family_of = scope:minority_councillor -# } -# save_scope_as = councillor_executor -# set_variable = relative_created -# } -# } -# -# else_if = { -# limit = { -# any_powerful_vassal = { -# is_ai = yes -# is_close_or_extended_family_of = scope:minority_councillor -# } -# } -# random_powerful_vassal = { -# limit = { -# is_ai = yes -# is_close_or_extended_family_of = scope:minority_councillor -# } -# save_scope_as = councillor_executor -# set_variable = relative_created -# } -# } -# -# else_if = { -# limit = { -# any_neighboring_and_across_water_top_liege_realm_owner = { -# is_ai = yes -# is_close_or_extended_family_of = scope:minority_councillor -# OR = { -# fp2_character_involved_in_struggle_trigger = yes -# fp2_character_interloper_in_struggle_trigger = yes -# } -# } -# } -# random_neighboring_and_across_water_top_liege_realm_owner = { -# limit = { -# is_ai = yes -# is_close_or_extended_family_of = scope:minority_councillor -# OR = { -# fp2_character_involved_in_struggle_trigger = yes -# fp2_character_interloper_in_struggle_trigger = yes -# } -# } -# save_scope_as = councillor_executor -# set_variable = relative_created -# } -# } -# -# else_if = { -# limit = { -# any_ruler = { -# is_ai = yes -# is_close_or_extended_family_of = scope:minority_councillor -# } -# } -# random_ruler = { -# limit = { -# is_ai = yes -# is_close_or_extended_family_of = scope:minority_councillor -# } -# save_scope_as = councillor_executor -# set_variable = relative_created -# } -# } -# -# else_if = { -# limit = { -# any_courtier = { -# is_ai = yes -# is_close_or_extended_family_of = scope:minority_councillor -# } -# } -# random_courtier = { -# limit = { -# is_ai = yes -# is_close_or_extended_family_of = scope:minority_councillor -# } -# save_scope_as = councillor_executor -# set_variable = relative_created -# } -# } -# -# else = { #if no relevant relative was found, we instead create a community leader to fire option b with! -# create_character = { -# age = { 20 80 } -# location = root.capital_province -# template = merchant_template -# culture = scope:minority_councillor.culture -# faith = scope:minority_councillor.faith -# save_scope_as = councillor_executor -# } -# hidden_effect = { -# scope:councillor_executor = { #just because, I want more rotund people -# add_character_modifier = { -# modifier = obese_modifier -# } -# } -# } -# } -# -# scope:minority_councillor = { -# every_close_or_extended_family_member = { -# custom = all_family_members -# if = { -# limit = { -# is_ai = yes -# this != root -# } -# add_opinion = { -# target = root -# opinion = -20 -# modifier = blames_for_death_of_relative_opinion -# } -# } -# } -# } -# } -# -# -# option = { #Make amends to councillor's dynasty -# name = fp2_struggle.1020.a -# -# trigger = { -# scope:councillor_executor = { -# exists = var:relative_created -# } -# } -# -# ai_chance = { #rational and somewhat honorable AIs pick this option -# base = 10 -# ai_value_modifier = { -# ai_rationality = 0.5 -# ai_honor = 0.3 -# #but bold and vengeful ones do not -# ai_boldness = -0.5 -# ai_vengefulness = -0.5 -# } -# } -# -# stress_impact = { -# #arrogant characters don't care for this -# arrogant = minor_stress_impact_gain -# callous = minor_stress_impact_gain -# stubborn = minor_stress_impact_gain -# -# #socially awkward ones aren't fond of it either -# paranoid = minor_stress_impact_gain -# shy = minor_stress_impact_gain -# } -# -# add_character_modifier = { -# modifier = compelling_apology_modifier -# years = 10 -# } -# -# scope:minority_councillor = { -# every_close_or_extended_family_member = { -# custom = all_family_members -# if = { -# limit = { is_ai = yes } -# add_opinion = { -# target = root -# opinion = 10 -# modifier = made_amends_opinion -# } -# } -# } -# } -# } -# -# option = { #Pay restitution to councillor's people -# name = fp2_struggle.1020.b -# -# trigger = { -# scope:councillor_executor = { -# NOT = { exists = var:relative_created } -# } -# } -# -# ai_chance = { #compassionate AIs takes this option -# base = 10 -# ai_value_modifier = { -# ai_compassion = 0.7 -# ai_honor = 0.3 -# #but zealous and vengeful ones do not -# ai_zeal = -0.5 -# ai_vengefulness = -0.5 -# } -# } -# -# stress_impact = { -# #arrogant characters don't wanna do this -# arrogant = minor_stress_impact_gain -# callous = minor_stress_impact_gain -# stubborn = minor_stress_impact_gain -# -# #nor those who hate the people -# paranoid = minor_stress_impact_gain -# vengeful = minor_stress_impact_gain -# } -# -# remove_treasury_or_gold = medium_treasury_or_gold_value #restitution isn't free! -# -# add_character_modifier = { -# modifier = restitution_to_minorities_modifier -# years = 15 -# } -# } -# -# option = { #Hunt down the perpetrators -# name = fp2_struggle.1020.c -# -# ai_chance = { #energetic and vengeful AI picks this option. -# base = 10 -# ai_value_modifier = { -# ai_energy = 0.5 -# ai_vengefulness = 0.7 -# #but compassionate ones might not -# ai_compassion = -0.7 -# } -# } -# -# stress_impact = { #this is cruel and a lot of effort... -# compassionate = minor_stress_impact_gain -# forgiving = minor_stress_impact_gain -# lazy = minor_stress_impact_gain -# } -# -# -# add_character_modifier = { -# modifier = memorable_public_execution_modifier -# years = 10 -# } -# -# -# add_prestige = minor_prestige_gain -# -# if = { -# limit = { exists = var:relative_created } -# scope:councillor_executor = { -# add_opinion = { -# target = root -# opinion = 20 -# modifier = avenged_relative_opinion -# -# } -# } -# } -# } -# -# option = { #Restore order in the capital -# name = fp2_struggle.1020.d -# -# ai_chance = { #rational and compassionate AIs pick this option -# base = 10 -# ai_value_modifier = { -# ai_rationality = 0.9 -# ai_compassion = 0.3 -# #but bold and zealous ones do not -# ai_boldness = -0.5 -# ai_zeal = -0.5 -# } -# } -# -# stress_impact = { -# #cruel or lazy characters don't bother with this -# callous = minor_stress_impact_gain -# lazy = minor_stress_impact_gain -# sadistic = minor_stress_impact_gain -# -# #and vengeful ones would rather pursue revenge. -# vengeful = minor_stress_impact_gain -# } -# -# if = { -# limit = { exists = var:relative_created } -# scope:councillor_executor = { -# add_opinion = { -# target = root -# opinion = -10 -# modifier = ignored_demands_opinion -# } -# } -# } -# -# add_prestige = minor_prestige_gain -# -# root.capital_county = { change_county_control = medium_county_control_gain } -# } -#} -# -#################################### -## The Vision -## By Ola Jentzsch -#################################### -#fp2_struggle.1050 = { -# type = character_event -# title = fp2_struggle.1050.t -# desc = { -# first_valid = { -# desc = fp2_struggle.1050.desc_opening -# } -# first_valid = { -# triggered_desc = { -# trigger = { -# OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion } -# scope:visionary_spouse= { -# has_OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } -# } -# } -# desc = fp2_struggle.1050.desc_christian -# } -# triggered_desc = { -# trigger = { -# has_religion = religion:islam_religion -# scope:visionary_spouse= { -# has_religion = religion:islam_religion -# } -# } -# desc = fp2_struggle.1050.desc_islamic -# } -# triggered_desc = { -# trigger = { -# has_religion = religion:folkgerman_religion -# scope:visionary_spouse= { -# has_religion = religion:folkgerman_religion -# } -# } -# desc = fp2_struggle.1050.desc_rampaging_barbarian_heathen -# } -# desc = fp2_struggle.1050.desc_non_barbarian_heathen -# } -# first_valid = { -# triggered_desc = { -# trigger = { -# root = { -# OR = { -# culture = culture:andalusian -# culture = culture:bedouin -# } -# } -# scope:visionary_spouse = { -# OR = { -# culture = culture:andalusian -# culture = culture:bedouin -# } -# } -# } -# desc = fp2_struggle.1050.desc_islamic_heritage -# } -# triggered_desc = { -# trigger = { -# has_religion = religion:catholic_religion -# scope:visionary_spouse= { -# has_religion = religion:catholic_religion -# } -# } -# desc = fp2_struggle.1050.desc_christian_bling_reference_drop -# } -# desc = fp2_struggle.1050.desc_middle_neutral_version -# } -# first_valid = { -# triggered_desc = { -# trigger = { -# scope:visionary_spouse = { -# OR = { -# has_relation_lover = root -# has_relation_soulmate = root -# } -# } -# } -# desc = fp2_struggle.1050.desc_love_and_warmth_ending -# } -# desc = fp2_struggle.1050.desc_no_love_and_warmth_ending -# } -# } -# -# theme = death -# override_background = { reference = battlefield } ## -# -# left_portrait = { -# character = root -# animation = disapproval -# } -# right_portrait = { -# character = scope:visionary_spouse -# animation = paranoia -# } -# -# -# trigger = { -# has_fp2_dlc_trigger = yes -# -# is_landed_or_landless_administrative = yes -# -# any_spouse = { is_courtier = yes } -# -# fp2_character_involved_in_struggle_trigger = yes -# -# struggle:iberian_struggle = { is_struggle_phase = struggle_iberia_phase_hostility } -# } -# -# cooldown = { #this event shouldn't fire too often, since the context with the spouse's dream is pretty specific. -# years = 100 -# } -# -# -# immediate = { -# -# random_spouse = { -# weight = { -# base = 1 -# modifier = { -# factor = 5 -# this = primary_spouse -# } -# } -# save_scope_as = visionary_spouse -# } -# -# scope:visionary_spouse = { -# add_character_modifier = { -# modifier = foreboding_visions_modifier -# years = 10 -# } -# } -# -# hidden_effect = { -# scope:visionary_spouse = { -# contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = no } -# } -# } -# } -# -# option = { -# name = fp2_struggle.1050.a -# -# trigger = { -# faith = { -# OR = { -# has_doctrine_parameter = witchcraft_illegal -# has_doctrine_parameter = witchcraft_shunned -# } -# } -# } -# -# ai_chance = { #bold, vengeful and zealous AI goes for this option -# base = 10 -# ai_value_modifier = { -# ai_boldness = 0.5 -# ai_vengefulness = 0.7 -# ai_zeal = 0.7 -# ai_compassion = -1 #whereas compassionate, rational and honorable ones really, really doesn't -# ai_rationality = -1 -# ai_honor = -0.5 -# } -# } -# -# stress_impact = { -# compassionate = major_stress_impact_gain #compassionate people don't accuse their spouse of being a witch -# craven = minor_stress_impact_gain #cravens don't dare throw her in jail -# trusting = medium_stress_impact_gain #and trusting people don't accuse her either -# eccentric = minor_stress_impact_loss -# } -# -# custom_tooltip = fp2_struggle.1050.spouse_imprisoned #you throw your spouse into the dungeon for being a suspected witch -# hidden_effect = { -# scope:visionary_spouse = { -# hard_imprison_character_effect = { -# TARGET = this -# IMPRISONER = root -# } -# } -# } -# } -# -# option = { -# name = fp2_struggle.1050.b -# -# ai_chance = { #lazy zealous AI pick this option -# base = 10 -# ai_value_modifier = { -# ai_zeal = 0.8 -# ai_energy = -0.7 -# ai_vengefulness = -0.7 -# } -# } -# -# stress_impact = { -# cynical = minor_stress_impact_gain #cynics don't really put their faith in God -# } -# -# duel = { #this duel is root trying to make their spouse feel better. -# skill = diplomacy -# value = medium_skill_rating -# -# 20 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = 2 -# } -# modifier = { -# add = 15 -# has_trait = compassionate -# } -# modifier = { -# add = 20 -# has_trait = zealous -# } -# send_interface_toast = { -# title = comforting_spouse_visionary_toast.success -# left_icon = root -# right_icon = scope:visionary_spouse -# -# scope:visionary_spouse = { -# add_opinion = { -# target = root -# modifier = comforted_opinion -# } -# } -# custom_tooltip = fp2_struggle.1050.condition_might_improve -# hidden_effect = { -# scope:visionary_spouse = { -# recover_from_disease_effect = { DISEASE = ill } -# } -# } -# } -# } -# 20 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1 -# } -# modifier = { -# add = 20 -# has_trait = callous -# } -# modifier = { -# add = 10 -# has_trait = sadistic -# } -# send_interface_toast = { -# title = comforting_spouse_visionary.failure -# left_icon = root -# right_icon = scope:visionary_spouse -# -# scope:visionary_spouse = { -# add_opinion = { -# target = root -# modifier = failed_comfort_opinion -# } -# } -# -# custom_tooltip = fp2_struggle.1050.condition_might_get_worse -# hidden_effect = { -# scope:visionary_spouse = { -# add_character_modifier = { -# modifier = mysterious_prophetess_illness_modifier -# years = 5 -# } -# } -# } -# } -# } -# } -# } -# -# option = { #Come, tell me more of your visions -# name = fp2_struggle.1050.c -# -# ai_chance = { #compassionate AIs pick this option -# base = 10 -# ai_value_modifier = { -# ai_compassion = 1 -# ai_energy = 0.5 -# ai_vengefulness = -0.5 -# } -# } -# -# stress_impact = { #unpleasant types don't pick this option... -# arrogant = minor_stress_impact_gain -# callous = medium_stress_impact_gain -# sadistic = medium_stress_impact_gain -# eccentric = minor_stress_impact_loss -# } -# -# scope:visionary_spouse = { -# if = { -# limit = { -# OR = { -# has_relation_lover = root -# has_relation_soulmate = root -# } -# } -# add_opinion = { -# target = root -# modifier = listened_opinion -# } -# } -# else = { -# progress_towards_lover_effect = { -# CHARACTER = root -# REASON = lover_comforted_nightmare -# OPINION = 0 -# } -# } -# } -# -# custom_tooltip = fp2_struggle.1050.condition_might_improve -# hidden_effect = { -# scope:visionary_spouse = { -# recover_from_disease_effect = { DISEASE = ill } -# } -# } -# -# add_character_modifier = { -# modifier = frightened_by_portent_modifier -# years = 10 -# } -# } -# -# option = { #Leave me be, I am planning my next conquest -# name = fp2_struggle.1050.d -# -# ai_chance = { #Ambitious AIs pick this option -# base = 10 -# ai_value_modifier = { -# ai_boldness = 0.5 -# ai_energy = 0.7 -# ai_greed = 0.5 -# ai_compassion = -0.7 -# } -# } -# -# stress_impact = { -# compassionate = minor_stress_impact_gain -# eccentric = minor_stress_impact_gain -# } -# -# scope:visionary_spouse = { -# add_opinion = { -# target = root -# modifier = failed_comfort_opinion -# } -# } -# -# custom_tooltip = fp2_struggle.1050.condition_might_get_very_worse -# hidden_effect = { -# random = { -# chance = 90 -# scope:visionary_spouse = { -# add_character_modifier = { -# modifier = mysterious_prophetess_illness_modifier -# years = 5 -# } -# add_trait = depressed_1 -# } -# } -# } -# } -#} -# -#################################### -## Disorderly Market -## By Hugo Cortell -#################################### VSCODE: Use control + / to comment/uncomment entire blocks of code. And control + shift + [ (or ]) to fold/unfold a block! -#scripted_trigger fp2_struggle_2000_check_holds_city_scripted_trigger = { -# title_province = { has_holding_type = city_holding } -# exists = holder -# holder != root -#} -# -#fp2_struggle.2000 = { -# type = character_event -# title = fp2_struggle.2000.t -# desc = fp2_struggle.2000.desc -# theme = stewardship -# cooldown = { years = 5 } -# override_background = { reference = market } -# left_portrait = root -# right_portrait = { -# character = scope:fp2_2000_market_inspector -# animation = anger -# } -# -# trigger = { -# has_fp2_dlc_trigger = yes -# has_religion = religion:islam_religion -# faith = { -# OR = { -# has_doctrine = tenet_tax_nonbelievers -# has_doctrine = special_doctrine_jizya -# has_doctrine = tenet_religious_legal_pronouncements -# has_doctrine = tenet_legalism -# } -# } -# -# exists = cp:councillor_steward -# cp:councillor_steward = { is_available_ai_adult = yes } -# exists = cp:councillor_court_chaplain -# cp:councillor_court_chaplain = { is_available_ai_adult = yes } -# -# any_sub_realm_barony = { -# fp2_struggle_2000_check_holds_city_scripted_trigger = yes -# } -# -# any_pool_character = { -# province = root.capital_province -# has_no_particular_noble_roots_trigger = yes -# is_available_healthy_ai_adult = yes -# } -# } -# -# immediate = { -# random_sub_realm_barony = { -# limit = { fp2_struggle_2000_check_holds_city_scripted_trigger = yes } -# county = { save_scope_as = se_2000_county } -# } -# -# cp:councillor_steward = { save_scope_as = 2000_scoped_steward } -# cp:councillor_court_chaplain = { save_scope_as = 2000_scoped_chaplain } -# -# create_character = { -# age = { 20 50 } -# location = root.capital_province -# gender_female_chance = root_faith_dominant_gender_female_chance -# trait = just -# trait = craven -# trait = patient -# trait = temperate -# culture = root.culture -# faith = root.faith -# -# dynasty = none -# after_creation = { -# add_gold = { minor_gold_value medium_gold_value } -# add_prestige = { minor_prestige_gain medium_prestige_gain } -# add_piety = { medium_piety_gain major_piety_gain } -# } -# -# save_scope_as = fp2_2000_market_inspector -# } -# if = { # RoCo -# limit = { -# has_dlc_feature = royal_court -# employs_court_position = chief_qadi_court_position -# any_court_position_holder = { -# type = chief_qadi_court_position -# is_available_ai_adult = yes -# } -# } -# random_court_position_holder = { -# type = chief_qadi_court_position -# limit = { -# is_available_ai_adult = yes -# } -# save_scope_as = fp2_2000_chief_qadi -# } -# } -# } -# -# option = { # Mandatory lunatic option (now rakish) -# name = fp2_struggle.2000.f -# trigger = { has_trait = rakish } -# stress_impact = { -# chaste = major_stress_impact_gain -# zealous = major_stress_impact_gain -# } -# -# flavor = fp2_struggle.2000.f.desc -# send_interface_toast = { -# type = event_stewardship_good_with_text -# title = fp2_struggle.2000.f.notif -# desc = fp2_struggle.2000.f.notif.desc -# -# stress_impact = { chaste = medium_stress_impact_gain } -# -# scope:2000_scoped_chaplain = { -# add_opinion = { -# target = root -# modifier = impious_opinion -# opinion = -25 -# } -# } -# -# add_piety = major_piety_loss -# -# scope:se_2000_county = { -# add_county_modifier = { -# modifier = fp2_free_market_boom_modifier -# years = 5 -# } -# } -# add_character_modifier = { -# modifier = fp2_lenient_towards_foreign_merchants_modifier -# years = 5 -# } -# } -# -# ai_chance = { -# base = 15 -# } -# } -# -# option = { # Guards! Purge! -# name = fp2_struggle.2000.e -# -# trigger = { -# OR = { -# has_trait = reaver -# has_trait = order_member -# has_trait = aggressive_attacker -# } -# } -# stress_impact = { -# just = major_stress_impact_gain -# forgiving = major_stress_impact_gain -# calm = minor_stress_impact_gain -# trusting = medium_stress_impact_gain -# } -# -# if = { -# limit = { has_trait = sadistic } # Small detail -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_ruthless_market_oversight_modifier -# left_icon = root -# -# add_dread = medium_dread_gain -# scope:se_2000_county = { -# add_county_modifier = { -# modifier = fp2_ruthless_market_oversight_modifier -# years = 5 -# } -# } -# } -# } -# else = { -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_ruthless_market_oversight_modifier -# left_icon = root -# -# add_dread = medium_dread_gain -# scope:se_2000_county = { -# add_county_modifier = { -# modifier = fp2_ruthless_market_oversight_modifier -# years = 5 -# } -# } -# } -# } -# -# ai_chance = { -# base = 5 -# modifier = { -# add = 15 -# OR = { -# has_trait = sadistic -# has_trait = zealous -# has_trait = wrathful -# } -# } -# modifier = { -# add = -40 -# has_trait = compassionate -# } -# } -# } -# -# option = { # Intervene with threat of calling judge -# name = fp2_struggle.2000.a -# flavor = fp2_struggle.2000.a.desc -# -# duel = { -# skill = diplomacy -# value = medium_skill_rating -# -# 30 = { -# desc = fp2_struggle.2000.a.a -# -# compare_modifier = { -# value = scope:duel_value -# multiplier = 2.5 -# } -# modifier = { -# add = 5 -# has_trait = fickle -# } -# modifier = { -# add = 20 -# has_trait = craven -# } -# modifier = { -# add = 3 -# has_trait = lazy -# } -# modifier = { -# add = 3 -# has_trait = arbitrary -# } -# -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_struggle.2000.a.a.notif -# -# if = { # RoCo -# limit = { -# exists = scope:fp2_2000_chief_qadi -# } -# reverse_add_opinion = { -# target = scope:fp2_2000_chief_qadi -# modifier = respect_opinion -# opinion = 15 -# } -# } -# -# scope:se_2000_county = { -# add_county_modifier = { -# modifier = fp2_inefficient_market_oversight_modifier -# years = 5 -# } -# } -# } -# } -# 70 = { -# desc = fp2_struggle.2000.a.b -# -# compare_modifier = { -# value = scope:duel_value -# multiplier = 2.5 -# } -# -# modifier = { -# add = 5 -# has_trait = humble -# } -# modifier = { -# add = 5 -# has_trait = ambitious -# } -# modifier = { -# add = 10 -# has_trait = gregarious -# } -# modifier = { -# add = 15 -# has_trait = just -# } -# -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2000.a.b.notif -# left_icon = scope:2000_scoped_steward -# -# scope:se_2000_county = { -# add_county_modifier = { -# modifier = fp2_smooth_market_oversight_modifier -# years = 5 -# } -# } -# } -# } -# } -# -# ai_chance = { -# base = 60 -# modifier = { -# add = 25 -# has_trait = just -# } -# modifier = { -# add = -25 -# has_trait = arbitrary -# } -# modifier = { -# add = -15 -# has_trait = lazy -# } -# modifier = { -# add = -5 -# has_trait = arrogant -# } -# } -# } -# -# option = { # Let the free market decide, free from tradition -# name = fp2_struggle.2000.d -# flavor = fp2_struggle.2000.d.desc -# -# stress_impact = { -# zealous = major_stress_impact_gain -# humble = medium_stress_impact_gain -# content = medium_stress_impact_gain -# just = minor_stress_impact_gain -# temperate = medium_stress_impact_gain -# } -# -# reverse_add_opinion = { -# target = scope:2000_scoped_chaplain -# modifier = impious_opinion -# opinion = -30 -# } -# reverse_add_opinion = { -# target = scope:2000_scoped_steward -# modifier = respect_opinion -# opinion = 15 -# } -# -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_free_market_boom_modifier -# left_icon = scope:2000_scoped_steward -# -# add_piety = medium_piety_loss -# -# scope:se_2000_county = { -# add_county_modifier = { -# modifier = fp2_free_market_boom_modifier -# years = 6 -# } -# } -# } -# -# ai_chance = { -# base = 0 -# modifier = { -# add = 15 -# has_trait = greedy -# } -# modifier = { -# add = -40 -# has_trait = zealous -# } -# } -# } -# -# option = { # Reprimand the inspector -# name = fp2_struggle.2000.b -# flavor = fp2_struggle.2000.b.desc -# -# stress_impact = { compassionate = medium_stress_impact_gain } -# add_dread = miniscule_dread_gain -# -# send_interface_toast = { -# type = event_stewardship_good_with_text -# title = fp2_struggle.2000.b.notif -# desc = fp2_struggle.2000.b.notif.desc -# -# scope:se_2000_county = { -# add_county_modifier = { -# modifier = fp2_smooth_market_oversight_modifier -# years = 5 -# } -# } -# -# scope:2000_scoped_chaplain = { -# add_opinion = { -# target = root -# modifier = cruelty_opinion -# opinion = -15 -# } -# } -# } -# -# ai_chance = { -# base = 34 -# modifier = { -# add = 15 -# OR = { -# has_trait = sadistic -# has_trait = callous -# } -# } -# modifier = { -# add = 5 -# has_trait = impatient -# } -# modifier = { -# add = 3 -# has_trait = diligent -# } -# modifier = { -# add = -25 -# has_trait = compassionate -# } -# modifier = { -# add = -15 -# OR = { -# has_trait = trusting -# has_trait = calm -# has_trait = forgiving -# } -# } -# modifier = { -# add = -5 -# has_trait = humble -# } -# } -# } -# -# after = { scope:fp2_2000_market_inspector = { silent_disappearance_effect = yes } } -#} -# -#################################### -## Desperate Villagers Seek New Lord -## By Hugo Cortell -#################################### -#scripted_trigger fp2_struggle_2001_desperate_county_scripted_trigger = { -# NOT = { root = { has_claim_on = prev } } -# trigger_if = { # Checking that we are not offering up the capital of a duke or higher -# limit = { -# holder = { -# highest_held_title_tier >= tier_duchy -# } -# } -# this != holder.capital_county -# } -# -# holder = { # Balance, malus must not affect players -# is_ai = yes -# top_liege = { is_ai = yes } -# } -# -# OR = { -# county_opinion < 0 -# county_control < 81 # Note: if considered too restrictive for normal play, update to != 100 -# } -# -# squared_distance = { -# target = root.capital_province -# value < squared_distance_medium -# } -#} -# -#fp2_struggle.2001 = { -# type = character_event -# title = fp2_struggle.2001.t -# desc = { -# desc = fp2_struggle.2001.desc -# triggered_desc = { -# trigger = { -# is_allied_to = scope:fp2_2001_desperate_county.holder -# } -# desc = fp2_struggle.2001.desc.extra.a -# } -# triggered_desc = { -# trigger = { -# has_truce = scope:fp2_2001_desperate_county.holder -# } -# desc = fp2_struggle.2001.desc.extra.b -# } -# } -# -# theme = vassal -# cooldown = { years = 20 } -# left_portrait = { -# character = root -# animation = personality_rational -# } -# right_portrait = { -# character = scope:fp2_2001_desperate_elder -# animation = beg -# } -# lower_right_portrait = scope:fp2_2001_desperate_county.holder.top_liege -# -# trigger = { -# has_fp2_dlc_trigger = yes -# struggle:iberian_struggle = { -# is_struggle_phase = struggle_iberia_phase_hostility -# -# } -# -# any_neighboring_and_across_water_top_liege_realm_owner = { -# fp2_character_involved_in_struggle_trigger = yes -# any_sub_realm_county = { -# fp2_struggle_2001_desperate_county_scripted_trigger = yes -# } -# } -# } -# -# immediate = { -# if = { -# limit = { exists = cp:councillor_court_chaplain } -# cp:councillor_court_chaplain = { save_scope_as = 2001_scoped_chaplain } -# } -# -# random_neighboring_and_across_water_top_liege_realm_owner = { -# limit = { -# fp2_character_involved_in_struggle_trigger = yes -# any_sub_realm_county = { fp2_struggle_2001_desperate_county_scripted_trigger = yes } -# } -# random_sub_realm_county = { -# limit = { fp2_struggle_2001_desperate_county_scripted_trigger = yes } -# save_scope_as = fp2_2001_desperate_county -# } -# } -# -# create_character = { -# age = { 38 71 } -# location = scope:fp2_2001_desperate_county.title_province -# gender_female_chance = root_faith_dominant_gender_female_chance -# trait = peasant_leader -# random_traits = yes -# culture = scope:fp2_2001_desperate_county.culture -# random_faith = { -# root.faith = { trigger = { always = yes } } -# scope:fp2_2001_desperate_county.faith = { trigger = { always = yes } } -# } -# dynasty = none -# after_creation = { add_gold = medium_gold_value } -# -# save_scope_as = fp2_2001_desperate_elder -# } -# -# # AI war-savviness calc variables -# scope:fp2_2001_desperate_county.holder.top_liege = { save_temporary_scope_as = target_military } -# set_variable = { -# name = ai_strength_multiplier # This is how much stronger root has to be (could even be used for custom loc! but the script is complex enough as it is) -# value = 1.25 -# } -# if = { # Calculate if AI can win war, decision of war requires traits AND for it to be favourable. This calcs if it is favourable -# limit = { -# is_ai = yes # Are you AI? -# scope:fp2_2001_desperate_county.holder.top_liege = { -# NOT = { -# is_at_war_with = root -# is_ai = no # Enemy must be AI (prevents AI from attacking player characters, otherwise it would feel as if the attack was random) -# } -# } -# -# # Actual strength is calc below, thanks to joe -# root_military_strength_higher_than_military_target_value > target_military_strength_root_value -# } -# save_scope_as = fp2_se_2001_ai_war_winnable # Acts as boolean for wether or not the AI has a chance at winning -# } -# remove_variable = ai_strength_multiplier -# -# # Option exclusivity stuffs, easier to keep track of logic -# if = { # Faith -# limit = { -# OR = { -# has_trait = holy_warrior -# has_trait = devoted -# has_trait = heresiarch -# has_trait = order_member -# has_trait = crusader_king -# has_trait = faith_warrior -# } -# NOT = { -# faith = scope:fp2_2001_desperate_elder.faith -# has_trait = excommunicated -# } -# } -# save_scope_as = fp2_2001_exclusive_option_faith -# } -# else_if = { # Greedy -# limit = { -# OR = { -# has_trait = greedy -# has_trait = avaricious -# has_trait = logistician -# } -# } -# save_scope_as = fp2_2001_exclusive_option_greed -# } -# } -# -# option = { # Pay tribute to me -# name = fp2_struggle.2001.d -# custom_tooltip = fp2_struggle.2001.a.desc -# -# trigger = { -# exists = scope:fp2_2001_exclusive_option_greed -# NOT = { exists = scope:fp2_2001_exclusive_option_faith } -# -# OR = { # Tricks autoformatter into showing trait icons (wasteful) -# has_trait = greedy -# has_trait = avaricious -# has_trait = logistician -# } -# } -# -# stress_impact = { -# compassionate = minor_stress_impact_gain -# humble = minor_stress_impact_gain -# content = minor_stress_impact_gain -# } -# -# save_scope_value_as = { -# name = fp2_se_2001_eventchoiceramifications -# value = flag:demand_tribute -# } -# -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2001.a.notif -# left_icon = root -# right_icon = scope:fp2_2001_desperate_elder -# -# add_unpressed_claim = scope:fp2_2001_desperate_county -# } -# -# send_interface_toast = { -# type = event_stewardship_good_with_text -# title = fp2_struggle.2001.d.notif -# desc = fp2_struggle.2001.d.notif.desc -# left_icon = scope:fp2_2001_desperate_elder -# -# scope:fp2_2001_desperate_elder = { -# pay_treasury_or_gold = { -# target = root -# value = medium_treasury_or_gold_value -# } -# } -# } -# -# if = { -# limit = { exists = cp:councillor_steward } -# cp:councillor_steward = { -# add_opinion = { -# target = root -# modifier = pleased_opinion -# opinion = 15 -# } -# } -# } -# -# hidden_effect = { -# trigger_event = { -# id = fp2_struggle.2002 -# years = 5 -# } -# } -# add_character_modifier = { -# modifier = fp2_2001_promise_reminder -# years = 5 -# } -# -# ai_chance = { -# base = 0 -# modifier = { -# add = 10 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = brave -# } -# modifier = { -# add = 5 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = compassionate -# } -# modifier = { -# add = 40 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = greedy -# } -# } -# } -# -# option = { # Are you willing to give up your god for it? -# trigger = { -# exists = scope:fp2_2001_exclusive_option_faith -# -# OR = { -# has_trait = holy_warrior # Tricking the autoformatter into showing relevant trait -# has_trait = devoted -# has_trait = heresiarch -# has_trait = order_member -# has_trait = crusader_king -# has_trait = faith_warrior -# } -# } -# name = fp2_struggle.2001.b -# -# custom_tooltip = fp2_struggle.2001.a.desc -# if = { -# limit = { exists = scope:2001_scoped_chaplain } -# custom_tooltip = fp2_struggle.2001.a.a.desc -# } -# -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2001.a.notif -# left_icon = root -# right_icon = scope:fp2_2001_desperate_elder -# -# add_unpressed_claim = scope:fp2_2001_desperate_county -# } -# -# send_interface_toast = { -# type = event_stewardship_good_with_text -# title = fp2_struggle.2001.b.notif -# desc = fp2_struggle.2001.b.notif.desc -# left_icon = scope:fp2_2001_desperate_elder -# -# if = { -# limit = { exists = scope:2001_scoped_chaplain } -# scope:2001_scoped_chaplain = { -# add_opinion = { -# target = root -# modifier = pleased_opinion -# opinion = 40 -# } -# } -# save_scope_value_as = { -# name = fp2_se_2001_eventchoiceramifications -# value = flag:demand_conversion_chap # yes -# } -# } -# else = { -# save_scope_value_as = { -# name = fp2_se_2001_eventchoiceramifications -# value = flag:demand_conversion_no_chap # no -# } -# } -# } -# -# every_powerful_vassal = { -# limit = { faith = root.faith } -# custom = fp2_every_major_vassal_notifier -# add_opinion = { -# target = root -# modifier = respect_opinion -# opinion = 15 -# } -# } -# -# scope:fp2_2001_desperate_county = { set_county_faith = root.faith } -# -# hidden_effect = { -# scope:fp2_2001_desperate_elder = { set_character_faith_with_conversion = root.faith } -# trigger_event = { -# id = fp2_struggle.2002 -# years = 5 -# } -# } -# add_character_modifier = { -# modifier = fp2_2001_promise_reminder -# years = 5 -# } -# -# ai_chance = { -# base = 0 -# modifier = { -# add = 15 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = brave -# } -# modifier = { -# add = 5 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = just -# } -# modifier = { -# add = 50 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = zealous -# } -# modifier = { -# add = -5 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = lazy -# } -# } -# } -# -# option = { # You have my word -# name = fp2_struggle.2001.a -# custom_tooltip = fp2_struggle.2001.b.desc # Three extra years for not attaching any strings -# -# stress_impact = { -# craven = minor_stress_impact_gain -# shy = minor_stress_impact_gain -# lazy = minor_stress_impact_gain -# arrogant = major_stress_impact_gain -# } -# if = { -# limit = { -# exists = scope:fp2_2001_exclusive_option_greed -# NOT = { exists = scope:fp2_2001_exclusive_option_faith } -# } -# stress_impact = { -# greedy = medium_stress_impact_gain -# avaricious = minor_stress_impact_gain -# } -# } -# -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2001.a.notif -# left_icon = root -# right_icon = scope:fp2_2001_desperate_elder -# -# add_unpressed_claim = scope:fp2_2001_desperate_county -# } -# -# every_powerful_vassal = { -# custom = fp2_every_major_vassal_notifier -# add_opinion = { -# target = root -# modifier = respect_opinion -# opinion = 15 -# } -# } -# -# hidden_effect = { -# trigger_event = { -# id = fp2_struggle.2002 -# years = 10 -# } -# } -# add_character_modifier = { -# modifier = fp2_2001_promise_reminder -# years = 10 -# } -# -# ai_chance = { -# base = 0 -# modifier = { -# add = 25 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = brave -# } -# modifier = { -# add = 15 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = just -# } -# modifier = { -# add = 15 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = compassionate -# } -# modifier = { -# add = -35 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = arrogant -# } -# modifier = { -# add = -15 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = lazy -# } -# } -# } -# -# option = { # Prove it to me, point your spears at your liege (rise up) -# name = fp2_struggle.2001.c -# custom_tooltip = fp2_struggle.2001.a.desc -# -# trigger = { -# scope:fp2_2001_desperate_county = { -# can_title_create_faction = { -# type = peasant_faction -# target = scope:fp2_2001_desperate_county.holder -# } -# } -# -# NOT = { -# exists = scope:fp2_2001_exclusive_option_greed -# exists = scope:fp2_2001_exclusive_option_faith -# } -# } -# -# stress_impact = { -# craven = medium_stress_impact_gain -# content = minor_stress_impact_gain -# } -# -# save_scope_value_as = { -# name = fp2_se_2001_eventchoiceramifications -# value = flag:peasant_revolt -# } -# -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2001.a.notif -# left_icon = root -# right_icon = scope:fp2_2001_desperate_elder -# -# add_unpressed_claim = scope:fp2_2001_desperate_county -# } -# -# every_powerful_vassal = { -# custom = fp2_every_major_vassal_notifier -# add_opinion = { -# target = root -# modifier = respect_opinion -# opinion = 10 -# } -# } -# -# scope:fp2_2001_desperate_county = { # Create faction -# title_create_faction = { -# type = peasant_faction -# target = scope:fp2_2001_desperate_county.holder -# } -# holder = { -# every_targeting_faction = { # go through all existing factions -# if = { -# limit = { -# any_faction_county_member = { this = scope:fp2_2001_desperate_county } # check if least one member belongs to the county -# } -# save_scope_as = fp2_se_2001_peasant_faction -# } -# } -# } -# } -# -# hidden_effect = { -# trigger_event = { -# id = fp2_struggle.2002 -# years = 5 -# } -# } -# add_character_modifier = { -# modifier = fp2_2001_promise_reminder -# years = 5 -# } -# -# ai_chance = { -# base = 0 -# modifier = { -# add = 15 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = brave -# } -# modifier = { -# add = 25 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = ambitious -# } -# modifier = { -# add = 10 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = just -# } -# modifier = { -# add = -15 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = arrogant -# } -# modifier = { -# add = -5 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = lazy -# } -# } -# } -# -# option = { # Betray and inform ruler of treachery -# name = fp2_struggle.2001.f -# -# stress_impact = { -# compassionate = major_stress_impact_gain -# forgiving = major_stress_impact_gain -# } -# -# scope:fp2_2001_desperate_elder = { -# death = { -# death_reason = death_execution -# killer = root -# } -# } -# -# if = { -# limit = { is_allied_to = scope:fp2_2001_desperate_county.holder } # You stood by your allies -# every_powerful_vassal = { -# custom = fp2_every_major_vassal_notifier -# add_opinion = { -# target = root -# modifier = respect_opinion -# opinion = 10 -# } -# } -# -# if = { -# limit = { NOT = { has_trait = arrogant } } -# scope:fp2_2001_desperate_county.holder = { -# progress_towards_friend_effect = { -# REASON = friend_informed_ally_of_betrayal -# CHARACTER = root -# OPINION = 0 -# } -# -# add_opinion = { -# target = root -# modifier = pleased_opinion -# opinion = 25 -# } -# } -# } -# } -# else = { -# every_powerful_vassal = { # Your vassals question your integrity -# custom = fp2_every_major_vassal_notifier -# limit = { -# NOR = { -# has_trait = arbitrary -# has_trait = sadistic -# has_trait = arrogant -# } -# } -# add_opinion = { -# target = root -# modifier = disgusted_opinion -# opinion = -10 -# } -# } -# -# scope:fp2_2001_desperate_county.holder = { -# add_opinion = { -# target = root -# modifier = respect_opinion -# opinion = 40 -# } -# progress_towards_friend_effect = { -# REASON = friend_informed_ally_of_betrayal -# CHARACTER = root -# OPINION = 0 -# } -# } -# } -# -# ai_chance = { -# base = 0 -# modifier = { -# add = 5 -# has_trait = deceitful -# is_allied_to = scope:fp2_2001_desperate_county.holder -# } -# -# modifier = { -# add = -25 -# NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } -# has_trait = brave -# } -# modifier = { -# add = -15 -# NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } -# has_trait = just -# } -# modifier = { -# add = -25 -# NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } -# has_trait = compassionate -# } -# modifier = { -# add = 35 -# NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } -# has_trait = arrogant -# } -# modifier = { -# add = 10 -# NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } -# has_trait = sadistic -# } -# modifier = { -# add = 15 -# NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder } -# has_trait = deceitful -# } -# } -# } -# -# option = { # Dismiss -# name = fp2_struggle.2001.e -# custom_tooltip = fp2_struggle.2001.e.desc -# stress_impact = { compassionate = minor_stress_impact_gain } -# -# scope:fp2_2001_desperate_county.holder.top_liege.capital_province.county = { -# if = { -# limit = { root = { is_allied_to = scope:fp2_2001_desperate_county.holder } } -# hidden_effect = { # Hides effect if allied -# add_county_modifier = { -# modifier = fp2_forsaken_turned_levies_modifier -# years = 6 -# } -# } -# } -# else = { -# add_county_modifier = { -# modifier = fp2_forsaken_turned_levies_modifier -# years = 5 -# } -# } -# } -# -# save_scope_as = did_not_call_next_event -# -# ai_chance = { -# base = 100 -# modifier = { -# add = 25 -# exists = scope:fp2_se_2001_ai_war_winnable -# has_trait = craven -# } -# modifier = { -# add = -45 -# exists = scope:fp2_se_2001_ai_war_winnable -# } -# } -# } -# -# after = { -# if = { -# limit = { exists = scope:fp2_se_2001_peasant_faction } -# scope:fp2_2001_desperate_elder = { save_scope_as = peasant_leader } -# scope:fp2_2001_desperate_county = { save_scope_as = peasant_county } -# scope:fp2_se_2001_peasant_faction = { -# -# setup_peasant_leader_effect = yes -# -# faction_start_war = {} -# faction_spawn_member_county_armies_effect = { -# FACTION = scope:fp2_se_2001_peasant_faction -# ARMY_OWNER = scope:fp2_2001_desperate_elder -# PEASANT_ARMY_NAME = peasant_faction_event_troops -# } -# } -# } -# -# if = { -# limit = { -# exists = scope:did_not_call_next_event -# scope:fp2_2001_desperate_elder = { is_alive = yes } -# } -# scope:fp2_2001_desperate_elder = { -# silent_disappearance_effect = yes -# } -# } -# } -#} -# -## QUEST FUNCTION, check if player managed to complete objective -#fp2_struggle.2002 = { -# hidden = yes -# -# immediate = { # VICTORY STATE BELOW -# if = { -# limit = { scope:fp2_2001_desperate_county.holder.top_liege = root.top_liege } # check if lands belong to your state/kingdom/side -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2002.t.a -# left_icon = root -# right_icon = scope:fp2_2001_desperate_elder -# -# -# if = { -# limit = { exists = scope:fp2_se_2001_eventchoiceramifications } -# if = { -# limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_chap } # You keet your promise to god -# add_piety = major_piety_gain -# } -# else_if = { -# limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_no_chap } # Without a chap, this is more impressive but less pious -# add_piety = medium_piety_gain -# add_prestige = medium_prestige_gain -# } -# else_if = { -# limit = { scope:fp2_se_2001_eventchoiceramifications = flag:peasant_revolt } # You lead peasants into battle and won -# add_prestige = minor_prestige_gain -# } -# else = { -# debug_log = "Scope fp2_se_2001_eventchoiceramifications exists but has not been assigned a valid value!" -# debug_log_scopes = yes -# } -# } -# -# scope:fp2_2001_desperate_county = { -# add_county_modifier = { -# modifier = county_listened_to_locals_modifier -# years = 12 -# } -# change_county_control = major_county_control_gain -# } -# } -# } -# else = { # FAILURE STATE BELOW -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_struggle.2002.t.b -# left_icon = root -# right_icon = scope:fp2_2001_desperate_elder -# -# add_prestige = minor_prestige_loss -# -# if = { -# limit = { exists = scope:fp2_se_2001_eventchoiceramifications } -# if = { -# limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_chap } # You failed to keep your promise to god -# add_piety = medium_piety_loss -# scope:2001_scoped_chaplain = { -# add_opinion = { -# target = root -# modifier = impious_opinion -# opinion = -40 -# } -# } -# } -# else_if = { -# limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_no_chap } # Without a chap, this is more impressive but less pious -# add_piety = minor_piety_loss -# add_prestige = minor_prestige_loss -# } -# else_if = { -# limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_tribute } # Being a weasel makes you look petty -# add_prestige = medium_prestige_loss -# } -# else_if = { -# limit = { scope:fp2_se_2001_eventchoiceramifications = flag:peasant_revolt } # You took their lives in exchange for freedom, yet returned nothing -# add_piety = minor_piety_loss -# add_prestige = major_prestige_loss -# show_as_tooltip = { -# scope:fp2_2001_desperate_county = { # This will happen anyways, but showing it creates more impact -# holder = { -# top_liege.capital_province.county = { -# add_county_modifier = { -# modifier = fp2_forsaken_turned_levies_modifier -# years = 8 -# } -# } -# } -# } -# } -# } -# else = { -# debug_log = "Scope fp2_se_2001_eventchoiceramifications exists but has not been assigned a valid value!" -# debug_log_scopes = yes -# } -# } -# -# every_powerful_vassal = { -# add_opinion = { -# target = root -# modifier = disappointed_opinion -# opinion = -10 -# } -# } -# -# hidden_effect = { -# scope:fp2_2001_desperate_county = { -# change_county_control = medium_county_control_gain -# holder = { -# top_liege.capital_province.county = { -# add_county_modifier = { -# modifier = fp2_forsaken_turned_levies_modifier -# years = 8 -# } -# } -# } -# } -# } -# } -# } -# -# scope:fp2_2001_desperate_elder = { -# silent_disappearance_effect = yes -# } -# } -#} -# -#################################### -## Lost Migratory Birds -## By Hugo Cortell -#################################### -#scripted_trigger fp2_struggle_2003_check_has_city_scripted_trigger = { -# title_province = { has_holding_type = city_holding } -# exists = holder -#} -# -#fp2_struggle.2003 = { -# type = character_event -# title = fp2_struggle.2003.t -# desc = fp2_struggle.2003.desc -# theme = stewardship -# override_background = { reference = army_camp } -# cooldown = { years = 50 } -# left_portrait = root -# right_portrait = { -# character = scope:fp2_2003_merc_actor -# animation = loss_1 # Note: two_handed_1_aggressive could also be used -# } -# -# trigger = { -# has_fp2_dlc_trigger = yes -# struggle:iberian_struggle ?= { -# OR = { -# is_struggle_phase = struggle_iberia_phase_opportunity -# is_struggle_phase = struggle_iberia_phase_hostility -# } -# } -# -# any_sub_realm_barony = { fp2_struggle_2003_check_has_city_scripted_trigger = yes } -# } -# -# immediate = { -# random_sub_realm_barony = { -# limit = { fp2_struggle_2003_check_has_city_scripted_trigger = yes } -# county = { save_scope_as = fp2_2003_county_town } -# } -# -# create_character = { -# age = { 20 50 } -# location = root.capital_province -# gender_female_chance = root_faith_dominant_gender_female_chance -# trait = wrathful -# trait = greedy -# trait = impatient -# trait = callous -# trait = wounded_2 -# culture = root.culture -# faith = root.faith -# -# dynasty = none -# after_creation = { -# add_gold = { 0 minor_gold_value } -# add_prestige = { minor_prestige_loss minor_prestige_gain } -# add_piety = { medium_piety_loss minor_piety_gain } -# add_character_flag = single_combat_duel_armor -# } -# -# save_scope_as = fp2_2003_merc_actor -# } -# } -# -# option = { # Give them farming work -# name = fp2_struggle.2003.d -# flavor = fp2_struggle.2003.d.desc -# -# trigger = { -# OR= { -# has_trait = lunatic_genetic -# has_trait = logistician -# has_trait = comfort_eater -# has_trait = improvident -# stewardship > extremely_high_skill_rating -# } -# gold > medium_gold_value # Locals need to be paid in advance -# } -# stress_impact = { greedy = major_stress_impact_gain } -# -# send_interface_toast = { -# title = fp2_struggle.2003.e.notif.c -# desc = fp2_struggle.2003.e.notif.c.desc -# -# remove_treasury_or_gold = medium_treasury_or_gold_value -# scope:fp2_2003_county_town = { -# add_county_modifier = { -# modifier = fp2_mercs_turned_farmers_modifier -# years = 20 -# } -# holder = { -# add_character_modifier = { -# modifier = fp2_mercenary_acquaintances_modifier -# years = 8 # Bonus effect -# } -# } -# } -# } -# -# ai_chance = { -# base = 30 -# modifier = { -# add = 1000 -# has_trait = possessed_genetic -# } -# } -# } -# -# option = { # Offer them a stable job -# name = fp2_struggle.2003.b -# flavor = fp2_struggle.2003.b.desc -# -# trigger = { # Locks the lunatic option (remove this trigger if you want more than 4 options) -# OR = { -# NOR= { -# has_trait = lunatic_genetic -# has_trait = logistician -# has_trait = comfort_eater -# has_trait = improvident -# stewardship > extremely_high_skill_rating -# } -# gold < medium_gold_value # Peasants might need to be paid real gold, but mercs do not mind working on debt money -# } -# } -# -# stress_impact = { greedy = minor_stress_impact_gain } -# -# remove_treasury_or_gold = medium_treasury_or_gold_value -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_veteran_mercenaries_as_instructors_modifier -# left_icon = root -# -# scope:fp2_2003_county_town = { -# add_county_modifier = { -# modifier = fp2_veteran_mercenaries_as_instructors_modifier -# years = 12 -# } -# hidden_effect = { -# holder = { -# add_character_modifier = { -# modifier = fp2_mercenary_acquaintances_modifier -# years = 12 -# } -# } -# } -# } -# } -# -# show_as_tooltip = { -# scope:fp2_2003_county_town = { -# holder = { -# add_character_modifier = { -# modifier = fp2_mercenary_acquaintances_modifier -# years = 12 -# } -# } -# } -# } -# -# ai_chance = { -# base = 25 -# modifier = { -# add = 5 -# has_trait = ambitious -# } -# modifier = { -# add = 5 -# has_trait = generous -# } -# modifier = { -# add = -50 -# has_trait = greedy -# } -# } -# } -# -# option = { # Implore them to leave -# name = fp2_struggle.2003.a -# stress_impact = { shy = minor_stress_impact_gain } -# -# trigger = { -# NOT = { has_trait = lunatic_genetic } # Cuts down the options to four in case of lunacy event, lunatics do not negotiate. -# } -# -# duel = { -# skill = diplomacy -# value = high_skill_rating -# -# 10 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1.5 -# } -# modifier = { -# add = 5 -# has_trait = fickle -# } -# modifier = { -# add = 20 -# has_trait = craven -# } -# modifier = { -# add = 15 -# has_trait = lazy -# } -# modifier = { -# add = 10 -# has_trait = wrathful -# } -# modifier = { -# add = 10 -# has_trait = shy -# } -# modifier = { -# add = 2 -# has_trait = trusting -# } -# modifier = { -# add = 3 -# has_trait = stubborn -# } -# -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_struggle.2003.a.a.notif -# left_icon = root -# -# add_prestige = medium_prestige_loss -# -# scope:fp2_2003_county_town.title_province = { -# add_province_modifier = { -# modifier = recently_looted_modifier -# years = 5 -# } -# } -# } -# } -# 12 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = 1.5 -# } -# -# modifier = { -# add = 5 -# has_trait = calm -# } -# modifier = { -# add = 5 -# has_trait = vengeful -# } -# modifier = { -# add = 5 -# has_trait = honest -# } -# modifier = { -# add = 10 -# has_trait = gregarious -# } -# modifier = { -# add = 15 -# has_trait = just -# } -# modifier = { -# add = 15 -# has_trait = brave -# } -# -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2003.a.b.notif -# left_icon = root -# -# add_prestige = medium_prestige_gain -# scope:fp2_2003_county_town = { -# add_county_modifier = { -# modifier = county_listened_to_locals_modifier -# years = 5 -# } -# } -# } -# } -# } -# -# ai_chance = { -# base = 60 -# modifier = { -# add = 5 -# has_trait = just -# } -# modifier = { -# add = 25 -# has_trait = gregarious -# } -# modifier = { -# add = -5 -# has_trait = arrogant -# } -# } -# } -# -# option = { # Preemptive strike -# name = fp2_struggle.2003.c -# flavor = fp2_struggle.2003.c.desc -# -# stress_impact = { trusting = minor_stress_impact_gain } # Craven do not suffer a penalty, because they only plan the fight, not partake in it -# -# duel = { -# skill = martial -# value = high_skill_rating -# -# 10 = { -# desc = fp2_struggle.2003.c.a -# -# compare_modifier = { -# value = scope:duel_value -# multiplier = -2.5 -# } -# -# modifier = { # Relevant skills are those that could be used in urban warfare -# add = 5 -# has_trait = fickle -# } -# modifier = { -# add = 1 -# has_trait = just -# } -# modifier = { -# add = 1 -# has_trait = arrogant -# } -# modifier = { -# add = 3 -# has_trait = wrathful -# } -# modifier = { -# add = 5 -# has_trait = arbitrary -# } -# modifier = { -# add = 3 -# has_trait = lazy -# } -# -# modifier = { -# add = 5 -# has_trait = open_terrain_expert -# } -# modifier = { -# add = 2 -# has_trait = reckless -# } -# modifier = { # "what does an INN even look like anyway?" -# add = 3 -# has_trait = reclusive -# } -# -# show_as_tooltip = { -# scope:fp2_2003_county_town = { -# add_county_modifier = { -# modifier = fp2_local_garrison_slaughtered_modifier -# years = 5 -# } -# title_province = { -# add_province_modifier = { -# modifier = recently_looted_modifier -# years = 5 -# } -# } -# } -# } -# -# hidden_effect = { -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_local_garrison_slaughtered_modifier -# left_icon = root -# -# scope:fp2_2003_county_town = { # Failure outcome -# add_county_modifier = { -# modifier = fp2_local_garrison_slaughtered_modifier -# years = 5 -# } -# hidden_effect = { -# title_province = { -# add_province_modifier = { -# modifier = recently_looted_modifier -# years = 5 -# } -# } -# } -# } -# } -# } -# } -# 10 = { -# desc = fp2_struggle.2003.c.b -# -# compare_modifier = { -# value = scope:duel_value -# multiplier = 2.5 -# } -# -# modifier = { -# add = 5 -# has_trait = calm -# } -# modifier = { -# add = 5 -# has_trait = diligent -# } -# modifier = { -# add = 3 -# has_trait = callous -# } -# -# modifier = { -# add = 7 -# OR = { -# has_trait = intellect_good_2 -# has_trait = intellect_good_3 -# } -# } -# modifier = { -# add = -15 -# OR = { -# has_trait = intellect_bad_1 -# has_trait = intellect_bad_2 -# } -# } -# modifier = { -# add = -25 -# OR = { -# has_trait = intellect_bad_3 -# has_trait = dull -# } -# } -# modifier = { -# add = 10 -# has_trait = shrewd -# } -# -# -# modifier = { -# add = 20 -# has_trait = strategist -# } -# modifier = { # If you know how buildings are structured, you can raid them better -# add = 5 -# has_trait = architect -# } -# modifier = { -# add = 5 -# has_trait = flexible_leader -# } -# modifier = { -# add = 15 -# has_trait = organizer -# } -# modifier = { -# add = 3 -# has_trait = cautious_leader -# } -# -# add_gold = minor_gold_value -# add_prestige = medium_prestige_gain -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2003.c.b.notif -# left_icon = root -# -# scope:fp2_2003_county_town = { # Success -# add_county_modifier = { -# modifier = fp2_elite_tactics_for_civil_guards_modifier -# years = 5 -# } -# } -# } -# } -# } -# -# ai_chance = { -# base = 15 -# modifier = { -# add = 5 -# has_trait = brave -# } -# modifier = { -# add = 15 -# has_trait = wrathful -# } -# modifier = { -# add = 5 -# has_trait = deceitful -# } -# modifier = { -# add = -25 -# has_trait = trusting -# } -# modifier = { -# add = -10 -# has_trait = craven -# } -# } -# } -# -# option = { # Let the local handle it -# name = fp2_struggle.2003.e -# flavor = fp2_struggle.2003.e.desc -# -# stress_impact = { -# compassionate = major_stress_impact_gain -# just = medium_stress_impact_gain -# paranoid = minor_stress_impact_gain -# } -# -# random_list = { -# 50 = { # Looted -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_struggle.2003.e.notif.a -# -# scope:fp2_2003_county_town = { -# title_province = { -# add_province_modifier = { -# modifier = recently_looted_modifier -# years = 5 -# } -# } -# } -# } -# } -# 25 = { # Massacre -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_struggle.2003.e.notif.b -# desc = fp2_struggle.2003.e.notif.b.desc -# -# scope:fp2_2003_county_town = { -# add_county_modifier = { -# modifier = fp2_mercs_slaughtered_populance_modifier -# years = 5 -# } -# } -# } -# } -# 25 = { # Farming outcome -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2003.e.notif.c -# desc = fp2_struggle.2003.e.notif.c.desc -# -# scope:fp2_2003_county_town = { -# add_county_modifier = { -# modifier = fp2_mercs_turned_farmers_modifier -# years = 15 -# } -# } -# } -# } -# } -# } -# -# after = { -# scope:fp2_2003_merc_actor = { silent_disappearance_effect = yes } -# } -#} -# -#################################### -## Ship building event -## By Hugo Cortell -#################################### -#fp2_struggle.2004 = { -# type = character_event -# title = fp2_struggle.2004.t -# desc = fp2_struggle.2004.desc -# -# theme = crown -# override_background = { reference = council_chamber } -# left_portrait = { -# character = root -# animation = personality_rational -# } -# right_portrait = { -# character = cp:councillor_steward -# animation = personality_content -# } -# lower_right_portrait = { character = cp:councillor_marshal } -# cooldown = { years = 150 } -# -# trigger = { -# has_fp2_dlc_trigger = yes -# current_year > 1025 -# top_liege = root -# -# realm_size >= minor_realm_size -# -# exists = cp:councillor_marshal -# cp:councillor_marshal = { is_available_ai_adult = yes } -# exists = cp:councillor_steward -# cp:councillor_steward = { -# is_available_ai_adult = yes -# NOT = { has_character_flag = fp2_2004_critical_success_achieved } -# } -# -# any_sub_realm_county = { -# is_coastal_county = yes -# NOT = { has_county_modifier = fp2_successful_shipyards_modifier } -# } -# } -# -# weight_multiplier = { -# modifier = { -# add = 5 -# current_year > 1066 -# } -# modifier = { -# add = 25 -# current_year > 1450 # Caravel time -# } -# modifier = { -# add = 25 -# current_year > 1550 -# } -# } -# immediate = { -# cp:councillor_marshal = { save_scope_as = 2004_scoped_marshal } -# cp:councillor_steward = { -# save_scope_as = 2004_scoped_steward -# if = { -# limit = { has_character_flag = fp2_2004_critical_success_achieved } -# remove_character_flag = fp2_2004_critical_success_achieved # For debug -# } -# } -# -# random_sub_realm_county = { -# limit = { is_coastal_county = yes } -# save_scope_as = fp2_2004_dockyards -# } -# } -# option = { # WE WILL BUILD BOATS OF PURE SILVER (MR addition) -# name = fp2_struggle.2004.c -# flavor = fp2_struggle.2004.c.desc -# -# remove_treasury_or_gold = major_treasury_or_gold_value -# scope:2004_scoped_steward = { -# add_opinion = { -# target = root -# modifier = dismissive_opinion -# opinion = -15 -# } -# } -# scope:2004_scoped_marshal = { -# add_opinion = { -# target = root -# modifier = dismissive_opinion -# opinion = -20 -# } -# } -# -# scope:2004_scoped_steward = { -# duel = { -# skill = learning -# value = high_skill_rating -# -# 25 = { # Failure Outcome -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1.5 -# min = -24 -# } -# modifier = { # Someone is sneaking in iron powder to cheap out! -# add = 5 -# has_trait = avaricious -# } -# -# custom_tooltip = fp2_struggle.2005.desc.alt.a -# scope:fp2_2004_dockyards = { -# add_county_modifier = { -# modifier = fp2_successful_shipyards_modifier -# years = 20 -# } -# } -# } -# 5 = { # Success Outcome -# compare_modifier = { -# value = scope:duel_value -# multiplier = 1.5 -# min = -4 -# } -# modifier = { -# add = 5 -# has_trait = calm -# } -# modifier = { -# add = 15 -# has_trait = diligent -# } -# modifier = { -# add = 2 -# has_trait = ambitious -# } -# modifier = { -# add = 3 -# has_trait = patient -# } -# modifier = { -# add = 25 -# has_trait = shrewd -# } -# modifier = { -# add = 10 -# has_trait = overseer -# } -# modifier = { -# add = 8 -# has_trait = strategist -# } -# modifier = { -# add = 15 -# has_trait = architect -# } -# modifier = { -# add = 10 -# has_trait = scholar -# } -# modifier = { -# add = 15 -# has_trait = military_engineer -# } -# modifier = { -# add = 3 -# has_trait = logistician -# } -# modifier = { -# add = 6 -# has_trait = journaller -# } -# modifier = { # Building a ship of silver means you must know your construction material -# add = 5 -# has_trait = education_stewardship_1 # You sorta know how silver operates -# } -# modifier = { -# add = 8 -# has_trait = education_stewardship_2 # You understand the properties of silver -# } -# modifier = { -# add = 10 -# has_trait = education_stewardship_3 # You can bite silver and tell if it is real or not (others can only do it with gold) -# } -# modifier = { -# add = 15 -# has_trait = education_stewardship_4 # Your tounge is capable of taking appart the anatomical structure of the silver thanks to your PhD in home economics -# } -# modifier = { -# add = 20 -# has_trait = education_stewardship_5 # Like the above, except cooler, and my script comment has better spelling -# } -# -# root = { save_scope_as = fp2_2004_silver_boat_floats } -# show_as_tooltip = { -# root = { add_prestige = major_prestige_gain } -# scope:fp2_2004_dockyards = { -# add_county_modifier = { -# modifier = fp2_successful_shipyards_modifier -# years = 45 -# } -# } -# } -# } -# } -# } -# save_scope_as = fp2_2004_alt_option -# if = { -# limit = { is_developer_testing_trigger = yes } -# custom_tooltip = debug_generic_option_shortened_trigger_can_disable -# trigger_event = { -# id = fp2_struggle.2005 -# days = 2 -# } -# } -# else = { -# trigger_event = { -# id = fp2_struggle.2005 -# years = { 4 10 } -# } -# } -# } -# -# option = { # I will sponsor your endeavour - Side with Steward -# name = fp2_struggle.2004.a -# -# remove_treasury_or_gold = major_treasury_or_gold_value -# -# scope:2004_scoped_steward = { -# add_opinion = { -# target = root -# modifier = grateful_opinion -# opinion = 35 -# } -# } -# scope:2004_scoped_marshal = { -# add_opinion = { -# target = root -# modifier = disappointed_opinion -# opinion = -15 -# } -# } -# -# scope:2004_scoped_steward = { -# duel = { -# desc = outcome_in_a_few_years -# skill = learning -# value = high_skill_rating -# -# 50 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = -2.5 -# } -# desc = fp2_struggle.2004.a.a.desc -# -# modifier = { -# add = 10 -# has_trait = lazy -# } -# modifier = { -# add = 10 -# has_trait = fickle -# } -# modifier = { -# add = 5 -# has_trait = stubborn -# } -# modifier = { -# add = 2 -# has_trait = gregarious -# } -# modifier = { -# add = 30 -# has_trait = dull -# } -# modifier = { -# add = 5 -# has_trait = drunkard -# } -# modifier = { -# add = 7 -# has_trait = irritable -# } -# modifier = { -# add = 3 -# has_trait = rakish -# } -# modifier = { -# add = 10 -# has_trait = profligate -# } -# -# show_as_tooltip = { -# root = { -# add_character_modifier = { -# modifier = fp2_advanced_maritime_technology_modifier -# years = 50 -# } -# } -# } -# } -# 50 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = 2.5 -# } -# desc = fp2_struggle.2004.a.b.desc -# -# modifier = { -# add = 5 -# has_trait = calm -# } -# modifier = { -# add = 15 -# has_trait = diligent -# } -# modifier = { -# add = 2 -# has_trait = ambitious -# } -# modifier = { -# add = 3 -# has_trait = patient -# } -# modifier = { -# add = 25 -# has_trait = shrewd -# } -# modifier = { -# add = 10 -# has_trait = overseer -# } -# modifier = { -# add = 8 -# has_trait = strategist -# } -# modifier = { -# add = 15 -# has_trait = architect -# } -# modifier = { -# add = 10 -# has_trait = scholar -# } -# modifier = { -# add = 15 -# has_trait = military_engineer -# } -# modifier = { -# add = 3 -# has_trait = logistician -# } -# modifier = { -# add = 6 -# has_trait = journaller -# } -# -# add_character_flag = fp2_2004_critical_success_achieved -# show_as_tooltip = { -# root = { -# add_character_modifier = { -# modifier = fp2_advanced_maritime_technology_modifier -# years = 60 -# } -# } -# scope:fp2_2004_dockyards = { -# add_county_modifier = { -# modifier = fp2_successful_shipyards_modifier -# years = 60 -# } -# } -# } -# } -# } -# } -# hidden_effect = { -# if = { -# limit = { is_developer_testing_trigger = yes } -# custom_tooltip = debug_generic_option_shortened_trigger_can_disable -# trigger_event = { -# id = fp2_struggle.2005 -# days = 2 -# } -# } -# else = { -# trigger_event = { -# id = fp2_struggle.2005 -# years = { 5 9 } -# } -# } -# } -# -# ai_chance = { -# base = 0 -# modifier = { -# add = 50 -# treasury_or_gold > medium_treasury_or_gold_value -# } -# ai_value_modifier = { -# ai_boldness = 0.2 -# ai_greed = -0.3 -# ai_rationality = 0.2 -# } -# } -# } -# -# option = { # No, it is a waste of money - Side with marshal -# name = fp2_struggle.2004.b -# flavor = fp2_struggle.2004.b.desc -# -# scope:2004_scoped_marshal = { -# add_opinion = { -# target = root -# modifier = pleased_opinion -# opinion = 15 -# } -# } -# -# scope:2004_scoped_steward = { -# add_opinion = { -# target = root -# modifier = disappointed_opinion -# opinion = -15 -# } -# add_opinion = { -# target = scope:2004_scoped_marshal -# modifier = angry_opinion -# opinion = -25 -# } -# } -# -# ai_chance = { base = 50 } -# } -#} -# -#fp2_struggle.2005 = { -# type = character_event -# title = { -# first_valid = { -# triggered_desc = { -# trigger = { -# exists = scope:fp2_2004_alt_option -# } -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { -# exists = scope:fp2_2004_silver_boat_floats -# } -# desc = fp2_struggle.2005.desc.alt.b -# } -# desc = fp2_struggle.2005.desc.alt.a -# } -# } -# } -# triggered_desc = { -# trigger = { -# scope:2004_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } -# } -# desc = fp2_struggle.2005.t.alt -# } -# desc = fp2_struggle.2005.t -# } -# } -# -# immediate = { -# if = { -# limit = { root = root } # Check if scoped port town is still under your control -# save_scope_as = port_under_control -# } -# -# # MIA checks -# if = { # Assign current steward -# limit = { exists = cp:councillor_steward } -# cp:councillor_steward = { save_scope_as = 2005_scoped_steward } -# } -# else_if = { # Otherwise assign chaplain -# limit = { exists = cp:councillor_court_chaplain } -# cp:councillor_court_chaplain = { save_scope_as = 2005_scoped_steward } -# } -# else = { # Fallback, get whoever is most qualified in court -# random_courtier_or_guest = { -# limit = { learning > high_skill_rating } -# random = { -# chance = 15 -# add_character_flag = fp2_2004_critical_success_achieved -# } -# save_scope_as = 2005_scoped_steward -# } -# if = { -# limit = { -# NOT = { exists = scope:2005_scoped_steward } -# } -# random_courtier_or_guest = { save_scope_as = 2005_scoped_steward } -# } -# } -# -# if = { -# limit = { -# scope:2004_scoped_steward != scope:2005_scoped_steward -# OR = { -# scope:2005_scoped_steward = cp:councillor_steward -# scope:2005_scoped_steward = cp:councillor_court_chaplain -# } -# } -# if = { -# limit = { learning > high_skill_rating } -# random = { -# chance = 25 -# add_character_flag = fp2_2004_critical_success_achieved -# } -# save_scope_as = 2005_scoped_steward -# } -# } -# } -# -# desc = { -# triggered_desc = { # Alt option -# trigger = { exists = scope:fp2_2004_alt_option } -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { -# exists = scope:fp2_2004_silver_boat_floats -# } -# desc = fp2_struggle.2005.desc.alt.b.desc -# } -# desc = fp2_struggle.2005.desc.alt.a.desc -# } -# triggered_desc = { # Lost dockyards -# trigger = { scope:fp2_2004_dockyards.holder.top_liege != root.top_liege } -# desc = fp2_struggle.2005.desc.cirt.a.notif -# } -# } -# } -# triggered_desc = { -# trigger = { NOT = { exists = scope:fp2_2004_alt_option } } -# desc = { -# triggered_desc = { # Crtitical success explanation -# trigger = { -# scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } -# } -# desc = fp2_struggle.2005.desc.cirt.notif -# } -# triggered_desc = { # Lost dockyards -# trigger = { -# scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } -# scope:fp2_2004_dockyards.holder.top_liege != root.top_liege -# } -# desc = fp2_struggle.2005.desc.cirt.a.notif -# } -# -# # Original (Steward) designer is MIA -# triggered_desc = { -# trigger = { -# scope:2004_scoped_steward != scope:2005_scoped_steward -# } -# desc = fp2_struggle.2005.desc.newdesigner.notif -# } -# -# triggered_desc = { # Intro (non-crit) -# trigger = { -# NOT = { scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } } -# } -# desc = fp2_struggle.2005.desc.intro -# } -# -# # Describe bottom of the ship -# random_valid = { -# desc = fp2_struggle.2005.desc.bottom.a -# desc = fp2_struggle.2005.desc.bottom.b -# desc = fp2_struggle.2005.desc.bottom.c -# desc = fp2_struggle.2005.desc.bottom.d -# } -# -# # Describe main feature(s) -# random_valid = { -# desc = fp2_struggle.2005.desc.unique.a -# desc = fp2_struggle.2005.desc.unique.b -# desc = fp2_struggle.2005.desc.unique.c -# desc = fp2_struggle.2005.desc.unique.d -# desc = fp2_struggle.2005.desc.unique.e -# } -# -# # Describe sails (updated to propulsion) -# random_valid = { -# desc = fp2_struggle.2005.desc.sails.a -# desc = fp2_struggle.2005.desc.sails.b -# desc = fp2_struggle.2005.desc.sails.c -# desc = fp2_struggle.2005.desc.sails.d -# } -# -# first_valid = { -# triggered_desc = { -# trigger = { scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } } -# desc = fp2_struggle.2005.desc.outro.crit -# } -# desc = fp2_struggle.2005.desc.outro -# } -# } -# } -# } -# -# theme = martial -# override_background = { reference = docks } -# left_portrait = { -# character = root -# triggered_animation = { -# trigger = { -# exists = scope:fp2_2004_alt_option -# NOT = { exists = scope:fp2_2004_silver_boat_floats } -# } -# animation = anger -# } -# triggered_animation = { -# trigger = { exists = scope:fp2_2004_alt_option } -# animation = ecstasy -# } -# animation = war_over_win -# } -# right_portrait = { -# character = scope:2005_scoped_steward -# animation = throne_room_writer -# } -# -# option = { # ALT Accept -# trigger = { -# exists = scope:fp2_2004_alt_option -# exists = scope:fp2_2004_silver_boat_floats -# } -# name = fp2_struggle.2005.a -# -# add_prestige = major_prestige_gain -# scope:fp2_2004_dockyards = { -# add_county_modifier = { -# modifier = fp2_successful_shipyards_modifier -# years = 45 -# } -# } -# } -# -# option = { # ALT Accept (Failure Version) -# trigger = { -# exists = scope:fp2_2004_alt_option -# NOT = { exists = scope:fp2_2004_silver_boat_floats } -# } -# name = artifact.4050.a # Reusage of loc key -# -# scope:fp2_2004_dockyards = { -# add_county_modifier = { -# modifier = fp2_successful_shipyards_modifier -# years = 20 -# } -# } -# } -# -# option = { # Accept -# trigger = { -# NOT = { -# exists = scope:fp2_2004_alt_option -# scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } -# } -# } -# name = fp2_struggle.2005.a -# -# add_character_modifier = { -# modifier = fp2_advanced_maritime_technology_modifier -# years = 50 -# } -# } -# -# option = { # Crit Accept -# trigger = { -# NOT = { exists = scope:fp2_2004_alt_option } -# scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } -# } -# name = { -# text = { -# first_valid = { -# triggered_desc = { -# trigger = { scope:fp2_2004_dockyards.holder.top_liege = top_liege } -# desc = fp2_struggle.2005.a -# } -# desc = fp2_struggle.2005.a.a -# } -# } -# } -# -# add_character_modifier = { -# modifier = fp2_advanced_maritime_technology_modifier -# years = 60 -# } -# scope:fp2_2004_dockyards = { -# add_county_modifier = { -# modifier = fp2_successful_shipyards_modifier -# years = 60 -# } -# } -# } -# -# after = { -# if = { -# limit = { -# OR = { -# scope:2004_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } -# scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } -# } -# } -# scope:2004_scoped_steward = { remove_character_flag = fp2_2004_critical_success_achieved } -# scope:2005_scoped_steward = { remove_character_flag = fp2_2004_critical_success_achieved } -# } -# } -#} -# -#################################### -## The Borders of Faith -## By Hugo Cortell -#################################### -#scripted_trigger fp2_event2006_check_if_right_vassal_target = { -# holder != root -# holder = { -# is_available_ai_adult = yes -# faith = root.faith -# NOT = { has_trait = cynical } -# OR = { -# any_secret = { type = secret_non_believer } -# AND = { # Fallback, get non-devout follower -# piety < 51 -# NOT = { has_trait = zealous } -# } -# } -# } -#} -# -#fp2_struggle.2006 = { -# type = character_event -# title = fp2_struggle.2006.t -# desc = fp2_struggle.2006.desc -# cooldown = { years = 20 } -# -# theme = faith -# override_background = { reference = council_chamber } -# left_portrait = { -# character = root -# animation = shock -# } -# right_portrait = { -# character = scope:fp2_2006_vassal_in_crisis -# animation = stress -# } -# lower_left_portrait = { -# trigger = { exists = scope:2006_scoped_chaplain } -# character = scope:2006_scoped_chaplain -# } -# -# trigger = { -# has_fp2_dlc_trigger = yes -# root.top_liege = root -# any_sub_realm_county = { -# fp2_event2006_check_if_right_vassal_target = yes -# -# holder = { -# any_neighboring_top_liege_realm_owner = { -# faith != root.faith -# } -# } -# } -# } -# -# immediate = { -# if = { -# limit = { exists = cp:councillor_court_chaplain } -# cp:councillor_court_chaplain = { save_scope_as = 2006_scoped_chaplain } -# } -# random_sub_realm_county = { -# limit = { fp2_event2006_check_if_right_vassal_target = yes } -# holder = { -# save_scope_as = fp2_2006_vassal_in_crisis -# random_neighboring_top_liege_realm_owner = { -# limit = { faith != root.faith } -# faith = { save_scope_as = fp2_2006_foreign_faith } -# } -# } -# } -# } -# -# option = { # Im a witch! And you can be one too! -# trigger = { -# has_trait = witch -# OR = { -# NOT = { # Not witch -# scope:fp2_2006_vassal_in_crisis = { -# any_secret = { type = secret_witch } -# } -# } -# scope:fp2_2006_vassal_in_crisis = { # Witch but does not walk the path of witchery with you -# any_secret = { -# type = secret_witch -# NOT = { is_known_by = root } -# } -# } -# } -# } -# name = fp2_struggle.2006.e -# -# if = { -# limit = { -# any_secret = { -# type = secret_witch -# } -# } -# random_secret = { -# type = secret_witch -# reveal_to = scope:fp2_2006_vassal_in_crisis -# } -# } -# send_interface_toast = { -# type = event_witchcraft_good -# title = fp2_struggle.2006.e.notif.t -# left_icon = scope:fp2_2006_vassal_in_crisis -# -# scope:fp2_2006_vassal_in_crisis = { -# if = { -# limit = { -# any_secret = { type = secret_witch } -# has_trait = witch -# } -# custom_tooltip = fp2_struggle.2006.e.alreadywitch -# } -# else = { -# hidden_effect = { give_witch_secret_or_trait_effect = yes } -# show_as_tooltip = { add_trait = witch } -# } -# show_as_tooltip = { -# random_secret = { -# type = secret_witch -# reveal_to = root -# } -# } -# if = { -# limit = { can_set_relation_friend_trigger = { CHARACTER = root } } -# set_relation_friend = { reason = friend_guided_right_path target = root } -# } -# add_opinion = { -# target = root -# modifier = fp2_tolerated_me_opinion -# } -# if = { -# limit = { -# trait_is_criminal_in_faith_trigger = { -# TRAIT = trait:witch -# GENDER_CHARACTER = scope:fp2_2006_vassal_in_crisis -# FAITH = scope:fp2_2006_vassal_in_crisis.faith -# } -# NOT = { -# trait_is_criminal_in_faith_trigger = { -# TRAIT = trait:witch -# GENDER_CHARACTER = scope:fp2_2006_vassal_in_crisis -# FAITH = scope:fp2_2006_foreign_faith -# } -# } -# } -# hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith } -# custom_tooltip = fp2_struggle.2006.e.tacticalwitchfaithchange -# } -# -# hidden_effect = { -# if = { -# limit = { -# any_secret = { -# type = secret_witch -# } -# } -# random_secret = { -# type = secret_witch -# reveal_to = root -# } -# } -# root = { -# random_secret = { -# type = secret_witch -# reveal_to = scope:fp2_2006_vassal_in_crisis -# } -# } -# } -# } -# } -# -# ai_chance = { -# base = 80 -# ai_value_modifier = { -# ai_honor = -0.3 -# ai_rationality = 0.5 -# ai_zeal = -0.9 -# } -# } -# } -# -# option = { # (Threaten to) Denounce heretic -# trigger = { -# OR = { -# has_trait = schemer -# has_trait = devoted -# intrigue > medium_skill_rating -# } -# } -# name = fp2_struggle.2006.d -# stress_impact = { -# compassionate = medium_stress_impact_gain -# gallant = medium_stress_impact_gain -# } -# -# add_dread = miniscule_dread_gain -# hidden_effect = { -# scope:fp2_2006_vassal_in_crisis = { -# if = { -# limit = { any_secret = { NOT = { secret_type = secret_non_believer } } } -# add_secret = { type = secret_non_believer } -# } -# } -# } -# -# add_hook = { -# target = scope:fp2_2006_vassal_in_crisis -# type = threat_hook -# } -# random_secret = { -# type = secret_non_believer -# reveal_to = root -# } -# -# scope:fp2_2006_vassal_in_crisis = { -# add_opinion = { -# target = root -# modifier = betrayed_me_opinion -# opinion = -40 -# } -# } -# -# ai_chance = { -# base = 30 -# ai_value_modifier = { -# ai_compassion = -0.5 -# ai_honor = -0.8 -# ai_rationality = 0.1 -# ai_zeal = 0.3 -# ai_vengefulness = 0.3 -# ai_greed = 0.2 -# } -# } -# } -# -# option = { # I will fix him myself -# name = fp2_struggle.2006.b -# stress_impact = { -# cynical = minor_stress_impact_gain -# } -# -# duel = { -# skill = learning -# value = medium_skill_rating -# -# 15 = { -# desc = fp2_struggle.2006.b.a.desc -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1.5 -# } -# modifier = { -# add = 10 -# has_trait = fickle -# } -# modifier = { -# add = 10 -# has_trait = heresiarch -# } -# modifier = { -# add = 2 -# has_trait = impotent -# } -# modifier = { -# add = 5 -# has_trait = irritable -# } -# modifier = { -# add = 5 -# has_trait = dull -# } -# modifier = { -# add = 10 -# has_trait = depressed_genetic -# } -# modifier = { -# add = 10 -# has_trait = arrogant -# } -# modifier = { -# add = 5 -# has_trait = arbitrary -# } -# modifier = { -# add = 10 -# has_trait = lazy -# } -# modifier = { -# add = 2 -# has_trait = stubborn -# } -# modifier = { -# add = 5 -# has_trait = craven -# } -# -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_struggle.2006.generic.notif.a.t -# left_icon = scope:fp2_2006_vassal_in_crisis -# -# scope:fp2_2006_vassal_in_crisis = { -# hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith } -# show_as_tooltip = { set_character_faith = scope:fp2_2006_foreign_faith } -# -# progress_towards_rival_effect = { -# REASON = rival_fraternising_enemy -# CHARACTER = root -# OPINION = 0 -# } -# add_opinion = { -# target = root -# modifier = fp2_questioned_my_faith_opinion -# } -# } -# } -# } -# 15 = { -# desc = fp2_struggle.2006.b.b.desc -# compare_modifier = { -# value = scope:duel_value -# multiplier = 1.5 -# } -# modifier = { -# add = 10 -# has_trait = calm -# } -# modifier = { -# add = 10 -# has_trait = humble -# } -# modifier = { -# add = 3 -# has_trait = forgiving -# } -# modifier = { -# add = 5 -# has_trait = honest -# } -# modifier = { -# add = 10 -# has_trait = humble -# } -# modifier = { -# add = 3 -# has_trait = patient -# } -# modifier = { -# add = 20 -# has_trait = zealous -# } -# modifier = { -# add = 4 -# has_trait = compassionate -# } -# modifier = { -# add = 20 -# has_trait = theologian # Could be it's own option, but I can't think of what argument could be used... -# } -# modifier = { -# add = 10 -# has_trait = devoted -# } -# modifier = { -# add = 2 -# has_trait = lifestyle_poet -# } -# modifier = { -# add = 10 -# has_trait = saint -# } -# -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2006.generic.notif.b.t -# left_icon = scope:fp2_2006_vassal_in_crisis -# -# add_piety = medium_piety_gain -# progress_towards_friend_effect = { -# REASON = friend_guided_right_path -# CHARACTER = scope:fp2_2006_vassal_in_crisis -# OPINION = 0 -# } -# if = { -# limit = { -# this != root -# } -# add_opinion = { -# target = root -# modifier = fp2_reassured_faith_opinion -# } -# } -# } -# } -# } -# -# ai_chance = { -# base = 45 -# ai_value_modifier = { -# ai_compassion = 0.2 -# ai_sociability = 0.3 -# ai_zeal = 0.2 -# } -# } -# } -# -# option = { # One-on-One time -# name = fp2_struggle.2006.c -# flavor = fp2_struggle.2006.c.desc -# -# trigger = { -# NAND = { -# has_trait = witch -# OR = { -# has_trait = schemer -# has_trait = devoted -# intrigue > medium_skill_rating -# } -# } -# } -# stress_impact = { zealous = minor_stress_impact_gain } -# -# scope:fp2_2006_vassal_in_crisis = { -# progress_towards_friend_effect = { -# REASON = friend_religious_tolerance -# CHARACTER = root -# OPINION = 0 -# } -# add_opinion = { -# target = root -# modifier = fp2_tolerated_me_opinion -# } -# random = { -# chance = 50 -# hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith } -# show_as_tooltip = { set_character_faith = scope:fp2_2006_foreign_faith } -# } -# } -# -# ai_chance = { -# base = 10 -# ai_value_modifier = { -# ai_compassion = 0.1 -# ai_rationality = 0.6 -# ai_zeal = -0.7 -# } -# } -# } -# -# option = { # Someone call a priest! -# name = fp2_struggle.2006.a -# flavor = fp2_struggle.2006.a.desc -# show_as_unavailable = { NOT = { exists = scope:2006_scoped_chaplain } } # Replaces trigger, teases player to possibility. -# stress_impact = { -# honest = medium_stress_impact_gain -# humble = minor_stress_impact_gain -# trusting = medium_stress_impact_gain -# } -# -# scope:fp2_2006_vassal_in_crisis = { -# add_opinion = { -# target = root -# modifier = betrayed_me_opinion -# opinion = -20 -# } -# } -# scope:2006_scoped_chaplain = { -# duel = { -# skill = learning -# value = medium_skill_rating -# -# 10 = { -# desc = fp2_struggle.2006.a.a -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1.25 -# } -# modifier = { -# add = 15 -# scope:fp2_2006_vassal_in_crisis = { has_trait = paranoid } -# } -# modifier = { -# add = 10 -# has_trait = fickle -# } -# modifier = { -# add = 10 -# has_trait = heresiarch -# } -# modifier = { -# add = 2 -# has_trait = impotent -# } -# modifier = { -# add = 5 -# has_trait = irritable -# } -# modifier = { -# add = 5 -# has_trait = dull -# } -# modifier = { -# add = 10 -# has_trait = depressed_genetic -# } -# modifier = { -# add = 10 -# has_trait = arrogant -# } -# modifier = { -# add = 5 -# has_trait = arbitrary -# } -# modifier = { -# add = 10 -# has_trait = lazy -# } -# modifier = { -# add = 2 -# has_trait = stubborn -# } -# modifier = { -# add = 5 -# has_trait = craven -# } -# modifier = { -# factor = 2 -# scope:fp2_2006_vassal_in_crisis = { has_trait = paranoid } -# } -# -# root = { -# hidden_effect = { -# scope:fp2_2006_vassal_in_crisis = { -# if = { -# limit = { any_secret = { type = secret_non_believer } } -# progress_towards_rival_effect = { # "HE MUST BE ON TO ME!" -# REASON = rival_faith_tested -# CHARACTER = scope:2006_scoped_chaplain -# OPINION = 0 -# } -# add_opinion = { -# target = scope:2006_scoped_chaplain -# modifier = fp2_questioned_my_faith_opinion -# } -# } -# } -# } -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_struggle.2006.generic.notif.a.t -# left_icon = scope:fp2_2006_vassal_in_crisis -# -# scope:fp2_2006_vassal_in_crisis = { -# show_as_tooltip = { set_character_faith = scope:fp2_2006_foreign_faith } -# hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith } -# -# add_opinion = { -# target = scope:2006_scoped_chaplain -# modifier = fp2_questioned_my_faith_opinion -# opinion = -35 -# } -# } -# } -# } -# } -# 5 = { -# trigger = { -# scope:fp2_2006_vassal_in_crisis = { -# NOT = { has_trait = paranoid } -# } -# } -# desc = fp2_struggle.2006.a.b -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1.25 -# } -# modifier = { -# add = 10 -# has_trait = fickle -# } -# modifier = { -# add = 10 -# has_trait = heresiarch -# } -# modifier = { -# add = 2 -# has_trait = impotent -# } -# modifier = { -# add = 5 -# has_trait = irritable -# } -# modifier = { -# add = 5 -# has_trait = dull -# } -# modifier = { -# add = 10 -# has_trait = depressed_genetic -# } -# modifier = { -# add = 10 -# has_trait = arrogant -# } -# modifier = { -# add = 5 -# has_trait = arbitrary -# } -# modifier = { -# add = 10 -# has_trait = lazy -# } -# modifier = { -# add = 2 -# has_trait = stubborn -# } -# modifier = { -# add = 5 -# has_trait = craven -# } -# -# root = { -# hidden_effect = { -# scope:fp2_2006_vassal_in_crisis = { -# if = { -# limit = { any_secret = { type = secret_non_believer } } -# progress_towards_rival_effect = { # "HE MUST BE ON TO ME!" -# REASON = rival_faith_tested -# CHARACTER = scope:2006_scoped_chaplain -# OPINION = 0 -# } -# add_opinion = { -# target = scope:2006_scoped_chaplain -# modifier = fp2_questioned_my_faith_opinion -# } -# } -# } -# } -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_struggle.2006.generic.notif.a.t -# left_icon = scope:fp2_2006_vassal_in_crisis -# -# scope:fp2_2006_vassal_in_crisis = { -# remove_trait = trusting -# if = { -# limit = { is_ai = yes } -# add_stress = monumental_stress_gain # Unbalanced for players, fun when seeing it happen to unrelated AI -# } -# else = { add_stress = medium_stress_gain } # (there is no notification) -# add_opinion = { -# target = scope:2006_scoped_chaplain -# modifier = fp2_questioned_my_faith_opinion -# opinion = -25 -# } -# } -# } -# } -# } -# 20 = { -# desc = fp2_struggle.2006.a.c -# compare_modifier = { -# value = scope:duel_value -# multiplier = 1.5 -# } -# modifier = { -# add = 10 -# has_trait = calm -# } -# modifier = { -# add = 10 -# has_trait = humble -# } -# modifier = { -# add = 3 -# has_trait = forgiving -# } -# modifier = { -# add = 5 -# has_trait = honest -# } -# modifier = { -# add = 10 -# has_trait = humble -# } -# modifier = { -# add = 3 -# has_trait = patient -# } -# modifier = { -# add = 20 -# has_trait = zealous -# } -# modifier = { -# add = 4 -# has_trait = compassionate -# } -# modifier = { -# add = 15 -# has_trait = theologian -# } -# modifier = { -# add = 10 -# has_trait = devoted -# } -# modifier = { -# add = 2 -# has_trait = lifestyle_poet -# } -# modifier = { -# add = 10 -# has_trait = saint -# } -# -# hidden_effect = { -# scope:fp2_2006_vassal_in_crisis = { add_piety = minor_piety_gain } -# scope:2006_scoped_chaplain = { add_piety = medium_piety_gain } -# } -# root = { -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2006.generic.notif.b.t -# left_icon = scope:fp2_2006_vassal_in_crisis -# -# scope:fp2_2006_vassal_in_crisis = { -# progress_towards_friend_effect = { -# REASON = friend_guided_right_path -# CHARACTER = scope:2006_scoped_chaplain -# OPINION = 0 -# } -# add_opinion = { -# target = scope:2006_scoped_chaplain -# modifier = fp2_reassured_faith_opinion -# } -# } -# } -# } -# } -# } -# } -# -# ai_chance = { -# base = 45 -# ai_value_modifier = { -# ai_compassion = -0.1 -# ai_energy = -0.1 -# ai_honor = -0.1 -# ai_rationality = 0.2 -# ai_sociability = -0.2 -# ai_zeal = 0.3 -# } -# } -# } -#} -# -#################################### -## A Castle Worthy of Iberia -## By Hugo Cortell -#################################### -#scripted_trigger fp2_struggle_2007_can_build_castle_trigger = { # Ensures that the selected building spot adheres to the game's rules on holding placement. -# any_county_province = { has_holding = no } -# trigger_if = { -# limit = { any_county_province = { has_holding_type = castle_holding } } -# any_county_province = { has_holding_type = church_holding } -# any_county_province = { has_holding_type = city_holding } -# } -# exists = holder -# holder != scope:fp2_2007_scoped_steward -#} -# -#fp2_struggle.2007 = { -# type = character_event -# title = fp2_struggle.2007.t -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { scope:fp2_2007_castle_holder = ROOT } -# desc = fp2_struggle.2007.desc.a -# } -# desc = fp2_struggle.2007.desc.b -# } -# } -# -# theme = realm -# cooldown = { years = 20 } -# override_background = { reference = garden } -# left_portrait = { -# character = root -# animation = personality_rational -# } -# right_portrait = { -# character = scope:fp2_2007_scoped_steward -# animation = chancellor -# } -# lower_left_portrait = scope:2007_vassal_sponsor -# lower_right_portrait = scope:fp2_2007_castle_holder -# -# trigger = { -# has_fp2_dlc_trigger = yes -# is_ai = no # Overpowered for AI, player only. -# struggle:iberian_struggle = { -# is_struggle_phase = struggle_iberia_phase_hostility -# -# } -# -# root.top_liege = root -# exists = cp:councillor_steward -# cp:councillor_steward = { is_available_ai_adult = yes } -# -# any_vassal = { # Last minute pre RC fixes -# NOT = { -# religion = root.religion -# this = cp:councillor_steward -# } -# } -# any_realm_county = { fp2_struggle_2007_can_build_castle_trigger = yes } -# -# save_temporary_scope_value_as = { -# name = fp2_2007_wealth_barrier -# value = { -# value = main_building_tier_1_cost -# multiply = 0.8 -# round = yes -# } -# } -# OR = { -# gold > scope:fp2_2007_wealth_barrier -# OR = { -# has_trait = architect -# AND = { -# has_royal_court = yes -# employs_court_position = royal_architect_court_position -# any_court_position_holder = { -# type = royal_architect_court_position -# is_available_ai_adult = yes -# } -# } -# } -# } -# } -# -# immediate = { -# cp:councillor_steward = { save_scope_as = fp2_2007_scoped_steward } -# if = { -# limit = { -# any_court_position_holder = { -# type = royal_architect_court_position -# is_available_ai_adult = yes -# } -# } -# random_court_position_holder = { -# type = royal_architect_court_position -# save_scope_as = fp2_2007_roco_architect -# } -# } -# random_vassal = { -# limit = { -# NOT = { -# religion = root.religion -# this = scope:fp2_2007_scoped_steward -# } -# } -# save_scope_as = 2007_vassal_sponsor -# } -# -# random_realm_county = { -# limit = { fp2_struggle_2007_can_build_castle_trigger = yes } -# random_county_province = { -# limit = { has_holding = no } -# save_scope_as = fp2_2007_free_real_estate -# } -# holder = { save_scope_as = fp2_2007_castle_holder } -# } -# -# # Get Different Faith (updated to whole religion) -# struggle:iberian_struggle = { -# random_involved_ruler = { -# limit = { -# religion != root.religion -# faith = { save_temporary_scope_as = temp_involved_faith } -# struggle:iberian_struggle = { is_faith_involved_in_struggle = scope:temp_involved_faith } -# } -# religion = { save_scope_as = fp2_2007_foreign_faith } -# } -# if = { # Fallback -# limit = { NOT = { exists = scope:fp2_2007_foreign_faith } } -# get_random_faith_effect = { FORBIDROOTFAITH = yes } -# scope:random_faith.religion = { save_scope_as = fp2_2007_foreign_faith } -# } -# } -# -# # Get castileans or proto-castileans -# if = { -# limit = { culture = { has_cultural_parameter = architect_trait_prestige } } -# culture = { save_scope_as = fp2_2007_allegedprotocastilean } -# } -# -# save_scope_value_as = { -# name = fp2_2007_same_faith_construction_cost -# value = { -# value = main_building_tier_1_cost -# multiply = 0.75 -# round = yes -# } -# } -# save_scope_value_as = { -# name = fp2_2007_different_faith_construction_cost -# value = { -# value = main_building_tier_1_cost -# multiply = 0.65 -# round = yes -# } -# } -# save_scope_value_as = { -# name = fp2_2007_diy_construction_cost -# value = { -# value = main_building_tier_1_cost -# multiply = 0.6 -# round = yes -# } -# } -# -# # Set dynamic loc keys for powerful vassals -# religion = { save_scope_as = dyloc_powerful_vassal_faith } -# culture = { save_scope_as = dyloc_powerful_vassal_culture } -# } -# -# option = { # Same Faith (or) Castilean architect -# name = { -# text = { -# first_valid = { -# triggered_desc = { -# trigger = { exists = scope:fp2_2007_allegedprotocastilean } -# desc = fp2_struggle.2007.a.castile -# } -# desc = fp2_struggle.2007.a -# } -# } -# } -# flavor = { -# first_valid = { -# triggered_desc = { -# trigger = { exists = scope:fp2_2007_allegedprotocastilean } -# desc = fp2_struggle.2007.a.castile.favor -# } -# desc = fp2_struggle.2007.a.major_vassal_flavor -# } -# } -# show_as_unavailable = { gold < scope:fp2_2007_same_faith_construction_cost } -# -# if = { # Proto-Castilean -# limit = { exists = scope:fp2_2007_allegedprotocastilean } -# every_powerful_vassal = { -# limit = { culture = root.culture } -# custom = fp2_every_major_same_culture_vassal_notifier -# add_opinion = { -# target = root -# modifier = pleased_opinion -# opinion = 10 -# } -# } -# } -# show_as_tooltip = { -# remove_treasury_or_gold = scope:fp2_2007_same_faith_construction_cost -# scope:fp2_2007_free_real_estate = { -# begin_create_holding = { -# type = castle_holding -# refund_cost = { -# gold = 95 -# } -# } -# } -# add_hook_if_possible_effect = { # General effect -# TARGET = scope:fp2_2007_castle_holder -# TYPE = indebted_hook -# YEARS = 8 -# } # Hooks get their own notifications, therefore I will not show them on the main effect -# } -# hidden_effect = { -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2007.t -# left_icon = root -# right_icon = scope:fp2_2007_castle_holder -# -# remove_treasury_or_gold = scope:fp2_2007_same_faith_construction_cost -# custom_tooltip = fp2_struggle.2007.a.notif -# hidden_effect = { -# scope:fp2_2007_free_real_estate = { -# begin_create_holding = { -# type = castle_holding -# refund_cost = { -# gold = 95 -# } -# } -# } -# add_hook_if_possible_effect = { # General effect -# TARGET = scope:fp2_2007_castle_holder -# TYPE = indebted_hook -# YEARS = 8 -# } -# } -# } -# } -# } -# -# option = { # Foreign (different faith) architect -# name = fp2_struggle.2007.b -# flavor = fp2_struggle.2007.b.flavor -# show_as_unavailable = { gold < scope:fp2_2007_different_faith_construction_cost } -# hidden_effect = { scope:2007_vassal_sponsor = { remove_treasury_or_gold = medium_treasury_or_gold_value } } -# -# every_powerful_vassal = { -# custom = fp2_every_major_same_faith_vassal_notifier -# limit = { religion = root.religion } -# add_opinion = { -# target = root -# modifier = disappointed_opinion -# opinion = -15 -# } -# } -# every_powerful_vassal = { -# custom = fp2_every_major_different_faith_vassal_notifier -# limit = { religion != root.religion } -# add_opinion = { -# target = root -# modifier = respect_opinion -# opinion = 15 -# } -# } -# scope:fp2_2007_free_real_estate.county = { -# if = { -# limit = { religion = scope:fp2_2007_foreign_faith } -# add_county_modifier = { -# modifier = modifier_religious_understanding_modifier -# years = 12 -# } -# } -# else_if = { -# limit = { religion != root.religion } -# add_county_modifier = { -# modifier = invested_in_province_modifier -# years = 5 -# } -# } -# } -# -# show_as_tooltip = { -# remove_treasury_or_gold = scope:fp2_2007_different_faith_construction_cost -# scope:fp2_2007_free_real_estate = { -# begin_create_holding = { -# type = castle_holding -# refund_cost = { -# gold = 95 -# } -# } -# } -# add_hook_if_possible_effect = { -# TARGET = scope:fp2_2007_castle_holder -# TYPE = indebted_hook -# YEARS = 8 -# } -# } -# hidden_effect = { -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2007.t -# left_icon = scope:2007_vassal_sponsor -# right_icon = scope:fp2_2007_castle_holder -# -# remove_treasury_or_gold = scope:fp2_2007_different_faith_construction_cost -# custom_tooltip = fp2_struggle.2007.a.notif -# hidden_effect = { -# scope:fp2_2007_free_real_estate = { -# begin_create_holding = { -# type = castle_holding -# refund_cost = { -# gold = 95 -# } -# } -# } -# add_hook_if_possible_effect = { # General effect -# TARGET = scope:fp2_2007_castle_holder -# TYPE = indebted_hook -# YEARS = 8 -# } -# } -# } -# } -# } -# -# option = { # I will build it myself -# name = fp2_struggle.2007.c -# flavor = fp2_struggle.2007.c.flavor -# -# trigger = { has_trait = architect } -# -# duel = { -# skill = learning -# value = very_high_skill_rating -# -# 60 = { -# desc = fp2_struggle.2007.c.notif.a.desc -# compare_modifier = { -# value = scope:duel_value -# multiplier = 1 # Should be -1 but it has already been balanced -# } -# -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_struggle.2007.c.notif.a.t -# left_icon = root -# right_icon = scope:fp2_2007_castle_holder -# -# add_prestige = major_prestige_loss -# reverse_add_opinion = { -# target = scope:fp2_2007_scoped_steward -# modifier = disappointed_opinion -# opinion = -10 -# } -# } -# } -# 40 = { -# desc = fp2_struggle.2007.c.notif.b.desc -# compare_modifier = { -# value = scope:duel_value -# multiplier = 1 -# } -# modifier = { -# add = fp2_2007_calculate_architect_competence -# always = yes -# } -# -# show_as_tooltip = { -# remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost -# if = { -# limit = { exists = scope:fp2_2007_allegedprotocastilean } -# add_prestige = minor_prestige_gain -# } -# -# scope:fp2_2007_free_real_estate = { -# begin_create_holding = { -# type = castle_holding -# refund_cost = { -# gold = medium_gold_value -# } -# } -# } -# add_hook_if_possible_effect = { # General effect -# TARGET = scope:fp2_2007_castle_holder -# TYPE = indebted_hook -# YEARS = 8 -# } -# } -# hidden_effect = { -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2007.t -# left_icon = root -# right_icon = scope:fp2_2007_castle_holder -# -# remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost -# if = { -# limit = { exists = scope:fp2_2007_allegedprotocastilean } -# add_prestige = minor_prestige_gain -# } -# custom_tooltip = fp2_struggle.2007.a.notif -# } -# hidden_effect = { -# scope:fp2_2007_free_real_estate = { -# begin_create_holding = { -# type = castle_holding -# refund_cost = { -# gold = medium_gold_value -# } -# } -# } -# add_hook_if_possible_effect = { -# TARGET = scope:fp2_2007_castle_holder -# TYPE = indebted_hook -# YEARS = 8 -# } -# } -# } -# } -# } -# } -# -# option = { # RoCo -# name = fp2_struggle.2007.c.roco -# -# trigger = { -# NOT = { has_trait = architect } -# exists = scope:fp2_2007_roco_architect -# } -# scope:fp2_2007_roco_architect = { -# duel = { -# skill = learning -# value = very_high_skill_rating -# -# 55 = { -# desc = fp2_struggle.2007.c.notif.a.desc -# -# compare_modifier = { -# value = scope:duel_value -# multiplier = 1 -# } -# -# root = { -# send_interface_toast = { -# type = event_toast_effect_bad -# title = fp2_struggle.2007.c.notif.a.t -# left_icon = scope:fp2_2007_roco_architect -# right_icon = scope:fp2_2007_castle_holder -# -# add_prestige = medium_prestige_loss -# } -# } -# hidden_effect = { add_prestige = medium_prestige_loss } -# } -# 45 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = 1 -# } -# modifier = { -# add = fp2_2007_calculate_architect_competence -# always = yes -# } -# -# root = { -# show_as_tooltip = { -# remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost -# scope:fp2_2007_free_real_estate = { -# begin_create_holding = { -# type = castle_holding -# refund_cost = { -# gold = minor_gold_value -# } -# } -# } -# add_hook_if_possible_effect = { -# TARGET = scope:fp2_2007_castle_holder -# TYPE = indebted_hook -# YEARS = 8 -# } -# } -# hidden_effect = { -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2007.t -# left_icon = scope:fp2_2007_roco_architect -# right_icon = scope:fp2_2007_castle_holder -# -# remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost -# custom_tooltip = fp2_struggle.2007.a.notif -# } -# hidden_effect = { -# scope:fp2_2007_free_real_estate = { -# begin_create_holding = { -# type = castle_holding -# refund_cost = { -# gold = minor_gold_value -# } -# } -# } -# add_hook_if_possible_effect = { -# TARGET = scope:fp2_2007_castle_holder -# TYPE = indebted_hook -# YEARS = 8 -# } -# } -# } -# } -# } -# } -# } -# } -# -# option = { # Leave it be -# name = { -# text = { -# first_valid = { -# triggered_desc = { -# trigger = { scope:fp2_2007_castle_holder = root } -# desc = fp2_struggle.2007.d.alt -# } -# desc = fp2_struggle.2007.d -# } -# } -# } -# -# if = { -# limit = { scope:fp2_2007_castle_holder != root } -# reverse_add_opinion = { -# target = scope:fp2_2007_scoped_steward -# modifier = disappointed_opinion -# opinion = -15 -# } -# reverse_add_opinion = { -# target = scope:fp2_2007_castle_holder -# modifier = disappointed_opinion -# opinion = -20 -# } -# } -# if = { -# limit = { exists = cp:councillor_marshal } -# reverse_add_opinion = { -# target = cp:councillor_marshal -# modifier = disappointed_opinion -# opinion = -10 -# } -# } -# } -#} -# -#################################### -## Misdeeds of The Chaplain -## By Hugo Cortell -#################################### -#scripted_trigger fp2_struggle_2008_check_actor_eligibility_scripted_trigger = { -# is_available_ai_adult = yes -# intrigue > low_skill_rating -# -# NOT = { -# has_trait = just -# has_trait = compassionate -# has_trait = generous -# has_trait = content -# has_trait = honest -# has_relation_soulmate = root -# } -# -# trigger_if = { # Instead of an event weight, we just increase the reqs for friends to dicrease overhead -# limit = { -# has_relation_friend = root -# has_relation_lover = root -# } -# OR = { -# has_trait = greedy -# has_trait = deceitful -# has_trait = callous -# } -# } -#} -# -#fp2_struggle.2008 = { -# type = character_event -# title = fp2_struggle.2008.t -# desc = fp2_struggle.2008.desc -# -# theme = secret -# cooldown = { years = 30 } -# override_background = { reference = study } -# left_portrait = { -# character = scope:fps_2008_misdeed_actor -# animation = fear -# } -# right_portrait = { -# character = root -# animation = disapproval -# } -# -# trigger = { -# has_fp2_dlc_trigger = yes -# root.top_liege = root -# -# trigger_if = { -# limit = { exists = struggle:iberian_struggle } -# struggle:iberian_struggle = { -# is_struggle_phase = struggle_iberia_phase_hostility -# -# } -# } -# -# OR = { # This play changes depending on the actor -# AND = { # Chaplain -# exists = cp:councillor_court_chaplain -# cp:councillor_court_chaplain = { fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes } -# } -# AND = { # Steward -# exists = cp:councillor_steward -# cp:councillor_steward = { fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes } -# } -# AND = { # Spymaster -# exists = cp:councillor_spymaster -# cp:councillor_spymaster = { fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes } -# } -# } -# } -# -# immediate = { -# random_councillor = { -# limit = { -# OR = { -# this = root.cp:councillor_court_chaplain -# this = root.cp:councillor_steward -# this = root.cp:councillor_spymaster -# } -# fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes -# } -# weight = { # Weight based on personality. In combination with the scripted trigger this means: Must be greedy, dishonourable, not incompetent. -# base = 1 -# modifier = { -# ai_greed > 0 -# factor = 1 -# } -# modifier = { -# ai_honor < 0 -# factor = 1 -# } -# } -# save_scope_as = fps_2008_misdeed_actor -# } -# -# scope:fps_2008_misdeed_actor = { -# if = { -# limit = { has_council_position = councillor_steward } -# add_gold = medium_gold_value # Small detail -# } -# else = { add_gold = minor_gold_value } -# -# if = { -# limit = { -# faith = { -# exists = religious_head -# NOT = { -# religious_head = root -# religious_head = scope:fps_2008_misdeed_actor -# } -# } -# } -# faith.religious_head = { -# save_scope_as = fp2_2008_relevant_head_of_faith -# } -# } -# } -# root.capital_county = { save_scope_as = fp2_2008_capital } -# } -# -# option = { # Special (thanks QA!) option, denounce publicly (might get killed by mob) -# name = fp2_struggle.2008.d -# flavor = fp2_struggle.2008.d.flavor -# trigger = { -# OR = { -# has_trait = sadistic -# has_trait = schemer -# has_trait = peasant_leader -# has_trait = augustus -# has_trait = contrite -# has_trait = august -# has_trait = diplomat -# } -# } -# stress_impact = { -# just = medium_stress_impact_gain -# trusting = minor_stress_impact_gain -# temperate = minor_stress_impact_gain -# patient = minor_stress_impact_gain -# shy = minor_stress_impact_gain -# compassionate = minor_stress_impact_gain -# } -# -# every_powerful_vassal = { -# limit = { faith = root.faith } -# custom = fp2_every_major_vassal_notifier -# add_opinion = { -# target = root -# modifier = cruelty_opinion -# opinion = -20 -# } -# } -# -# random_list = { -# 85 = { -# hidden_effect = { -# scope:fps_2008_misdeed_actor = { save_temporary_scope_as = assassin } # Used for loc -# send_interface_toast = { -# type = event_toast_effect_good -# title = char_interaction.0050.a -# left_icon = scope:fps_2008_misdeed_actor -# -# capital_county = { -# add_county_modifier = { -# modifier = governance_1054_satisfied_peasants_modifier -# years = 15 -# } -# } -# scope:assassin = { custom_tooltip = hold_court.8221.imprison_alone } # This uses that loc -# hidden_effect = { -# rightfully_imprison_character_effect = { # The autoformatter was a bit (very, very) fiddly with this -# TARGET = scope:fps_2008_misdeed_actor -# IMPRISONER = root -# } -# } -# } -# } -# scope:fps_2008_misdeed_actor = { -# add_opinion = { -# target = root -# modifier = publicly_ridiculed -# opinion = -30 -# } -# } -# show_as_tooltip = { -# rightfully_imprison_character_effect = { -# TARGET = scope:fps_2008_misdeed_actor -# IMPRISONER = root -# } -# capital_county = { -# add_county_modifier = { -# modifier = governance_1054_satisfied_peasants_modifier -# years = 15 -# } -# } -# } -# } -# 15 = { -# scope:fps_2008_misdeed_actor = { -# add_opinion = { -# target = root -# modifier = publicly_ridiculed -# opinion = -80 -# } -# } -# if = { -# limit = { has_trait = sadistic } # Once again, rewarding physcos with little details -# send_interface_toast = { -# type = event_toast_effect_good -# title = char_interaction.0050.a -# left_icon = scope:fps_2008_misdeed_actor -# -# scope:fps_2008_misdeed_actor = { death = { death_reason = death_beaten_by_mob } } -# capital_county = { -# add_county_modifier = { -# modifier = governance_1054_satisfied_peasants_modifier -# years = 30 -# } -# } -# } -# } -# else = { -# send_interface_toast = { -# type = event_toast_effect_bad -# title = char_interaction.0050.a -# left_icon = scope:fps_2008_misdeed_actor -# -# scope:fps_2008_misdeed_actor = { death = { death_reason = death_beaten_by_mob } } -# capital_county = { -# add_county_modifier = { -# modifier = governance_1054_satisfied_peasants_modifier -# years = 30 -# } -# } -# } -# } -# } -# } -# } -# -# option = { # Imprison chaplain outright -# name = fp2_struggle.2008.a -# stress_impact = { trusting = minor_stress_impact_gain } -# -# rightfully_imprison_character_effect = { -# TARGET = scope:fps_2008_misdeed_actor -# IMPRISONER = root -# } -# if = { -# limit = { -# scope:fps_2008_misdeed_actor = cp:councillor_court_chaplain -# exists = scope:fp2_2008_relevant_head_of_faith -# } -# scope:fps_2008_misdeed_actor.faith = { -# religious_head = { -# add_opinion = { -# target = root -# modifier = rude_opinion -# opinion = -10 -# } -# } -# } -# } -# -# scope:fp2_2008_capital = { -# add_county_modifier = { -# modifier = fp2_improved_administrative_checks_modifier -# years = 15 -# } -# } -# -# ai_chance = { -# base = 50 -# ai_value_modifier = { -# ai_honor = 0.85 -# ai_zeal = 0.3 -# } -# } -# } -# -# -# # Threaten, gain hook and modifier for work harder -# option = { # Combined general output (threaten into teaching you how to forge like they do) -# name = fp2_struggle.2008.b.a -# flavor = fp2_struggle.2008.b.flavor -# stress_impact = { -# just = minor_stress_impact_gain -# honest = medium_stress_impact_gain -# } -# -# send_interface_toast = { -# type = event_toast_effect_good -# title = yearly_0001_improved_intrigue -# left_icon = ROOT -# right_icon = scope:fps_2008_misdeed_actor -# -# add_intrigue_lifestyle_xp = major_lifestyle_experience # Originally it gave you the accomplished forger perk. Was removed because it let you bypass the learning tree. -# } -# reverse_add_opinion = { -# target = scope:fps_2008_misdeed_actor -# modifier = extorted_me_opinion -# opinion = -25 -# years = 10 -# } -# -# scope:fps_2008_misdeed_actor = { -# progress_towards_rival_effect = { -# REASON = rival_defrauded_realm -# CHARACTER = root -# OPINION = 0 -# } -# } -# -# if = { # Has its own notification -# limit = { -# can_add_hook = { -# target = scope:fps_2008_misdeed_actor -# type = threat_hook -# } -# } -# add_hook = { -# target = scope:fps_2008_misdeed_actor -# type = threat_hook -# years = 7 -# } -# } -# -# ai_chance = { base = 0 } # AI should never use these OP options -# } -# -# -# option = { # Go hand in hand stealing state money -# name = fp2_struggle.2008.c -# flavor = fp2_struggle.2008.c.flavor -# -# stress_impact = { -# just = medium_stress_impact_gain -# zealous = minor_stress_impact_gain -# } -# -# scope:fp2_2008_capital = { -# add_county_modifier = { -# modifier = county_corruption_inefficient_tax_collection_modifier -# years = 15 -# } -# } -# -# scope:fps_2008_misdeed_actor = { -# if = { -# limit = { -# can_add_hook = { -# target = root -# type = minor_crime_accomplice_hook -# } -# } -# -# if = { -# limit = { root = { scope:fps_2008_misdeed_actor = cp:councillor_steward } } # CPs cannot have CPs, therefore must be rescoped into root to access -# pay_short_term_gold = { -# target = root -# gold = minor_gold_value -# } -# } -# add_hook = { -# target = root -# type = minor_crime_accomplice_hook -# years = 15 -# } -# } -# } -# if = { -# limit = { -# can_add_hook = { -# target = scope:fps_2008_misdeed_actor -# type = minor_crime_accomplice_hook -# } -# } -# add_hook = { -# target = scope:fps_2008_misdeed_actor -# type = minor_crime_accomplice_hook -# years = 15 -# } -# } -# add_gold = medium_gold_value -# -# ai_chance = { -# base = 50 -# ai_value_modifier = { -# ai_greed = 0.95 -# ai_energy = 0.25 -# } -# } -# } -#} -# -#################################### -## Thiefs of Garduna / Catching Thieves of Myth -## By Hugo Cortell -#################################### -#fp2_struggle.2009 = { -# type = character_event -# title = fp2_struggle.2009.t -# desc = fp2_struggle.2009.desc -# -# theme = intrigue_skulduggery_focus -# cooldown = { years = 150 } # Not actually necessary but adding anyway -# override_background = { reference = corridor_night } -# left_portrait = { -# character = scope:fp2_2009_marshal -# animation = marshal -# outfit_tags = { emotion_angry_decal } # WAD, the decal does render and functions as intended -# } -# lower_left_portrait = { -# character = root -# } -# right_portrait = { -# character = scope:fp2_2009_garduna_young_thief -# animation = fear -# hide_info = yes -# outfit_tags = { -# mena_stealth_hood -# religious_zoroastrian_high_clothes -# } -# } -# -# trigger = { -# is_ai = no -# has_fp2_dlc_trigger = yes -# top_liege = this -# exists = cp:councillor_marshal -# fp2_character_any_involvement_iberian_struggle_trigger = yes -# -# exists = struggle:iberian_struggle -# exists = primary_title -# struggle:iberian_struggle = { -# any_involved_ruler = { # Redundancy check in response to errors on automated tests, should (theoretically) not be necessary -# this != root # Alternative point of failure could be "this" being null, but that would cause errors outside my event. -# exists = primary_title -# top_liege = this -# primary_title = { is_mercenary_company = no } -# is_landed = yes -# count > 1 # Redundancy check in response to more errors on nigtly. Now on the bottom of the block. Reduced by one to total 3. -# } -# -# OR = { -# is_struggle_phase = struggle_iberia_phase_opportunity -# is_struggle_phase = struggle_iberia_phase_conciliation -# } -# } -# -# realm_size > 3 # Needed to get all the realms where corruption can happen -# } -# -# weight_multiplier = { -# base = 0.5 -# modifier = { -# add = 0.5 -# is_ai = no -# } -# } -# -# immediate = { -# struggle:iberian_struggle = { # Struggle existance is already verified by event trigger -# random_involved_ruler = { -# limit = { -# this != root # Otherwise you might be the other involved ruler -# exists = primary_title -# top_liege = this -# primary_title = { is_mercenary_company = no } -# is_landed = yes -# } -# save_scope_as = fp2_2009_involved_ruler -# } -# } -# cp:councillor_marshal = { save_scope_as = fp2_2009_marshal } -# create_character = { -# age = { 16 27 } -# location = root.location -# gender_female_chance = 30 -# trait = education_intrigue_2 -# trait = shy -# trait = honest -# trait = paranoid -# random_traits = yes -# diplomacy = { 2 7 } -# martial = { 3 6 } -# stewardship = { 4 7 } -# intrigue = { 8 22 } -# culture = culture:basque -# religion = religion:catholic_religion -# dynasty = none -# after_creation = { add_gold = minor_gold_value } -# -# save_scope_as = fp2_2009_garduna_young_thief -# } -# -# if = { -# limit = { -# exists = global_var:fp2_struggle_2009_thief_king_char -# global_var:fp2_struggle_2009_thief_king_char = { is_available_ai_adult = yes } -# } -# global_var:fp2_struggle_2009_thief_king_char = { save_scope_as = fp2_2009_garduna_guild_master } -# } -# else = { -# create_character = { # Guild Master -# age = { 24 52 } -# location = scope:fp2_2009_involved_ruler.location -# gender_female_chance = { -# if = { -# limit = { scope:fp2_2009_involved_ruler.location.county.faith = { has_doctrine = doctrine_gender_male_dominated } } -# add = 0 -# } -# else_if = { -# limit = { scope:fp2_2009_involved_ruler.location.county.faith = { has_doctrine = doctrine_gender_female_dominated } } -# add = 100 -# } -# else = { -# add = 50 -# } -# } -# trait = education_intrigue_4 -# trait = deceitful -# trait = shrewd -# random_traits = yes -# diplomacy = { 6 16 } -# martial = { 8 15 } -# stewardship = { 10 17 } -# intrigue = { 8 16 } -# culture = culture:basque -# religion = religion:catholic_religion -# dynasty = none -# after_creation = { -# add_gold = major_gold_value -# add_prestige = major_prestige_gain -# add_piety = minor_piety_gain -# random = { -# chance = 10 -# add_trait = one_eyed -# } -# random = { -# chance = 10 -# add_trait = one_legged -# } -# random = { -# chance = 5 -# add_trait = schemer -# } -# random = { -# chance = 33 -# add_trait = wild_oat -# } -# if = { -# limit = { is_female = yes } -# give_nickname = nick_the_Queen_of_Thieves -# } -# else = { give_nickname = nick_the_King_of_Thieves } -# } -# -# save_scope_as = fp2_2009_garduna_guild_master -# } -# } -# set_global_variable = { -# name = fp2_struggle_2009_thief_king_char -# value = scope:fp2_2009_garduna_guild_master -# } -# -# if = { -# limit = { -# any_court_position_holder = { -# type = executioner_court_position -# is_available_ai_adult = yes -# } -# } -# random_court_position_holder = { -# type = executioner_court_position -# save_scope_as = fp2_2009_roco_executioner -# } -# } -# -# # Get locations -# root.capital_county = { save_scope_as = fp2_2009_capital_county } -# scope:fp2_2009_involved_ruler.capital_county = { save_scope_as = fp2_2009_involved_capital_county } -# random_sub_realm_county = { -# limit = { this != scope:fp2_2009_capital_county } -# save_scope_as = fp2_2009_random_flavor_county_ichi -# } -# random_sub_realm_county = { -# limit = { -# NOT = { -# this = scope:fp2_2009_capital_county -# this = scope:fp2_2009_random_flavor_county_ichi -# } -# } -# save_scope_as = fp2_2009_random_flavor_county_ni -# } -# -# # Logic for "Hire the guild" option, prevents the AI from acting un-wise -# if = { # Player has access by default -# limit = { is_ai = no } -# save_scope_as = fp2_2009_hire_guild_unlocked -# } -# else_if = { # Forbid AI on AI agression -# limit = { -# NOT = { -# is_ai = yes -# scope:fp2_2009_involved_ruler = { is_ai = yes } -# } -# } -# save_scope_as = fp2_2009_hire_guild_unlocked -# } -# else_if = { # Ensure AI on Player agression is justified -# limit = { -# is_ai = yes -# scope:fp2_2009_involved_ruler = { -# is_ai = no -# save_temporary_opinion_value_as = { -# name = opinion_of_root_temp_value -# target = root -# } -# } -# -# # AI behaviour must be on brand with personality and/or circumstance to ensure narrative cohesion -# scope:opinion_of_root_temp_value < -10 -# OR = { -# has_trait = deceitful -# has_trait = wrathful -# has_trait = ambitious -# has_trait = vengeful -# has_trait = arrogant -# has_trait = callous -# is_at_war_with = scope:fp2_2009_involved_ruler -# has_relation_nemesis = scope:fp2_2009_involved_ruler -# } -# } -# save_scope_as = fp2_2009_hire_guild_unlocked -# } -# } -# -# option = { # BECOME THE KING OF PIRA- err THIEVES!!1! -# name = fp2_struggle.2009.a -# flavor = fp2_struggle.2009.a.flavor -# trigger = { -# NOT = { age < 14 } -# OR = { -# has_trait = gallant -# has_trait = adventurer -# has_trait = berserker -# has_trait = peasant_leader -# has_trait = viking -# has_trait = reaver -# prowess > very_high_skill_rating -# has_trait = lunatic_genetic -# } -# } -# scope:fp2_2009_marshal = { -# add_opinion = { -# target = root -# modifier = impressed_opinion -# opinion = 20 -# } -# } -# trigger_event = { -# id = fp2_struggle.2010 -# days = { 6 31 } -# } -# -# stress_impact = { -# compassionate = minor_stress_impact_gain -# craven = minor_stress_impact_gain -# content = medium_stress_impact_gain -# eccentric = medium_stress_impact_loss -# } -# -# ai_chance = { -# base = 8 # Prevents too many kings of thieves from showing up -# modifier = { -# add = 25 -# has_trait = just -# } -# ai_value_modifier = { -# ai_boldness = 0.7 -# ai_compassion = -0.1 -# ai_greed = 0.3 -# ai_energy = 0.5 -# ai_honor = -0.1 -# ai_rationality = -0.2 -# ai_sociability = 0.3 -# ai_vengefulness = 0.5 -# } -# } -# } -# -# option = { # Demand info -# name = fp2_struggle.2009.b -# -# hidden_effect = { -# scope:fp2_2009_garduna_young_thief = { add_trait = depressed_1 } -# save_scope_as = fp2_2009_thief_permanence_scope -# } -# -# every_sub_realm_county = { -# limit = { -# county_control < 100 -# } -# custom = all_realm_county -# change_county_control = 5 -# } -# add_courtier = scope:fp2_2009_garduna_young_thief -# scope:fp2_2009_garduna_young_thief = { -# custom_tooltip = fp2_struggle.2009.b.blues -# add_opinion = { -# target = root -# modifier = was_spared -# opinion = 20 -# } -# } -# -# stress_impact = { -# wrathful = minor_stress_impact_gain -# vengeful = minor_stress_impact_gain -# sadistic = minor_stress_impact_gain -# } -# ai_chance = { -# base = 45 -# ai_value_modifier = { -# ai_boldness = -0.1 -# ai_compassion = 0.65 -# ai_honor = 0.2 -# ai_rationality = 0.9 -# } -# } -# -# hidden_effect = { -# save_scope_value_as = { -# name = fp2_2009_event_outcome -# value = flag:cleared_out -# } -# trigger_event = { -# id = fp2_struggle.2021 -# days = { 450 3000 } -# } -# } -# } -# -# option = { # Ask for a cut -# name = fp2_struggle.2009.c -# trigger = { -# is_ai = no # Option disabled for AI rulers -# NOR = { -# has_trait = gallant -# has_trait = adventurer -# has_trait = berserker -# has_trait = peasant_leader -# has_trait = viking -# has_trait = reaver -# prowess > very_high_skill_rating -# has_trait = lunatic_genetic -# } -# } -# -# add_gold = medium_gold_value -# scope:fp2_2009_capital_county = { add_thieves_guild_modifier_effect = yes } -# scope:fp2_2009_random_flavor_county_ichi = { change_county_control = -15 } -# scope:fp2_2009_random_flavor_county_ni = { change_county_control = -15 } -# -# scope:fp2_2009_marshal = { -# if = { -# limit = { has_trait = just } -# add_opinion = { -# target = root -# modifier = disgusted_opinion -# opinion = -35 -# } -# } -# else = { -# if = { -# limit = { has_trait = greedy } -# add_opinion = { -# target = root -# modifier = respect_opinion # Greedy people respect "the grind" -# opinion = 10 -# } -# } -# else = { -# add_opinion = { -# target = root -# modifier = disappointed_opinion -# opinion = -15 -# } -# } -# } -# } -# -# stress_impact = { -# generous = medium_stress_impact_gain -# content = minor_stress_impact_gain -# just = major_stress_impact_gain -# } -# -# hidden_effect = { -# save_scope_value_as = { -# name = fp2_2009_event_outcome -# value = flag:paid_off -# } -# trigger_event = { -# id = fp2_struggle.2021 -# days = { 450 3000 } -# } -# } -# } -# -# option = { # Hire the guild to mess with a foreign ruler (work for me) -# name = fp2_struggle.2009.d -# trigger = { exists = scope:fp2_2009_hire_guild_unlocked } # Prevents AI from acting un-intelligently -# -# scope:fp2_2009_involved_capital_county = { add_thieves_guild_modifier_effect = yes } -# pay_short_term_gold = { -# target = scope:fp2_2009_garduna_young_thief -# gold = minor_gold_value -# -# } -# -# # Notifies the player on the recieving end of an event outcome that involves them. -# scope:fp2_2009_involved_ruler = { # Hopefuly this will encoureage interaction in MP games. -# trigger_event = { -# id = fp2_struggle.2012 -# days = { 1 2 } -# } -# } -# -# stress_impact = { -# brave = minor_stress_impact_gain -# honest = medium_stress_impact_gain -# compassionate = minor_stress_impact_gain -# } -# ai_chance = { -# base = 25 -# modifier = { -# add = 45 -# is_at_war_with = scope:fp2_2009_involved_ruler -# } -# modifier = { -# add = 100 # hatred can cloud the mind -# has_relation_nemesis = scope:fp2_2009_involved_ruler -# } -# ai_value_modifier = { -# ai_boldness = 0.7 -# ai_compassion = -0.2 -# ai_greed = -0.1 -# ai_honor = -0.4 -# ai_rationality = 0.7 -# ai_vengefulness = 0.95 -# } -# } -# -# hidden_effect = { -# save_scope_value_as = { -# name = fp2_2009_event_outcome -# value = flag:worked_together -# } -# trigger_event = { -# id = fp2_struggle.2021 -# days = { 450 3000 } -# } -# } -# } -# -# option = { # Gift the thieve's the head to the foreign ruler -# name = fp2_struggle.2009.e -# -# scope:fp2_2009_garduna_young_thief = { -# if = { -# limit = { exists = scope:fp2_2009_roco_executioner } # ROCO flaire -# death = { -# death_reason = death_execution -# killer = scope:fp2_2009_roco_executioner -# } -# } -# else = { -# death = { -# death_reason = death_execution -# killer = scope:fp2_2009_marshal -# } -# } -# save_scope_as = fp2_2009_thief_permanence_scope -# } -# custom_tooltip = fp2_struggle.2009.e.a -# hidden_effect = { -# random_list = { -# 55 = {} # nothing happens -# 45 = { -# random_list = { -# 33 = { scope:fp2_2009_random_flavor_county_ichi = { change_county_control = -15 } } -# 33 = { scope:fp2_2009_random_flavor_county_ni = { change_county_control = -15 } } -# 33 = { scope:fp2_2009_capital_county = { change_county_control = -15 } } -# } -# } -# } -# } -# -# scope:fp2_2009_involved_ruler = { -# if = { -# limit = { -# OR = { -# has_trait = wrathful -# has_trait = vengeful -# has_trait = sadistic -# } -# } -# add_opinion = { -# target = root -# modifier = gift_opinion -# opinion = 40 -# } -# progress_towards_friend_effect = { # very nice -# REASON = friend_gave_severed_head -# CHARACTER = root -# OPINION = 0 -# } -# } -# else = { -# add_opinion = { -# target = root -# modifier = gift_opinion # nice -# opinion = 30 -# } -# } -# } -# -# # Notifies the player on the recieving end that they have recieved a delightful gift -# root = { save_scope_as = fp2_2009_has_gifted_head } -# scope:fp2_2009_involved_ruler = { -# trigger_event = { -# id = fp2_struggle.2012 -# days = { 1 2 } -# } -# } -# -# stress_impact = { -# compassionate = medium_stress_impact_gain -# forgiving = minor_stress_impact_gain -# } -# ai_chance = { -# base = 35 -# ai_value_modifier = { -# ai_boldness = 0.2 -# ai_compassion = -0.45 -# ai_honor = 0.8 -# ai_rationality = 0.1 -# ai_sociability = 0.5 -# } -# } -# -# hidden_effect = { -# save_scope_value_as = { -# name = fp2_2009_event_outcome -# value = flag:lobbed_head -# } -# trigger_event = { -# id = fp2_struggle.2021 -# days = { 450 3000 } -# } -# } -# } -# -# option = { # Debug option to quickly trigger 2021 -# name = debug_generic_option -# trigger = { is_developer_testing_trigger = yes } -# -# custom_tooltip = debug_generic_option_shortened_trigger_can_disable -# hidden_effect = { -# save_scope_value_as = { -# name = fp2_2009_event_outcome -# value = flag:cleared_out # modify this with the flag you need -# } -# trigger_event = { id = fp2_struggle.2021 } -# } -# } -# -# after = { -# if = { -# limit = { NOT = { exists = scope:fp2_2009_thief_permanence_scope } } -# scope:fp2_2009_garduna_young_thief = { silent_disappearance_effect = yes } -# } -# } -#} -# -#fp2_struggle.2010 = { # 2009 duel follow-up -# type = character_event -# title = fp2_struggle.2010.t -# desc = fp2_struggle.2010.desc -# trigger = { scope:fp2_2009_garduna_guild_master = { is_available_ai_adult = yes } } -# -# theme = battle -# override_background = { reference = corridor_night } -# left_portrait = { -# character = root -# animation = throne_room_one_handed_passive_1 -# } -# right_portrait = { -# character = scope:fp2_2009_garduna_guild_master -# animation = war_over_win -# outfit_tags = { -# western_stealth_hood -# sub_saharan_high_nobility -# mena_war_legwear -# } -# } -# -# option = { # Duel -# name = fp2_struggle.2010.b -# -# root = { save_scope_as = fp2_2010_root_in_duel } # Used in invalidation check for player's death -# scope:fp2_2009_garduna_guild_master = { -# set_variable = { -# name = signature_weapon -# value = flag:dagger -# } -# } -# configure_start_single_combat_effect = { -# SC_INITIATOR = root -# SC_ATTACKER = root -# SC_DEFENDER = scope:fp2_2009_garduna_guild_master -# FATALITY = always -# FIXED = no -# LOCALE = temple -# OUTPUT_EVENT = fp2_struggle.2011 -# INVALIDATION_EVENT = fp2_struggle.2011 # If the thief dies, you still win. If you die, 2011 runs a check and fails to trigger. -# } -# -# ai_chance = { # Stress for craven was already taken when setting off in this quest -# base = 50 -# ai_value_modifier = { ai_boldness = 0.5 } -# } -# } -# -# option = { # Pay protection money -# name = fp2_struggle.2010.c -# -# pay_treasury_or_gold = { # Cowardice tax (costs more than hireing them) -# target = scope:fp2_2009_garduna_guild_master -# value = major_treasury_or_gold_value -# } -# -# stress_impact = { -# brave = major_stress_impact_gain -# just = major_stress_impact_gain -# arrogant = major_stress_impact_gain -# vengeful = medium_stress_impact_gain -# } -# ai_chance = { -# base = 50 -# modifier = { # Nobody wants to be indebted to a thief -# add = -25 -# gold < major_gold_value -# } -# ai_value_modifier = { ai_greed = -0.5 } -# } -# -# hidden_effect = { -# save_scope_value_as = { -# name = fp2_2009_event_outcome -# value = flag:paid_off -# } -# trigger_event = { -# id = fp2_struggle.2021 -# days = { 450 3000 } -# } -# } -# } -#} -# -#fp2_struggle.2011 = { # You become the KING OF THIEVES -# hidden = yes -# immediate = { -# if = { -# limit = { -# exists = scope:fp2_2011_reuse_gate -# root = scope:fp2_2010_root_in_duel -# } -# send_interface_toast = { -# type = event_toast_effect_good -# desc = fp2_struggle.2011.desc -# title = fp2_struggle.2011.a -# right_icon = ROOT -# -# if = { # Standard practice from EP1 onwards dictates that we ought not to overwrite positive nicknames (?) -# limit = { -# OR = { -# has_any_nickname = no -# has_bad_nickname = yes -# } -# } -# give_nickname = nick_the_Thief_Slayer -# } -# add_prestige = major_prestige_gain -# add_gold = minor_gold_value -# } -# } -# else = { -# save_scope_as = fp2_2011_reuse_gate -# trigger_event = { -# id = fp2_struggle.2011 -# days = 1 -# } -# } -# } -#} -# -#fp2_struggle.2012 = { # Displays letter notifying involved player/character that an action taken by 2009's root is affecting them -# type = letter_event -# sender = scope:fp2_2012_sender # Animation is WAD -# opening = { -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { exists = scope:fp2_2009_has_gifted_head } -# desc = fp2_struggle.2012.t.alt -# } -# desc = fp2_struggle.2012.t -# } -# } -# } -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { exists = scope:fp2_2009_has_gifted_head } -# desc = fp2_struggle.2012.desc.alt -# } -# desc = fp2_struggle.2012.desc -# } -# } -# -# immediate = { -# # Logic for deciding who is the author of the letter -# if = { -# limit = { exists = scope:fp2_2009_has_gifted_head } # If the event is the alt version where you gift the head -# scope:fp2_2009_has_gifted_head = { save_scope_as = fp2_2012_sender } -# } -# else_if = { -# limit = { exists = cp:councillor_spymaster } # Else cycle through possible chancellors -# cp:councillor_spymaster = { save_scope_as = fp2_2012_sender } -# } -# else_if = { -# limit = { exists = cp:councillor_marshal } -# cp:councillor_marshal = { save_scope_as = fp2_2012_sender } -# } -# else_if = { -# limit = { exists = cp:councillor_court_chaplain } -# cp:councillor_court_chaplain = { save_scope_as = fp2_2012_sender } -# } -# else = { root = { save_scope_as = fp2_2012_sender } } # If all fails, you wrote the report yourself, about yourself, for yourself. -# } -# -# option = { -# name = fp2_struggle.2012.a -# trigger = { NOT = { exists = scope:fp2_2009_has_gifted_head } } -# -# show_as_tooltip = { scope:fp2_2009_involved_capital_county = { add_thieves_guild_modifier_effect = yes } } # Has already happened, only to display info -# } -# -# option = { -# name = fp2_struggle.2012.a.alt -# trigger = { exists = scope:fp2_2009_has_gifted_head } -# -# scope:fp2_2009_involved_capital_county = { change_county_control = 10 } -# } -#} -# -#################################### -## The Secret to Freedom -## By Hugo Cortell -#################################### -#fp2_struggle.2013 = { -# type = character_event -# title = fp2_struggle.2013.t -# desc = fp2_struggle.2013.desc -# theme = secret -# cooldown = { years = 2 } -# override_background = { -# trigger = { scope:fp2_2013_prisoner_with_a_secret = { is_in_prison_type = house_arrest } } -# reference = sitting_room -# } -# override_background = { -# trigger = { always = yes } -# reference = dungeon -# } -# left_portrait = { -# character = root -# animation = scheme -# } -# right_portrait = { -# character = scope:fp2_2013_prisoner_with_a_secret -# triggered_animation = { -# trigger = { scope:fp2_2013_prisoner_with_a_secret = { is_in_prison_type = house_arrest } } -# animation = beg -# } -# animation = prisondungeon -# override_imprisonment_visuals = yes -# } -# -# trigger = { -# has_fp2_dlc_trigger = yes -# any_prisoner = { -# save_temporary_scope_as = temp_prisoner_with_secret # Prevents prisoner from revealing their own secret, which would be cool, but would require new loc -# any_known_secret = { -# secret_owner = { -# this != scope:temp_prisoner_with_secret -# top_liege = this -# fp2_character_any_involvement_iberian_struggle_trigger = yes -# } -# NOT = { is_known_by = root } -# } -# } -# } -# -# immediate = { -# random_prisoner = { -# limit = { -# save_temporary_scope_as = temp_prisoner_with_secret -# any_known_secret = { -# secret_owner = { -# this != scope:temp_prisoner_with_secret -# top_liege = this -# fp2_character_any_involvement_iberian_struggle_trigger = yes -# } -# NOT = { is_known_by = root } -# } -# } -# save_scope_as = fp2_2013_prisoner_with_a_secret -# every_known_secret = { -# limit = { -# secret_owner = { -# this != scope:fp2_2013_prisoner_with_a_secret -# top_liege = this -# } -# NOT = { is_known_by = root } -# } -# secret_owner = { save_scope_as = fp2_2013_secret_owner } -# save_scope_as = fp2_2013_secret_to_tell -# } -# -# stress_impact = { -# brave = medium_stress_impact_gain -# gallant = medium_stress_impact_gain -# confider = major_stress_impact_gain -# } -# } -# } -# -# option = { # Agree -# name = fp2_struggle.2013.a -# -# show_as_tooltip = { -# custom_tooltip = fp2_struggle.2013.a.a -# scope:fp2_2013_prisoner_with_a_secret = { release_from_prison = yes } -# } -# hidden_effect = { -# send_interface_toast = { -# type = event_toast_effect_good -# title = witch.2010.message -# left_icon = ROOT -# right_icon = scope:fp2_2013_secret_owner -# -# scope:fp2_2013_secret_to_tell = { reveal_to = root } -# scope:fp2_2013_prisoner_with_a_secret = { release_from_prison = yes } -# } -# } -# -# ai_chance = { -# base = 15 -# ai_value_modifier = { -# ai_boldness = -0.1 -# ai_compassion = 0.2 -# ai_honor = 0.1 -# ai_rationality = 0.4 -# ai_sociability = 0.1 -# ai_vengefulness = 0.1 -# } -# } -# } -# -# option = { # Torture -# name = fp2_struggle.2013.b -# -# add_dread = minor_dread_gain -# duel = { -# skill = intrigue -# value = medium_skill_rating -# -# 40 = { # Success -# modifier = { -# add = intrigue # Your intrigue level should make up for most of the 10 missing points to make this a 50 50 -# always = yes -# } -# modifier = { -# add = 15 # Enjoy your job and it wont feel like work! -# has_trait = sadistic -# } -# modifier = { -# add = 35 -# has_trait = torturer -# } -# modifier = { -# add = 5 # Iberia is home to many plants you should not rub against your skin, great for tickle-torture :D -# has_trait = lifestyle_herbalist -# } -# modifier = { -# add = 5 -# scope:fp2_2013_prisoner_with_a_secret = { has_trait = lazy } -# } -# modifier = { -# add = 15 # Quickly changes their mind about wanting to resist torture -# scope:fp2_2013_prisoner_with_a_secret = { has_trait = fickle } -# } -# -# custom_tooltip = fp2_struggle.2013.a.a -# hidden_effect = { -# send_interface_toast = { -# type = event_toast_effect_good -# title = witch.2010.message -# left_icon = ROOT -# right_icon = scope:fp2_2013_secret_owner -# -# scope:fp2_2013_secret_to_tell = { reveal_to = root } -# } -# } -# } -# 60 = { # You fail -# desc = fp2_struggle.2013.b.b -# modifier = { -# add = scope:fp2_2013_prisoner_with_a_secret.prowess # This is a battle of your skill in torture (intrigue) against the will of your oponent (prowess, usually lower) -# always = yes -# } -# modifier = { -# add = 5 -# scope:fp2_2013_prisoner_with_a_secret = { has_trait = brave } -# } -# modifier = { -# add = 5 # Being stubborn is as much a blessing as it is a curse, in this case, it is the former -# scope:fp2_2013_prisoner_with_a_secret = { has_trait = stubborn } -# } -# modifier = { -# add = 5 -# scope:fp2_2013_prisoner_with_a_secret = { has_trait = diligent } -# } -# modifier = { -# add = 5 # They know nothing good can come from revealing information, what will the bargain with otherwise? -# scope:fp2_2013_prisoner_with_a_secret = { has_trait = paranoid } -# } -# modifier = { -# add = 2 # Maybe god is still on your side? Maybe it is a test? -# scope:fp2_2013_prisoner_with_a_secret = { has_trait = zealous } -# } -# modifier = { -# add = 2 -# scope:fp2_2013_prisoner_with_a_secret = { has_trait = callous } -# } -# modifier = { -# add = 15 # I imagine this is sort of a lalatina moment -# scope:fp2_2013_prisoner_with_a_secret = { has_trait = flagellant } -# } -# modifier = { -# add = 10 # They are used to not revealing info under preassure, though torture is a bit more than they are used to... -# scope:fp2_2013_prisoner_with_a_secret = { has_trait = confider } -# } -# -# send_interface_toast = { -# type = event_toast_effect_bad -# title = ease_tension_toast.failure -# left_icon = ROOT -# right_icon = scope:fp2_2013_prisoner_with_a_secret -# } -# } -# } -# reverse_add_opinion = { -# target = scope:fp2_2013_prisoner_with_a_secret -# modifier = tortured_me -# opinion = -60 # 15 point reduction because there was a weak justification -# years = 30 -# } -# scope:fp2_2013_prisoner_with_a_secret = { -# add_character_modifier = { -# modifier = recently_tortured -# years = 5 -# } -# } -# -# stress_impact = { -# compassionate = major_stress_impact_gain -# just = medium_stress_impact_gain -# forgiving = medium_stress_impact_gain -# } -# ai_chance = { -# base = 15 -# modifier = { -# add = 25 -# has_trait = torturer -# } -# modifier = { -# add = 15 -# has_trait = sadistic -# } -# ai_value_modifier = { -# ai_boldness = 0.8 -# ai_compassion = -0.5 -# ai_greed = 0.6 -# ai_honor = -0.9 -# ai_vengefulness = 0.2 -# } -# } -# } -# -# option = { # Send as gift -# name = fp2_struggle.2013.c -# flavor = fp2_struggle.2013.c.desc -# trigger = { scope:fp2_2013_secret_owner = { is_ai = yes } } -# -# custom_tooltip = fp2_struggle.2013.c.a -# scope:fp2_2013_prisoner_with_a_secret = { release_from_prison = yes } -# trigger_event = { -# id = fp2_struggle.2014 -# days = { 1 4 } -# } -# -# ai_chance = { -# base = 5 -# ai_value_modifier = { -# ai_boldness = -0.1 -# ai_compassion = 0.2 -# ai_greed = -0.5 -# ai_energy = -0.1 -# ai_honor = 0.3 -# ai_sociability = 0.3 -# ai_vengefulness = -0.2 -# ai_zeal = -0.1 -# } -# } -# } -# -# option = { # Dismiss -# name = fp2_struggle.2013.d -# -# random = { -# chance = 5 -# modifier = { -# add = 10 -# has_trait = depressed -# } -# modifier = { -# add = 5 -# health < fine_health -# } -# show_as_tooltip = { custom_tooltip = fp2_struggle.2013.a.a } -# hidden_effect = { -# if = { -# limit = { is_ai = no } -# send_interface_toast = { -# type = event_toast_effect_good -# title = witch.2010.message -# left_icon = ROOT -# right_icon = scope:fp2_2013_secret_owner -# -# scope:fp2_2013_secret_to_tell = { reveal_to = root } -# } -# } -# } -# } -# -# ai_chance = { -# base = 65 -# ai_value_modifier = { -# ai_boldness = -0.2 -# ai_greed = -0.15 -# ai_energy = -0.1 -# ai_honor = 0.6 -# ai_sociability = 0.1 -# ai_vengefulness = -0.1 -# } -# } -# } -#} -# -#fp2_struggle.2014 = { -# type = letter_event -# sender = scope:fp2_2013_secret_owner -# opening = fp2_struggle.2014.t -# desc = { -# desc = fp2_struggle.2014.desc.start -# first_valid = { -# triggered_desc = { -# trigger = { scope:fp2_2014_ai_secret_outcome = flag:prison } -# desc = fp2_struggle.2014.desc.heavy.outcome.prison -# } -# triggered_desc = { -# trigger = { scope:fp2_2014_ai_secret_outcome = flag:death } -# desc = fp2_struggle.2014.desc.heavy.outcome.death -# } -# desc = fp2_struggle.2014.desc.light -# } -# } -# -# trigger = { -# scope:fp2_2013_secret_owner = { is_available_ai_adult = yes } -# scope:fp2_2013_prisoner_with_a_secret = { is_available_ai_adult = yes } -# } -# -# on_trigger_fail = { -# if = { -# limit = { # Fallback - foreign ruler has died! -# NOT = { -# scope:fp2_2013_secret_owner = { -# is_alive = yes -# is_available_ai_adult = yes -# } -# } -# } -# send_interface_toast = { -# type = event_death_neutral -# desc = death_management.1007.t -# left_icon = scope:fp2_2013_secret_owner -# } -# } -# if = { -# limit = { # Fallback - prisoner has died! -# NOT = { scope:fp2_2013_prisoner_with_a_secret = { is_alive = yes } } -# } -# send_interface_toast = { -# scope:fp2_2013_prisoner_with_a_secret = { save_temporary_scope_as = dead_character } -# type = event_death_neutral -# desc = death_management.1006.desc -# left_icon = scope:fp2_2013_prisoner_with_a_secret -# } -# } -# } -# -# immediate = { # LOGIC FOR AI RESPONSE -# save_scope_value_as = { # Calculate how "strong" a secret is -# name = fp2_2014_secret_strength -# value = { -# value = 0 -# if = { -# limit = { scope:fp2_2013_secret_to_tell = { is_criminal_for = scope:fp2_2013_secret_owner } } -# add = 10 -# } -# if = { -# limit = { scope:fp2_2013_secret_to_tell = { is_shunned_for = scope:fp2_2013_secret_owner } } -# add = 5 -# } -# if = { -# limit = { scope:fp2_2013_secret_to_tell = { secret_is_always_interesting_trigger = yes } } -# add = 5 -# } -# } -# } -# if = { # IS THIS SECRET A THREAT TO ME? -# limit = { scope:fp2_2014_secret_strength >= 10 } -# scope:fp2_2013_secret_owner = { -# hidden_effect = { -# add_opinion = { -# target = scope:fp2_2013_prisoner_with_a_secret -# modifier = betrayed_me_opinion -# opinion = -50 -# } -# } -# add_opinion = { -# target = root -# modifier = did_not_tell_my_secret -# opinion = 45 -# } -# progress_towards_friend_effect = { -# REASON = friend_kept_my_secret -# CHARACTER = root -# OPINION = 0 -# } -# if = { -# limit = { -# has_dlc_feature = court_artifacts -# any_character_artifact = { -# NOT = { has_variable = historical_unique_artifact } -# artifact_high_rarity_trigger = yes -# artifact_can_be_gift_to_trigger = { RECIPIENT = root } -# } -# } -# random_character_artifact = { -# limit = { -# NOT = { has_variable = historical_unique_artifact } -# artifact_high_rarity_trigger = yes -# artifact_can_be_gift_to_trigger = { RECIPIENT = root } -# } -# set_owner = root # If it breaks, use set_artifact_owner -# } -# } -# -# save_opinion_value_as = { -# name = fp2_2014_opinion_of_swine -# target = scope:fp2_2013_prisoner_with_a_secret -# } -# } -# if = { # YES, AND I MUST HIDE IT (prison outcome) -# limit = { -# scope:fp2_2013_secret_owner = { -# NAND = { -# has_trait = paranoid -# ai_compassion < 30 -# } -# } -# } -# save_scope_value_as = { -# name = fp2_2014_ai_secret_outcome -# value = flag:prison -# } -# scope:fp2_2013_secret_owner = { -# rightfully_imprison_character_effect = { -# TARGET = scope:fp2_2013_prisoner_with_a_secret -# IMPRISONER = scope:fp2_2013_secret_owner -# } -# } -# } -# else = { # YES, AND I WILL TAKE NO CHANCES (execution outcome) -# save_scope_value_as = { -# name = fp2_2014_ai_secret_outcome -# value = flag:death -# } -# -# scope:fp2_2013_prisoner_with_a_secret = { -# death = { -# death_reason = death_torture -# killer = scope:fp2_2013_secret_owner -# } -# } -# } -# } -# else = { # NO, ACTUALLY THIS IS NOT A BIG DEAL (release outcome) -# scope:fp2_2013_secret_owner = { -# hidden_effect = { -# add_opinion = { -# target = scope:fp2_2013_prisoner_with_a_secret -# modifier = betrayed_me_opinion -# opinion = -25 -# } -# } -# add_opinion = { -# target = root -# modifier = did_not_tell_my_secret -# opinion = 25 -# } -# if = { -# limit = { -# has_dlc_feature = court_artifacts -# any_character_artifact = { -# NOT = { has_variable = historical_unique_artifact } -# artifact_low_rarity_trigger = yes -# artifact_can_be_gift_to_trigger = { RECIPIENT = root } -# } -# } -# random_character_artifact = { -# limit = { -# NOT = { has_variable = historical_unique_artifact } -# artifact_low_rarity_trigger = yes -# artifact_can_be_gift_to_trigger = { RECIPIENT = root } -# } -# set_owner = root -# } -# } -# else = { -# progress_towards_friend_effect = { -# REASON = friend_protected_secrets -# CHARACTER = root -# OPINION = 0 -# } -# } -# } -# save_scope_value_as = { -# name = fp2_2014_ai_secret_outcome -# value = flag:release -# } -# } -# } -# -# option = { -# name = { -# text = { -# first_valid = { -# triggered_desc = { -# trigger = { NOT = { scope:fp2_2014_ai_secret_outcome = flag:release } } -# desc = south_asia.0039.a -# } -# desc = fp2_struggle.2014.b -# } -# } -# } -# } -#} -# -#################################### -## Letter on The Back -## By Hugo Cortell -#################################### -## (a post-it saying kick me) -#################################### -#scripted_trigger fp2_struggle_2015_vassal_check_trigger = { -# is_available_ai_adult = yes -# exists = location # Under no circumstance should it be necessary to need to check this -# NOT = { has_trait = compassionate } -#} -# -#fp2_struggle.2015 = { -# type = character_event -# title = fp2_struggle.2015.t -# desc = fp2_struggle.2015.desc -# cooldown = { years = 25 } -# -# theme = murder_scheme -# override_background = { reference = council_chamber } -# left_portrait = { -# character = root -# animation = chancellor -# } -# right_portrait = { -# character = scope:fp2_struggle_2015_peasant_to_murder -# animation = personality_forgiving -# } -# lower_right_portrait = scope:fp2_struggle_2015_murder_requester_vassal -# -# trigger = { -# is_ai = no # Murder schemes are heavy for performance -# has_fp2_dlc_trigger = yes -# root.top_liege = root -# -# any_powerful_vassal = { -# fp2_struggle_2015_vassal_check_trigger = yes -# opinion = { # Redundant second time around -# target = root -# value < 30 -# } -# } -# } -# -# immediate = { -# random_vassal = { # From joe -# limit = { -# is_powerful_vassal = yes -# fp2_struggle_2015_vassal_check_trigger = yes -# opinion = { -# target = root -# value < 30 -# } -# } -# save_opinion_value_as = { -# name = liege_opinion -# target = root -# } -# -# save_scope_as = fp2_struggle_2015_murder_requester_vassal # Makes sure that one exists, even if [ThreadIndex != UINT32_MAX] causes the loop to skip a beat -# } -# while = { -# limit = { -# any_powerful_vassal = { -# fp2_struggle_2015_vassal_check_trigger = yes -# opinion = { -# target = root -# value < scope:liege_opinion -# } -# } -# } -# random_vassal = { -# limit = { -# is_powerful_vassal = yes -# fp2_struggle_2015_vassal_check_trigger = yes -# opinion = { -# target = root -# value < scope:liege_opinion -# } -# } -# save_opinion_value_as = { -# name = liege_opinion -# target = root -# } -# save_scope_as = fp2_struggle_2015_murder_requester_vassal -# } -# } -# -# create_character = { -# location = scope:fp2_struggle_2015_murder_requester_vassal.location -# template = generic_peasant_character -# diplomacy = { 8 13 } # High stat -# trait = trusting -# random_traits = yes -# faith = scope:fp2_struggle_2015_murder_requester_vassal.location.county.faith -# culture = scope:fp2_struggle_2015_murder_requester_vassal.location.county.culture -# save_scope_as = fp2_struggle_2015_peasant_to_murder -# } -# -# hidden_effect = { -# scope:fp2_struggle_2015_peasant_to_murder = { -# reverse_add_opinion = { -# target = scope:fp2_struggle_2015_murder_requester_vassal -# modifier = annoyed_opinion -# opinion = -100 -# } -# } -# -# add_courtier = scope:fp2_struggle_2015_peasant_to_murder -# } -# } -# -# option = { # Comply and kill the unsuspecting courtier -# name = fp2_struggle.2015.a -# -# trigger = { is_ai = no } -# duel = { -# skill = intrigue -# value = average_skill_rating -# -# 10 = { -# desc = fp2_struggle.2015.a.a -# compare_modifier = { -# value = scope:duel_value -# multiplier = -1.25 -# } -# -# send_interface_toast = { -# type = event_intrigue_bad -# title = murder_outcome.2302.t -# left_icon = scope:fp2_struggle_2015_peasant_to_murder -# -# reverse_add_opinion = { -# target = scope:fp2_struggle_2015_murder_requester_vassal -# modifier = disappointed_opinion -# opinion = -15 -# } -# -# remove_courtier_or_guest = scope:fp2_struggle_2015_peasant_to_murder -# custom_tooltip = fp2_struggle.2015.a.murder_scheme -# hidden_effect = { -# scope:fp2_struggle_2015_murder_requester_vassal = { -# start_scheme = { -# type = murder -# target_character = scope:fp2_struggle_2015_peasant_to_murder -# } -# } -# } -# } -# reverse_add_opinion = { -# target = scope:fp2_struggle_2015_peasant_to_murder -# modifier = suspicion_opinion -# opinion = -20 -# } -# -# } -# 10 = { -# compare_modifier = { -# value = scope:duel_value -# multiplier = 1.25 -# } -# -# modifier = { -# add = { -# value = intrigue -# multiply = 2 -# round = yes -# } -# always = yes -# } -# modifier = { -# add = 35 -# has_trait = lifestyle_herbalist -# } -# modifier = { -# add = 5 -# has_trait = drunkard # You know how to disguise drinks -# } -# modifier = { -# add = 15 -# has_perk = swift_execution_perk -# } -# modifier = { -# add = 10 # They add up -# has_perk = a_job_done_right_perk -# } -# -# send_interface_toast = { -# type = event_intrigue_good -# title = fp2_struggle.2015.a.b -# left_icon = scope:fp2_struggle_2015_murder_requester_vassal -# -# scope:fp2_struggle_2015_peasant_to_murder = { -# death = { -# killer = ROOT -# death_reason = death_poison -# } -# } -# reverse_add_opinion = { -# target = scope:fp2_struggle_2015_murder_requester_vassal -# modifier = helped_me_in_time_of_need -# opinion = 40 -# } -# } -# add_secret = { -# type = secret_murder -# target = scope:fp2_struggle_2015_peasant_to_murder -# } -# random_secret = { -# type = secret_murder -# limit = { -# secret_target = scope:fp2_struggle_2015_peasant_to_murder -# } -# save_scope_as = fp2_2015_murder_secret -# } -# -# if = { # AHA! YOU FOOL! I TRICKED YOU INTO COMMITING A CRIME! -# limit = { -# scope:fp2_struggle_2015_murder_requester_vassal = { -# OR = { -# has_relation_rival = ROOT -# has_secret_relation_rival = ROOT # ??? -# has_relation_nemesis = ROOT -# -# AND = { -# has_dread_level_towards = { -# target = ROOT -# level <= 1 -# } -# OR = { -# AND = { -# has_trait = deceitful -# opinion = { -# target = root -# value < -25 -# } -# } -# AND = { -# ai_boldness > 9 -# ai_compassion < 1 -# ai_honor < -29 -# ai_vengefulness > -1 -# } -# } -# } -# } -# } -# } -# -# trigger_event = { # Usually I would use a notification but... -# id = fp2_struggle.2016 # The narrative impact of a full letter is greater, it makes sure the betrayal stings. This vassal wrote just to rub salt in your eyes. -# days = { 3 4 } -# } -# } -# } -# } -# -# stress_impact = { -# compassionate = medium_stress_impact_gain -# gallant = minor_stress_impact_gain -# } -# } -# -# option = { # Ignore the letter -# name = fp2_struggle.2015.b -# -# trigger = { is_ai = no } -# send_interface_toast = { -# type = event_toast_effect_good -# title = murder_outcome.4302.t -# left_icon = scope:fp2_struggle_2015_murder_requester_vassal -# right_icon = scope:fp2_struggle_2015_peasant_to_murder -# -# show_as_tooltip = { add_courtier = scope:fp2_struggle_2015_peasant_to_murder } -# reverse_add_opinion = { -# target = scope:fp2_struggle_2015_murder_requester_vassal -# modifier = broke_promise -# } -# } -# -# custom_tooltip = fp2_struggle.2015.a.murder_scheme -# hidden_effect = { -# scope:fp2_struggle_2015_murder_requester_vassal = { -# start_scheme = { -# type = murder -# target_character = scope:fp2_struggle_2015_peasant_to_murder -# } -# } -# } -# } -# -# option = { # Warn the courtier about this (vassal may find out) -# name = fp2_struggle.2015.c -# -# random_list = { -# 75 = { -# desc = fp2_struggle.2015.c.b -# -# send_interface_toast = { -# type = event_intrigue_good -# title = fp2_struggle.2015.c.b -# left_icon = scope:fp2_struggle_2015_peasant_to_murder -# right_icon = scope:fp2_struggle_2015_murder_requester_vassal -# -# scope:fp2_struggle_2015_peasant_to_murder = { silent_disappearance_effect = yes } -# reverse_add_opinion = { -# target = scope:fp2_struggle_2015_murder_requester_vassal -# modifier = helped_me_in_time_of_need -# opinion = 25 # -15 points for suspicion (where is the body?) -# } -# } -# } -# 25 = { -# desc = fp2_struggle.2015.c.a -# send_interface_toast = { -# type = event_intrigue_bad -# title = fp2_struggle.2015.c.a -# left_icon = scope:fp2_struggle_2015_peasant_to_murder -# right_icon = scope:fp2_struggle_2015_murder_requester_vassal -# -# scope:fp2_struggle_2015_peasant_to_murder = { death = { death_reason = death_mysterious } } -# reverse_add_opinion = { -# target = scope:fp2_struggle_2015_murder_requester_vassal -# modifier = broke_promise -# } -# -# stress_impact = { -# forgiving = minor_stress_impact_gain -# humble = minor_stress_impact_gain -# just = minor_stress_impact_gain -# compassionate = minor_stress_impact_gain -# trusting = minor_stress_impact_gain -# gallant = minor_stress_impact_gain -# } -# } -# } -# } -# } -#} -# -#fp2_struggle.2016 = { -# type = letter_event -# sender = scope:fp2_struggle_2015_murder_requester_vassal -# opening = fp2_struggle.2016.t -# desc = fp2_struggle.2016.desc -# -# option = { # Tricked, backstabbed and quite possibly, out-smarted by your cunning vassal/rival -# name = fp2_struggle.2016.a -# -# hidden_effect = { scope:fp2_2015_murder_secret = { reveal_to = scope:fp2_struggle_2015_murder_requester_vassal } } -# scope:fp2_struggle_2015_murder_requester_vassal = { -# blackmail_target_with_secret_effect = { -# SECRET = scope:fp2_2015_murder_secret -# TARGET = ROOT -# } -# } -# progress_towards_rival_effect = { -# CHARACTER = scope:fp2_struggle_2015_murder_requester_vassal -# REASON = rival_tricked_murder -# OPINION = default_rival_opinion -# } -# add_opinion = { -# target = scope:fp2_struggle_2015_murder_requester_vassal -# modifier = betrayed_me_opinion -# opinion = -60 -# } -# } -#} -# -#################################### -## RETURN OF THE THIEF KING -## By Hugo Cortell -#################################### -## Directors liked the original very much -########################################### -#fp2_struggle.2021 = { # Main event -# type = character_event -# title = fp2_struggle.2021.t -# desc = { -# desc = fp2_struggle.2021.desc -# first_valid = { -# triggered_desc = { -# trigger = { scope:fp2_2009_event_outcome = flag:cleared_out } -# desc = fp2_struggle.2021.desc.alt.cutout -# } -# triggered_desc = { -# trigger = { scope:fp2_2009_event_outcome = flag:paid_off } -# desc = fp2_struggle.2021.desc.alt.paidoff -# } -# triggered_desc = { -# trigger = { scope:fp2_2009_event_outcome = flag:worked_together } -# desc = fp2_struggle.2021.desc.alt.work -# } -# triggered_desc = { -# trigger = { scope:fp2_2009_event_outcome = flag:lobbed_head } -# desc = fp2_struggle.2021.desc.alt.behead -# } -# } -# desc = { desc = fp2_struggle.2021.desc.outro } -# } -# theme = secret -# override_background = { -# trigger = { scope:fp2_2009_event_outcome = flag:cleared_out } -# reference = alley_day -# } -# override_background = { -# trigger = { scope:fp2_2009_event_outcome = flag:paid_off } -# reference = tavern -# } -# override_background = { -# trigger = { scope:fp2_2009_event_outcome = flag:worked_together } -# reference = throne_room -# } -# override_background = { -# trigger = { scope:fp2_2009_event_outcome = flag:lobbed_head } -# reference = alley_night -# } -# left_portrait = { -# character = root -# animation = personality_rational -# } -# right_portrait = { -# character = scope:fp2_2009_garduna_guild_master -# animation = scheme -# outfit_tags = { -# western_stealth_hood -# sub_saharan_high_nobility -# mena_war_legwear -# } -# } -# -# trigger = { -# fp2_character_involved_in_struggle_trigger = yes # To check that the struggle is still going on -# exists = primary_title -# scope:fp2_2009_garduna_guild_master = { -# is_available_ai_adult = yes -# OR = { # Is this char still looking for adventure or have they settled down? -# is_pool_character = yes -# is_pool_guest = yes -# } -# } -# } -# -# immediate = { -# title:c_napoli.title_province = { # Originally, the thieves were going to set up a guild there, but thats not very nice. -# county = { -# save_scope_as = fp2_2021_old_napoly -# holder.top_liege = { -# save_scope_as = fp2_2021_angry_italian # So instead you just get an opinion debuff for narrative impact. -# } # If this were not such a strange event, I would actually make it affect the character mechanically. But there is little excuse here. -# } -# } -# -# # Spy Network Logic, once upon a time used to be elegant. -# if = { -# limit = { exists = struggle:iberian_struggle } -# struggle:iberian_struggle = { -# if = { -# limit = { # Theoretically, effects which do not meet its conditions (the limit) are skipped over. However, the nightly has proven that wrong. -# any_involved_ruler = { # As such we take a _much_ more conservative approach of triple checking everything. -# exists = primary_title -# has_any_secrets = yes -# this != root -# } -# } -# random_involved_ruler = { -# limit = { -# exists = primary_title -# has_any_secrets = yes -# this != root -# } -# random_secret = { save_scope_as = fp2_2021_secreto_numero_ichi } -# } -# -# if = { -# limit = { -# any_involved_ruler = { -# exists = primary_title -# has_any_secrets = yes -# NOT = { -# this = root -# any_secret = { this = scope:fp2_2021_secreto_numero_ichi } -# } -# } -# } -# random_involved_ruler = { -# limit = { -# exists = primary_title -# has_any_secrets = yes -# NOT = { -# this = root -# any_secret = { this = scope:fp2_2021_secreto_numero_ichi } -# } -# } -# random_secret = { save_scope_as = fp2_2021_secreto_numero_ni } -# } -# } -# } -# } -# } -# -# if = { -# limit = { exists = cp:councillor_spymaster } -# cp:councillor_spymaster = { save_scope_as = fp2_2021_spymaster } -# } -# -# hidden_effect = { # Hides exceptions from players, fix is not necessary -# scope:fp2_2009_garduna_guild_master = { -# save_scope_as = dueltarget # For Loc -# move_to_pool_at = root.location # Fixes endless loop where the thief gets stretched across half the map -# } -# } -# } -# -# option = { # Send off to italy -# name = fp2_struggle.2021.a -# -# scope:fp2_2009_garduna_guild_master = { -# pay_short_term_gold = { -# target = ROOT -# gold = minor_gold_value -# } -# } -# custom_tooltip = fp2_struggle.2021.a.a -# scope:fp2_2021_angry_italian = { -# add_opinion = { -# target = root -# modifier = raided_me_opinion -# opinion = -40 -# } -# } -# -# hidden_effect = { # Possible random outcomes -# random_list = { -# 10 = { # "Retires", buys a house in italy and lives as an old man happily ever after (just like your dog went to a farm when it got old) -# scope:fp2_2009_garduna_guild_master = { silent_disappearance_effect = yes } -# -# modifier = { -# add = 30 -# scope:fp2_2009_event_outcome = flag:lobbed_head -# } -# modifier = { -# add = 20 -# scope:fp2_2009_event_outcome = flag:worked_together -# } -# } -# 30 = { # He just sorta roams around italy -# scope:fp2_2009_garduna_guild_master = { move_to_pool_at = scope:fp2_2021_angry_italian.location } -# -# modifier = { -# add = 10 -# scope:fp2_2009_event_outcome = flag:cleared_out -# } -# } -# 10 = { # Joins napolitan court -# scope:fp2_2009_garduna_guild_master = { remove_nickname = yes } # Becomes a functional member of society -# scope:fp2_2021_angry_italian = { -# add_courtier = scope:fp2_2009_garduna_guild_master -# -# add_opinion = { -# target = scope:fp2_2009_garduna_guild_master -# modifier = impressed_opinion -# opinion = 20 -# } -# reverse_add_opinion = { -# target = scope:fp2_2009_garduna_guild_master -# modifier = opinion_welcomed_with_tea -# } -# } -# -# modifier = { -# add = 20 -# scope:fp2_2009_event_outcome = flag:paid_off -# } -# } -# } -# } -# } -# -# option = { # Recruit into court (cures courtier's depression if they were a member of the thief-king's gang) -# name = fp2_struggle.2021.b -# -# pay_short_term_gold = { -# target = scope:fp2_2009_garduna_guild_master -# gold = medium_gold_value -# } -# every_powerful_vassal = { -# limit = { NOT = { has_trait = forgiving } } -# custom = fp2_every_major_vassal_notifier -# add_opinion = { -# target = root -# modifier = suspicion_opinion -# opinion = -15 -# } -# } -# add_courtier = scope:fp2_2009_garduna_guild_master -# if = { -# limit = { exists = scope:fp2_2009_garduna_young_thief } -# remove_trait = depressed_1 # My old boss survived! (though the rest are dead but shhh) -# } -# -# hidden_effect = { -# scope:fp2_2009_garduna_guild_master = { -# add_opinion = { -# target = root -# modifier = hired_me_opinion -# opinion = 15 -# } -# -# if = { # There can only be one top dog, one master of the shadows. -# limit = { scope:fp2_2021_spymaster != scope:fp2_2009_garduna_young_thief } -# random = { -# chance = 25 -# set_relation_rival = { -# target = scope:fp2_2021_spymaster -# reason = rival_garduna_young_thief -# } -# } -# } -# } -# } -# } -# -# option = { # Establish a spy network -# name = fp2_struggle.2021.c -# flavor = fp2_struggle.2021.c.flavor -# -# trigger = { -# OR = { -# exists = scope:fp2_2021_secreto_numero_ichi -# exists = scope:fp2_2021_secreto_numero_ni -# } -# } -# -# pay_short_term_gold = { -# target = scope:fp2_2009_garduna_guild_master -# gold = major_gold_value -# } -# -# custom_tooltip = fp2_struggle.2021.c.a # Perhaps it can mention the spymaster? -# hidden_effect = { # Note: You might end up learning secrets you already know, this is WAD -# if = { -# limit = { -# exists = scope:fp2_2021_secreto_numero_ichi -# exists = scope:fp2_2021_secreto_numero_ni -# } -# -# send_interface_toast = { -# type = event_intrigue_good -# title = fp2_struggle.2021.c.spynet.a -# -# scope:fp2_2021_secreto_numero_ichi = { reveal_to = root } -# scope:fp2_2021_secreto_numero_ni = { reveal_to = root } -# } -# } -# else = { -# if = { -# limit = { exists = scope:fp2_2021_secreto_numero_ichi } -# send_interface_toast = { -# type = event_intrigue_good -# title = fp2_struggle.2021.c.spynet.a -# -# scope:fp2_2021_secreto_numero_ichi = { reveal_to = root } -# } -# } -# else_if = { -# limit = { exists = scope:fp2_2021_secreto_numero_ni } -# send_interface_toast = { -# type = event_intrigue_good -# title = fp2_struggle.2021.c.spynet.a -# -# scope:fp2_2021_secreto_numero_ni = { reveal_to = root } -# } -# } -# } -# } -# -# scope:fp2_2009_garduna_guild_master = { silent_disappearance_effect = yes } -# } -# -# option = { # Duel option (get title late) -# name = { -# text = { -# first_valid = { -# triggered_desc = { -# trigger = { scope:fp2_2009_event_outcome = flag:lobbed_head } -# desc = fp2_struggle.2021.d.alt -# } -# desc = fp2_struggle.2021.d -# } -# } -# } -# trigger = { NOT = { age < 14 } } -# -# custom_tooltip = fp2_struggle.2021.d.b -# show_as_tooltip = { -# if = { -# limit = { -# OR = { -# has_any_nickname = no -# has_bad_nickname = yes -# } -# } -# give_nickname = nick_the_Thief_Slayer -# } -# } -# ROOT = { save_scope_as = fp2_2021_root_in_duel } -# scope:fp2_2009_garduna_guild_master = { -# set_variable = { -# name = signature_weapon -# value = flag:dagger -# } -# } -# -# if = { # Changes the background to match, you cannot use conditional values on scripted effects -# limit = { scope:fp2_2009_event_outcome = flag:cleared_out } -# configure_start_single_combat_effect = { -# SC_INITIATOR = root -# SC_ATTACKER = root -# SC_DEFENDER = scope:fp2_2009_garduna_guild_master -# FATALITY = always -# FIXED = no -# LOCALE = alley_day -# OUTPUT_EVENT = fp2_struggle.2022 -# INVALIDATION_EVENT = fp2_struggle.2022 -# } -# } -# else_if = { -# limit = { scope:fp2_2009_event_outcome = flag:paid_off } -# configure_start_single_combat_effect = { -# SC_INITIATOR = root -# SC_ATTACKER = root -# SC_DEFENDER = scope:fp2_2009_garduna_guild_master -# FATALITY = always -# FIXED = no -# LOCALE = tavern -# OUTPUT_EVENT = fp2_struggle.2022 -# INVALIDATION_EVENT = fp2_struggle.2022 -# } -# } -# else_if = { -# limit = { scope:fp2_2009_event_outcome = flag:worked_together } -# configure_start_single_combat_effect = { -# SC_INITIATOR = root -# SC_ATTACKER = root -# SC_DEFENDER = scope:fp2_2009_garduna_guild_master -# FATALITY = always -# FIXED = no -# LOCALE = throne_room -# OUTPUT_EVENT = fp2_struggle.2022 -# INVALIDATION_EVENT = fp2_struggle.2022 -# } -# } -# else_if = { -# limit = { scope:fp2_2009_event_outcome = flag:lobbed_head } -# configure_start_single_combat_effect = { -# SC_INITIATOR = root -# SC_ATTACKER = root -# SC_DEFENDER = scope:fp2_2009_garduna_guild_master -# FATALITY = always -# FIXED = no -# LOCALE = alley_night -# OUTPUT_EVENT = fp2_struggle.2022 -# INVALIDATION_EVENT = fp2_struggle.2022 -# } -# } -# } -# -# after = { remove_global_variable = fp2_struggle_2009_thief_king_char } -#} -# -#fp2_struggle.2022 = { # You become the KING OF THIEVES again, well, late is better than never... -# hidden = yes -# immediate = { -# if = { -# limit = { -# exists = scope:fp2_2022_reuse_gate -# root = scope:fp2_2021_root_in_duel -# } -# send_interface_toast = { -# type = event_toast_effect_good -# title = fp2_struggle.2021.d.a -# right_icon = ROOT -# if = { -# limit = { -# OR = { -# has_any_nickname = no -# has_bad_nickname = yes -# } -# } -# give_nickname = nick_the_Thief_Slayer -# } -# add_prestige = medium_prestige_gain # Penalty for finishing the job late -# add_gold = minor_gold_value -# } -# } -# else = { -# save_scope_as = fp2_2022_reuse_gate -# trigger_event = { -# id = fp2_struggle.2022 -# days = 1 -# } -# } -# } -#} -# -#################################### -## The Price of War -## by Veronica Pazos -#################################### -## You pawn your crown to get some gold to help in your war -############################################################### -#fp2_struggle.3001 = { -# type = character_event -# title = fp2_struggle.3001.t -# desc = { -# desc = fp2_struggle.3001.desc -# first_valid = { -# triggered_desc = { -# trigger = { -# is_at_war = yes -# } -# desc = fp2_struggle.3001.desc_war_intro -# } -# triggered_desc = { -# trigger = { -# is_at_war = no -# } -# desc = fp2_struggle.3001.desc_no_war_intro -# } -# } -# desc = fp2_struggle.3001.desc_outro -# } -# -# theme = crown -# cooldown = { years = 5 } #in case you don't sell your crown you'll have to wait to get the chance again -# override_background = { reference = council_chamber } -# left_portrait = { -# character = root -# animation = worry -# } -# right_portrait = { -# character = cp:councillor_steward -# animation = personality_rational -# } -# -# trigger = { -# has_fp2_dlc_trigger = yes #dlc check -# is_available_even_at_war_adult = yes -# primary_title.tier >= tier_kingdom #so we make sure you have an actual crown -# OR = { #someone has to suggest this -# exists = cp:councillor_steward -# any_courtier = { -# stewardship >= medium_skill_rating -# } -# } -# gold < minor_gold_value #you don't have much gold -# NOT = { has_character_flag = sold_crown_charmod } #you haven't sold your crown before -# struggle:iberian_struggle = { -# NOT = { is_struggle_phase = struggle_iberia_phase_compromise } #you're not in the compromise phase -# } -# } -# -# weight_multiplier = { #more likely to trigger the poorer you are -# modifier = { -# add = 0.25 -# gold <= 25 -# } -# modifier = { -# add = 0.25 -# gold <= 20 -# } -# modifier = { -# add = 0.5 -# gold <= 15 -# } -# modifier = { -# add = 0.5 -# gold <= 10 -# } -# } -# -# immediate = { -# play_music_cue = "mx_cue_touching_moment" -# if = { -# limit = { -# exists = cp:councillor_steward -# } -# cp:councillor_steward = { save_scope_as = struggle_3001_steward } -# } -# else = { -# random_courtier = { -# limit = { -# stewardship >= medium_skill_rating -# } -# save_scope_as = struggle_3001_steward -# } -# } -# if = { -# limit = { -# has_any_artifact = yes -# any_character_artifact = { artifact_type = helmet } #we check if you have a crown artifact -# } -# random_character_artifact = { -# limit = { artifact_type = helmet } -# save_scope_as = struggle_3001_crown_artifact -# } -# } -# if = { -# limit = { -# is_married = yes -# } -# primary_spouse = { -# save_scope_as = struggle_3001_spouse -# } -# } -# } -# -# option = { #sell your own crown -# name = fp2_struggle.3001.a -# flavor = fp2_struggle.3001.a_flavour -# add_character_flag = sold_crown_charmod #you lose your crown -# give_nickname = nick_the_crownless #now everyone knows -# add_gold = medium_gold_max_value -# add_prestige = major_prestige_loss -# stress_impact = { -# arrogant = medium_stress_impact_gain -# humble = minor_stress_loss -# } -# -# ai_chance = { -# base = 5 -# modifier = { -# add = 5 -# gold <= 15 -# } -# ai_value_modifier = { -# ai_greed = 0.15 -# ai_rationality = 0.2 -# } -# } -# } -# -# option = { #sell artifact crown instead -# name = fp2_struggle.3001.b -# trigger = { #triggers if you actually have one -# any_character_artifact = { -# artifact_slot_type = helmet -# } -# } -# add_gold = medium_gold_value -# add_prestige = minor_prestige_loss -# destroy_artifact = scope:struggle_3001_crown_artifact -# stress_impact = { -# greedy = minor_stress_impact_gain -# } -# -# ai_chance = { -# base = 5 -# modifier = { -# add = 5 -# gold <= 15 -# } -# ai_value_modifier = { -# ai_greed = -0.3 -# ai_rationality = 0.2 -# } -# } -# } -# -# option = { #but my spouse also has a crown... -# name = fp2_struggle.3001.c -# flavor = fp2_struggle.3001.c_flavour -# trigger = { -# is_married = yes #you have a spouse -# scope:struggle_3001_spouse = { -# NOT = { has_character_flag = sold_crown_charmod } #and you didn't sell their crown -# } -# } -# add_gold = medium_gold_value -# add_prestige = minor_prestige_loss -# if = { -# limit = { -# scope:struggle_3001_spouse = { -# has_trait = humble -# } -# } -# scope:struggle_3001_spouse = { -# add_opinion = { -# target = ROOT -# opinion = -25 #they are displeased -# modifier = struggle_3001_spouse_crown_modifier -# } -# add_character_flag = sold_crown_charmod #your spouse loses their crown -# } -# } -# else = { -# scope:struggle_3001_spouse = { -# add_opinion = { -# target = ROOT -# opinion = -75 #they REALLY hate you -# modifier = struggle_3001_spouse_crown_modifier -# } -# add_character_flag = sold_crown_charmod #your spouse loses their crown -# } -# } -# stress_impact = { -# generous = medium_stress_impact_gain -# compassionate = medium_stress_impact_gain -# } -# -# ai_chance = { -# base = 10 -# modifier = { -# add = 5 -# gold <= 15 -# } -# ai_value_modifier = { -# ai_greed = 0.5 -# } -# } -# } -# -# option = { #I'll be dead before losing my crown -# name = fp2_struggle.3001.d -# stress_impact = { -# base = medium_stress_gain #you really need money -# } -# -# ai_chance = { -# base = 5 -# } -# } -#} -# -#################################### -## Order of the Hatchet -## By Veronica Pazos -#################################### -## Order of the Hachet - Woman are defending your city -######################################################## -#fp2_struggle.3011 = { -# type = character_event -# title = fp2_struggle.3011.t -# desc = { -# first_valid = { -# triggered_desc = { -# trigger = { -# faith = { has_doctrine = doctrine_gender_female_dominated } -# } -# desc = fp2_struggle.3011.desc_men #reverse genre event -# } -# desc = fp2_struggle.3011.desc -# } -# desc = fp2_struggle.3011.desc_outro -# } -# -# theme = realm -# cooldown = { years = 20 } -# left_portrait = { -# character = root -# animation = personality_rational -# } -# right_portrait = { -# character = cp:councillor_marshal -# animation = marshal -# } -# lower_right_portrait = scope:bishop -# -# trigger = { -# has_fp2_dlc_trigger = yes -# fp2_character_any_involvement_iberian_struggle_trigger = yes #there's an ongoing struggle (includes dlc check) -# is_available_even_at_war_adult = yes -# is_landed_or_landless_administrative = yes -# any_character_war = { -# war_days >= 30 #a battle has likely happened -# } -# exists = cp:councillor_marshal #someone tells you about the incident -# exists = cp:councillor_court_chaplain -# faith = { -# NOT = { has_doctrine = doctrine_gender_equal } #checks that this is unusual -# } -# OR = { #checks again that this makes sense, Ola Jentzsch's note -# has_game_rule = default_gender_equality -# has_game_rule = inversed_gender_equality -# } -# struggle:iberian_struggle = { #there's a struggle going on -# OR = { -# is_struggle_phase = struggle_iberia_phase_hostility -# is_struggle_phase = struggle_iberia_phase_opportunity -# } -# } -# any_sub_realm_barony = { -# exists = holder -# title_province = { has_holding_type = city_holding } -# } -# } -# -# weight_multiplier = { -# base = 1 -# } -# -# immediate = { -# cp:councillor_marshal = { save_scope_as = struggle_3011_marshal } -# cp:councillor_court_chaplain = { save_scope_as = bishop } -# random_sub_realm_barony = { -# limit = { -# exists = holder -# title_province = { has_holding_type = city_holding } -# } -# county = { save_scope_as = struggle_3011_county_town } -# } -# } -# -# option = { #that's dope -# name = fp2_struggle.3011.a -# scope:struggle_3011_county_town = { -# add_county_modifier = { -# modifier = fp2_order_of_the_hachet_modifier -# years = 5 -# } -# } -# scope:bishop = { -# add_opinion = { -# target = ROOT -# opinion = -25 -# modifier = angry_opinion -# } -# } -# every_vassal = { -# custom = custom.every_zealous_callous_or_sadistic_vassal -# limit = { -# OR = { -# has_trait = zealous -# has_trait = callous -# } -# } -# add_opinion = { -# target = ROOT -# opinion = -10 -# modifier = annoyed_opinion -# } -# } -# stress_impact = { -# zealous = medium_stress_impact_gain -# } -# -# ai_chance = { -# base = 10 -# ai_value_modifier = { -# ai_zeal = -1 #zealous AI will never pick this -# ai_compassion = 0.2 -# ai_honor = 0.2 -# } -# } -# } -# -# option = { #ridiculous -# name = { -# trigger = { -# faith = { has_doctrine = doctrine_gender_male_dominated } -# } -# text = fp2_struggle.3011.b -# } -# name = { -# trigger = { -# faith = { has_doctrine = doctrine_gender_female_dominated } -# } -# text = fp2_struggle.3011.b_men -# } -# scope:bishop = { -# add_opinion = { -# target = ROOT -# opinion = 10 -# modifier = grateful_opinion -# } -# } -# if = { -# limit = { -# faith = { has_doctrine = doctrine_gender_male_dominated } -# } -# every_courtier = { -# custom = custom.every_female_courtier -# limit = { -# is_female = yes -# } -# add_opinion = { -# target = ROOT -# opinion = -10 -# modifier = insult_opinion -# } -# } -# } -# else_if = { -# limit = { -# faith = { has_doctrine = doctrine_gender_female_dominated } -# } -# every_courtier = { -# custom = custom.every_male_courtier -# limit = { -# is_male = yes -# } -# add_opinion = { -# target = ROOT -# opinion = -10 -# modifier = insult_opinion -# } -# } -# } -# stress_impact = { -# cynical = medium_stress_impact_gain -# } -# -# ai_chance = { -# base = 10 -# ai_value_modifier = { -# ai_zeal = 0.2 -# ai_rationality = -0.2 -# } -# } -# } -# -# option = { #witches! -# name = fp2_struggle.3011.c -# trigger = { -# has_trait = zealous -# } -# add_dread = medium_dread_gain -# add_character_modifier = { -# modifier = fp2_punished_order_of_the_hachet_modifier -# years = 5 -# } -# -# ai_chance = { #zealous AI will pick this option -# base = 1 -# ai_value_modifier = { -# ai_zeal = 0.8 -# ai_energy = -0.7 -# ai_vengefulness = 0.5 -# } -# } -# } -# -# option = { #I shall save these damsels in distress! -# name = fp2_struggle.3011.d -# trigger = { -# faith = { has_doctrine = doctrine_gender_male_dominated } -# OR = { -# has_trait = gallant -# has_trait = arrogant -# culture = { -# has_cultural_tradition = tradition_chanson_de_geste -# } -# } -# } -# random_list = { #how does that go -# 75 = { -# add_stress = medium_stress_gain -# } -# 25 = { -# add_stress = medium_stress_impact_loss -# } -# } -# -# ai_chance = { -# base = 10 -# } -# } -#} -# -#################################### -## The Wrath of Heaven -## By Veronica Pazos -#################################### -## "Lightning stones" in a siege -#################################### -#fp2_struggle.3021 = { -# type = character_event -# title = fp2_struggle.3021.t -# desc = fp2_struggle.3021.desc -# -# theme = martial -# left_portrait = { -# character = root -# animation = personality_cynical -# } -# right_portrait = { -# character = scope:struggle_3021_knight -# animation = shock -# } -# lower_right_portrait = scope:struggle_3021_courtier -# -# trigger = { -# has_fp2_dlc_trigger = yes -# fp2_character_any_involvement_iberian_struggle_trigger = yes -# is_available_even_at_war_adult = yes -# NOT = { has_character_flag = had_event_struggle_3021 } #so you don't research the same thing again -# struggle:iberian_struggle = { #there's some kind of hostility going on -# is_struggle_phase = struggle_iberia_phase_hostility -# -# } -# any_knight = { #someone sees this -# is_available_healthy_ai_adult = yes -# } -# any_courtier = { #someone will research this -# is_available_healthy_ai_adult = yes -# count > 0 -# } -# any_directly_owned_province = { #we have a castle to use it on -# has_holding_type = castle_holding -# NOT = { has_province_modifier = fp2_lightning_stones_modifier } -# } -# } -# -# weight_multiplier = { -# base = 1 -# modifier = { -# add = 1 -# is_at_war = yes -# } -# } -# -# immediate = { -# add_character_flag = had_event_struggle_3021 -# random_knight = { -# limit = { -# is_available_healthy_ai_adult = yes -# } -# save_scope_as = struggle_3021_knight -# } -# every_courtier = { #get your courtiers -# limit = { -# is_available_ai_adult = yes -# this != root.primary_spouse #you shouldn't lose your spouse or heir because of this -# this != root.player_heir -# } -# add_to_list = struggle_3021_courtier_list -# } -# ordered_in_list = { #sort through to pick the one with highest learning -# list = struggle_3021_courtier_list -# order_by = learning -# max = 1 -# save_scope_as = struggle_3021_courtier -# } -# random_directly_owned_province = { #this is where we can try it -# limit = { -# has_holding_type = castle_holding -# } -# save_scope_as = lightning_stones_province -# } -# } -# -# option = { #we need to research this stuff -# name = fp2_struggle.3021.a -# -# scope:struggle_3021_courtier = { #This is who is doing the research -# duel = { -# skill = learning #The skill needed for research -# value = average_skill_rating #Found in 00_basic_values.txt - An 8 in this case -# 12 = { #Success - We keep the weight values fairly close to our skill values so they can be affected. 20 is a good max. -# compare_modifier = { -# value = scope:duel_value -# multiplier = 2 #This multiplies the *difference* between the skill and the target. Meaning folks with good skills will be much more likely to get it. -# min = -5 #This prevents truly terrible people from completely losing the chance to succeed. -# } -# desc = good_struggle_3021_courtier_desc -# root = { -# send_interface_toast = { -# title = good_stone_research_title -# left_icon = scope:struggle_3021_courtier -# scope:lightning_stones_province = { -# add_province_modifier = { -# modifier = fp2_lightning_stones_modifier -# } -# } -# } -# } -# } -# 14 = { #Failure! -# compare_modifier = { -# value = scope:duel_value -# multiplier = -2 #This multiplies and inverts the *difference* between the skill and the target. Meaning folks with bad skills will be much more likely to get this. -# } -# desc = bad_struggle_3021_courtier_desc -# root = { -# send_interface_toast = { #send a toast -# title = bad_stone_research_title -# desc = bad_struggle_3021_courtier_desc -# left_icon = scope:struggle_3021_courtier -# scope:struggle_3021_courtier = { -# death = { death_reason = death_accident } -# } -# } -# } -# } -# } -# } -# -# stress_impact = { -# zealous = medium_stress_impact_gain -# } -# } -# -# option = { #this is not the greatest idea -# name = fp2_struggle.3021.b -# reverse_add_opinion = { -# target = scope:struggle_3021_courtier -# modifier = insulted_opinion -# opinion = -15 -# } -# stress_impact = { -# base = minor_stress_impact_loss -# zealous = medium_stress_impact_gain -# craven = minor_stress_impact_loss -# brave = medium_stress_impact_gain -# } -# } -# -# option = { #we can maybe use this in a feast -# name = fp2_struggle.3021.c -# trigger = { -# OR = { -# has_trait = vengeful -# has_trait = deceitful -# has_trait = arbitrary -# has_trait = callous -# intrigue >= high_skill_rating -# has_lifestyle = intrigue_lifestyle -# } -# } -# -# duel = { -# skill = learning -# target = scope:struggle_3021_courtier -# 30 = { #it works -# compare_modifier = { -# value = scope:duel_value -# multiplier = 0.5 -# } -# desc = good_struggle_3021_courtier_desc -# root = { -# send_interface_toast = { -# title = good_stone_research_title -# left_icon = scope:struggle_3021_courtier -# -# add_character_modifier = { -# modifier = fp2_lightning_stones_poison_modifier -# years = 5 -# } -# } -# } -# } -# 70 = { #it doesnt work -# compare_modifier = { -# value = scope:duel_value -# } -# desc = bad_struggle_3021_courtier_desc -# root = { -# send_interface_toast = { #send a toast -# title = bad_stone_research_title -# desc = bad_struggle_3021_courtier_desc -# left_icon = scope:struggle_3021_courtier -# -# scope:struggle_3021_courtier = { -# death = { death_reason = death_accident } -# } -# } -# } -# } -# } -# -# stress_impact = { -# forgiving = medium_stress_impact_gain -# honest = medium_stress_impact_gain -# compassionate = medium_stress_impact_gain -# zealous = medium_stress_impact_gain -# } -# ai_chance = { -# base = 10 -# ai_value_modifier = { -# ai_boldness = 0.2 -# ai_vengefulness = 1 -# } -# } -# } -# -# option = { #god's punihsment! -# name = fp2_struggle.3021.d -# trigger = { -# OR = { -# has_trait = zealous -# stress >= high_medium_stress -# } -# } -# add_piety = minor_piety_gain -# stress_impact = { -# zealous = minor_stress_loss -# } -# } -# -# option = { #lightning stones for the lightning stone god -# name = fp2_struggle.3021.e -# trigger = { -# religion = { is_in_family = rf_pagan } -# } -# add_piety = medium_piety_gain -# } -#} -# \ No newline at end of file +fp2_struggle.2021 = { # Main event + type = character_event + title = fp2_struggle.2021.t + desc = { + desc = fp2_struggle.2021.desc + first_valid = { + triggered_desc = { + trigger = { scope:fp2_2009_event_outcome = flag:cleared_out } + desc = fp2_struggle.2021.desc.alt.cutout + } + triggered_desc = { + trigger = { scope:fp2_2009_event_outcome = flag:paid_off } + desc = fp2_struggle.2021.desc.alt.paidoff + } + triggered_desc = { + trigger = { scope:fp2_2009_event_outcome = flag:worked_together } + desc = fp2_struggle.2021.desc.alt.work + } + triggered_desc = { + trigger = { scope:fp2_2009_event_outcome = flag:lobbed_head } + desc = fp2_struggle.2021.desc.alt.behead + } + } + desc = { desc = fp2_struggle.2021.desc.outro } + } + theme = secret + override_background = { + trigger = { scope:fp2_2009_event_outcome = flag:cleared_out } + reference = alley_day + } + override_background = { + trigger = { scope:fp2_2009_event_outcome = flag:paid_off } + reference = tavern + } + override_background = { + trigger = { scope:fp2_2009_event_outcome = flag:worked_together } + reference = throne_room + } + override_background = { + trigger = { scope:fp2_2009_event_outcome = flag:lobbed_head } + reference = alley_night + } + left_portrait = { + character = root + animation = personality_rational + } + right_portrait = { + character = scope:fp2_2009_garduna_guild_master + animation = scheme + outfit_tags = { + western_stealth_hood + sub_saharan_high_nobility + mena_war_legwear + } + } + + trigger = { + fp2_character_involved_in_struggle_trigger = yes # To check that the struggle is still going on + exists = primary_title + scope:fp2_2009_garduna_guild_master = { + is_available_ai_adult = yes + OR = { # Is this char still looking for adventure or have they settled down? + is_pool_character = yes + is_pool_guest = yes + } + } + } + + immediate = { + title:c_napoli.title_province = { # Originally, the thieves were going to set up a guild there, but thats not very nice. + county = { + save_scope_as = fp2_2021_old_napoly + holder.top_liege = { + save_scope_as = fp2_2021_angry_italian # So instead you just get an opinion debuff for narrative impact. + } # If this were not such a strange event, I would actually make it affect the character mechanically. But there is little excuse here. + } + } + + # Spy Network Logic, once upon a time used to be elegant. + if = { + limit = { exists = struggle:iberian_struggle } + struggle:iberian_struggle = { + if = { + limit = { # Theoretically, effects which do not meet its conditions (the limit) are skipped over. However, the nightly has proven that wrong. + any_involved_ruler = { # As such we take a _much_ more conservative approach of triple checking everything. + exists = primary_title + has_any_secrets = yes + this != root + } + } + random_involved_ruler = { + limit = { + exists = primary_title + has_any_secrets = yes + this != root + } + random_secret = { save_scope_as = fp2_2021_secreto_numero_ichi } + } + + if = { + limit = { + any_involved_ruler = { + exists = primary_title + has_any_secrets = yes + NOT = { + this = root + any_secret = { this = scope:fp2_2021_secreto_numero_ichi } + } + } + } + random_involved_ruler = { + limit = { + exists = primary_title + has_any_secrets = yes + NOT = { + this = root + any_secret = { this = scope:fp2_2021_secreto_numero_ichi } + } + } + random_secret = { save_scope_as = fp2_2021_secreto_numero_ni } + } + } + } + } + } + + if = { + limit = { exists = cp:councillor_spymaster } + cp:councillor_spymaster = { save_scope_as = fp2_2021_spymaster } + } + + hidden_effect = { # Hides exceptions from players, fix is not necessary + scope:fp2_2009_garduna_guild_master = { + save_scope_as = dueltarget # For Loc + move_to_pool_at = root.location # Fixes endless loop where the thief gets stretched across half the map + } + } + } + + option = { # Send off to italy + name = fp2_struggle.2021.a + + scope:fp2_2009_garduna_guild_master = { + pay_short_term_gold = { + target = ROOT + gold = minor_gold_value + } + } + custom_tooltip = fp2_struggle.2021.a.a + scope:fp2_2021_angry_italian = { + add_opinion = { + target = root + modifier = raided_me_opinion + opinion = -40 + } + } + + hidden_effect = { # Possible random outcomes + random_list = { + 10 = { # "Retires", buys a house in italy and lives as an old man happily ever after (just like your dog went to a farm when it got old) + scope:fp2_2009_garduna_guild_master = { silent_disappearance_effect = yes } + + modifier = { + add = 30 + scope:fp2_2009_event_outcome = flag:lobbed_head + } + modifier = { + add = 20 + scope:fp2_2009_event_outcome = flag:worked_together + } + } + 30 = { # He just sorta roams around italy + scope:fp2_2009_garduna_guild_master = { move_to_pool_at = scope:fp2_2021_angry_italian.location } + + modifier = { + add = 10 + scope:fp2_2009_event_outcome = flag:cleared_out + } + } + 10 = { # Joins napolitan court + scope:fp2_2009_garduna_guild_master = { remove_nickname = yes } # Becomes a functional member of society + scope:fp2_2021_angry_italian = { + add_courtier = scope:fp2_2009_garduna_guild_master + + add_opinion = { + target = scope:fp2_2009_garduna_guild_master + modifier = impressed_opinion + opinion = 20 + } + reverse_add_opinion = { + target = scope:fp2_2009_garduna_guild_master + modifier = opinion_welcomed_with_tea + } + } + + modifier = { + add = 20 + scope:fp2_2009_event_outcome = flag:paid_off + } + } + } + } + } + + option = { # Recruit into court (cures courtier's depression if they were a member of the thief-king's gang) + name = fp2_struggle.2021.b + + pay_short_term_gold = { + target = scope:fp2_2009_garduna_guild_master + gold = medium_gold_value + } + every_powerful_vassal = { + limit = { NOT = { has_trait = forgiving } } + custom = fp2_every_major_vassal_notifier + add_opinion = { + target = root + modifier = suspicion_opinion + opinion = -15 + } + } + add_courtier = scope:fp2_2009_garduna_guild_master + if = { + limit = { exists = scope:fp2_2009_garduna_young_thief } + remove_trait = depressed_1 # My old boss survived! (though the rest are dead but shhh) + } + + hidden_effect = { + scope:fp2_2009_garduna_guild_master = { + add_opinion = { + target = root + modifier = hired_me_opinion + opinion = 15 + } + + if = { # There can only be one top dog, one master of the shadows. + limit = { scope:fp2_2021_spymaster != scope:fp2_2009_garduna_young_thief } + random = { + chance = 25 + set_relation_rival = { + target = scope:fp2_2021_spymaster + reason = rival_garduna_young_thief + } + } + } + } + } + } + + option = { # Establish a spy network + name = fp2_struggle.2021.c + flavor = fp2_struggle.2021.c.flavor + + trigger = { + OR = { + exists = scope:fp2_2021_secreto_numero_ichi + exists = scope:fp2_2021_secreto_numero_ni + } + } + + pay_short_term_gold = { + target = scope:fp2_2009_garduna_guild_master + gold = major_gold_value + } + + custom_tooltip = fp2_struggle.2021.c.a # Perhaps it can mention the spymaster? + hidden_effect = { # Note: You might end up learning secrets you already know, this is WAD + if = { + limit = { + exists = scope:fp2_2021_secreto_numero_ichi + exists = scope:fp2_2021_secreto_numero_ni + } + + send_interface_toast = { + type = event_intrigue_good + title = fp2_struggle.2021.c.spynet.a + + scope:fp2_2021_secreto_numero_ichi = { reveal_to = root } + scope:fp2_2021_secreto_numero_ni = { reveal_to = root } + } + } + else = { + if = { + limit = { exists = scope:fp2_2021_secreto_numero_ichi } + send_interface_toast = { + type = event_intrigue_good + title = fp2_struggle.2021.c.spynet.a + + scope:fp2_2021_secreto_numero_ichi = { reveal_to = root } + } + } + else_if = { + limit = { exists = scope:fp2_2021_secreto_numero_ni } + send_interface_toast = { + type = event_intrigue_good + title = fp2_struggle.2021.c.spynet.a + + scope:fp2_2021_secreto_numero_ni = { reveal_to = root } + } + } + } + } + + scope:fp2_2009_garduna_guild_master = { silent_disappearance_effect = yes } + } + + option = { # Duel option (get title late) + name = { + text = { + first_valid = { + triggered_desc = { + trigger = { scope:fp2_2009_event_outcome = flag:lobbed_head } + desc = fp2_struggle.2021.d.alt + } + desc = fp2_struggle.2021.d + } + } + } + trigger = { NOT = { age < 14 } } + + custom_tooltip = fp2_struggle.2021.d.b + show_as_tooltip = { + if = { + limit = { + OR = { + has_any_nickname = no + has_bad_nickname = yes + } + } + give_nickname = nick_the_Thief_Slayer + } + } + ROOT = { save_scope_as = fp2_2021_root_in_duel } + scope:fp2_2009_garduna_guild_master = { + set_variable = { + name = signature_weapon + value = flag:dagger + } + } + + if = { # Changes the background to match, you cannot use conditional values on scripted effects + limit = { scope:fp2_2009_event_outcome = flag:cleared_out } + configure_start_single_combat_effect = { + SC_INITIATOR = root + SC_ATTACKER = root + SC_DEFENDER = scope:fp2_2009_garduna_guild_master + FATALITY = always + FIXED = no + LOCALE = alley_day + OUTPUT_EVENT = fp2_struggle.2022 + INVALIDATION_EVENT = fp2_struggle.2022 + } + } + else_if = { + limit = { scope:fp2_2009_event_outcome = flag:paid_off } + configure_start_single_combat_effect = { + SC_INITIATOR = root + SC_ATTACKER = root + SC_DEFENDER = scope:fp2_2009_garduna_guild_master + FATALITY = always + FIXED = no + LOCALE = tavern + OUTPUT_EVENT = fp2_struggle.2022 + INVALIDATION_EVENT = fp2_struggle.2022 + } + } + else_if = { + limit = { scope:fp2_2009_event_outcome = flag:worked_together } + configure_start_single_combat_effect = { + SC_INITIATOR = root + SC_ATTACKER = root + SC_DEFENDER = scope:fp2_2009_garduna_guild_master + FATALITY = always + FIXED = no + LOCALE = throne_room + OUTPUT_EVENT = fp2_struggle.2022 + INVALIDATION_EVENT = fp2_struggle.2022 + } + } + else_if = { + limit = { scope:fp2_2009_event_outcome = flag:lobbed_head } + configure_start_single_combat_effect = { + SC_INITIATOR = root + SC_ATTACKER = root + SC_DEFENDER = scope:fp2_2009_garduna_guild_master + FATALITY = always + FIXED = no + LOCALE = alley_night + OUTPUT_EVENT = fp2_struggle.2022 + INVALIDATION_EVENT = fp2_struggle.2022 + } + } + } + + after = { remove_global_variable = fp2_struggle_2009_thief_king_char } +} + +fp2_struggle.2022 = { # You become the KING OF THIEVES again, well, late is better than never... + hidden = yes + immediate = { + if = { + limit = { + exists = scope:fp2_2022_reuse_gate + root = scope:fp2_2021_root_in_duel + } + send_interface_toast = { + type = event_toast_effect_good + title = fp2_struggle.2021.d.a + right_icon = ROOT + if = { + limit = { + OR = { + has_any_nickname = no + has_bad_nickname = yes + } + } + give_nickname = nick_the_Thief_Slayer + } + add_prestige = medium_prestige_gain # Penalty for finishing the job late + add_gold = minor_gold_value + } + } + else = { + save_scope_as = fp2_2022_reuse_gate + trigger_event = { + id = fp2_struggle.2022 + days = 1 + } + } + } +} + +################################### +# The Price of War +# by Veronica Pazos +################################### +# You pawn your crown to get some gold to help in your war +############################################################## +fp2_struggle.3001 = { + type = character_event + title = fp2_struggle.3001.t + desc = { + desc = fp2_struggle.3001.desc + first_valid = { + triggered_desc = { + trigger = { + is_at_war = yes + } + desc = fp2_struggle.3001.desc_war_intro + } + triggered_desc = { + trigger = { + is_at_war = no + } + desc = fp2_struggle.3001.desc_no_war_intro + } + } + desc = fp2_struggle.3001.desc_outro + } + + theme = crown + cooldown = { years = 5 } #in case you don't sell your crown you'll have to wait to get the chance again + override_background = { reference = council_chamber } + left_portrait = { + character = root + animation = worry + } + right_portrait = { + character = cp:councillor_steward + animation = personality_rational + } + + trigger = { + has_fp2_dlc_trigger = yes #dlc check + is_available_even_at_war_adult = yes + primary_title.tier >= tier_kingdom #so we make sure you have an actual crown + OR = { #someone has to suggest this + exists = cp:councillor_steward + any_courtier = { + stewardship >= medium_skill_rating + } + } + gold < minor_gold_value #you don't have much gold + NOT = { has_character_flag = sold_crown_charmod } #you haven't sold your crown before + struggle:iberian_struggle = { + NOT = { is_struggle_phase = struggle_iberia_phase_compromise } #you're not in the compromise phase + } + } + + weight_multiplier = { #more likely to trigger the poorer you are + modifier = { + add = 0.25 + gold <= 25 + } + modifier = { + add = 0.25 + gold <= 20 + } + modifier = { + add = 0.5 + gold <= 15 + } + modifier = { + add = 0.5 + gold <= 10 + } + } + + immediate = { + play_music_cue = "mx_cue_touching_moment" + if = { + limit = { + exists = cp:councillor_steward + } + cp:councillor_steward = { save_scope_as = struggle_3001_steward } + } + else = { + random_courtier = { + limit = { + stewardship >= medium_skill_rating + } + save_scope_as = struggle_3001_steward + } + } + if = { + limit = { + has_any_artifact = yes + any_character_artifact = { artifact_type = helmet } #we check if you have a crown artifact + } + random_character_artifact = { + limit = { artifact_type = helmet } + save_scope_as = struggle_3001_crown_artifact + } + } + if = { + limit = { + is_married = yes + } + primary_spouse = { + save_scope_as = struggle_3001_spouse + } + } + } + + option = { #sell your own crown + name = fp2_struggle.3001.a + flavor = fp2_struggle.3001.a_flavour + add_character_flag = sold_crown_charmod #you lose your crown + give_nickname = nick_the_crownless #now everyone knows + add_gold = medium_gold_max_value + add_prestige = major_prestige_loss + stress_impact = { + arrogant = medium_stress_impact_gain + humble = minor_stress_loss + } + + ai_chance = { + base = 5 + modifier = { + add = 5 + gold <= 15 + } + ai_value_modifier = { + ai_greed = 0.15 + ai_rationality = 0.2 + } + } + } + + option = { #sell artifact crown instead + name = fp2_struggle.3001.b + trigger = { #triggers if you actually have one + any_character_artifact = { + artifact_slot_type = helmet + } + } + add_gold = medium_gold_value + add_prestige = minor_prestige_loss + destroy_artifact = scope:struggle_3001_crown_artifact + stress_impact = { + greedy = minor_stress_impact_gain + } + + ai_chance = { + base = 5 + modifier = { + add = 5 + gold <= 15 + } + ai_value_modifier = { + ai_greed = -0.3 + ai_rationality = 0.2 + } + } + } + + option = { #but my spouse also has a crown... + name = fp2_struggle.3001.c + flavor = fp2_struggle.3001.c_flavour + trigger = { + is_married = yes #you have a spouse + scope:struggle_3001_spouse = { + NOT = { has_character_flag = sold_crown_charmod } #and you didn't sell their crown + } + } + add_gold = medium_gold_value + add_prestige = minor_prestige_loss + if = { + limit = { + scope:struggle_3001_spouse = { + has_trait = humble + } + } + scope:struggle_3001_spouse = { + add_opinion = { + target = ROOT + opinion = -25 #they are displeased + modifier = struggle_3001_spouse_crown_modifier + } + add_character_flag = sold_crown_charmod #your spouse loses their crown + } + } + else = { + scope:struggle_3001_spouse = { + add_opinion = { + target = ROOT + opinion = -75 #they REALLY hate you + modifier = struggle_3001_spouse_crown_modifier + } + add_character_flag = sold_crown_charmod #your spouse loses their crown + } + } + stress_impact = { + generous = medium_stress_impact_gain + compassionate = medium_stress_impact_gain + } + + ai_chance = { + base = 10 + modifier = { + add = 5 + gold <= 15 + } + ai_value_modifier = { + ai_greed = 0.5 + } + } + } + + option = { #I'll be dead before losing my crown + name = fp2_struggle.3001.d + stress_impact = { + base = medium_stress_gain #you really need money + } + + ai_chance = { + base = 5 + } + } +} + +################################### +# Order of the Hatchet +# By Veronica Pazos +################################### +# Order of the Hachet - Woman are defending your city +####################################################### +fp2_struggle.3011 = { + type = character_event + title = fp2_struggle.3011.t + desc = { + first_valid = { + triggered_desc = { + trigger = { + faith = { has_doctrine = doctrine_gender_female_dominated } + } + desc = fp2_struggle.3011.desc_men #reverse genre event + } + desc = fp2_struggle.3011.desc + } + desc = fp2_struggle.3011.desc_outro + } + + theme = realm + cooldown = { years = 20 } + left_portrait = { + character = root + animation = personality_rational + } + right_portrait = { + character = cp:councillor_marshal + animation = marshal + } + lower_right_portrait = scope:bishop + + trigger = { + has_fp2_dlc_trigger = yes + fp2_character_any_involvement_iberian_struggle_trigger = yes #there's an ongoing struggle (includes dlc check) + is_available_even_at_war_adult = yes + is_landed_or_landless_administrative = yes + any_character_war = { + war_days >= 30 #a battle has likely happened + } + exists = cp:councillor_marshal #someone tells you about the incident + exists = cp:councillor_court_chaplain + faith = { + NOT = { has_doctrine = doctrine_gender_equal } #checks that this is unusual + } + OR = { #checks again that this makes sense, Ola Jentzsch's note + has_game_rule = default_gender_equality + has_game_rule = inversed_gender_equality + } + struggle:iberian_struggle = { #there's a struggle going on + OR = { + is_struggle_phase = struggle_iberia_phase_hostility + is_struggle_phase = struggle_iberia_phase_opportunity + } + } + any_sub_realm_barony = { + exists = holder + title_province = { has_holding_type = city_holding } + } + } + + weight_multiplier = { + base = 1 + } + + immediate = { + cp:councillor_marshal = { save_scope_as = struggle_3011_marshal } + cp:councillor_court_chaplain = { save_scope_as = bishop } + random_sub_realm_barony = { + limit = { + exists = holder + title_province = { has_holding_type = city_holding } + } + county = { save_scope_as = struggle_3011_county_town } + } + } + + option = { #that's dope + name = fp2_struggle.3011.a + scope:struggle_3011_county_town = { + add_county_modifier = { + modifier = fp2_order_of_the_hachet_modifier + years = 5 + } + } + scope:bishop = { + add_opinion = { + target = ROOT + opinion = -25 + modifier = angry_opinion + } + } + every_vassal = { + custom = custom.every_zealous_callous_or_sadistic_vassal + limit = { + OR = { + has_trait = zealous + has_trait = callous + } + } + add_opinion = { + target = ROOT + opinion = -10 + modifier = annoyed_opinion + } + } + stress_impact = { + zealous = medium_stress_impact_gain + } + + ai_chance = { + base = 10 + ai_value_modifier = { + ai_zeal = -1 #zealous AI will never pick this + ai_compassion = 0.2 + ai_honor = 0.2 + } + } + } + + option = { #ridiculous + name = { + trigger = { + faith = { has_doctrine = doctrine_gender_male_dominated } + } + text = fp2_struggle.3011.b + } + name = { + trigger = { + faith = { has_doctrine = doctrine_gender_female_dominated } + } + text = fp2_struggle.3011.b_men + } + scope:bishop = { + add_opinion = { + target = ROOT + opinion = 10 + modifier = grateful_opinion + } + } + if = { + limit = { + faith = { has_doctrine = doctrine_gender_male_dominated } + } + every_courtier = { + custom = custom.every_female_courtier + limit = { + is_female = yes + } + add_opinion = { + target = ROOT + opinion = -10 + modifier = insult_opinion + } + } + } + else_if = { + limit = { + faith = { has_doctrine = doctrine_gender_female_dominated } + } + every_courtier = { + custom = custom.every_male_courtier + limit = { + is_male = yes + } + add_opinion = { + target = ROOT + opinion = -10 + modifier = insult_opinion + } + } + } + stress_impact = { + cynical = medium_stress_impact_gain + } + + ai_chance = { + base = 10 + ai_value_modifier = { + ai_zeal = 0.2 + ai_rationality = -0.2 + } + } + } + + option = { #witches! + name = fp2_struggle.3011.c + trigger = { + has_trait = zealous + } + add_dread = medium_dread_gain + add_character_modifier = { + modifier = fp2_punished_order_of_the_hachet_modifier + years = 5 + } + + ai_chance = { #zealous AI will pick this option + base = 1 + ai_value_modifier = { + ai_zeal = 0.8 + ai_energy = -0.7 + ai_vengefulness = 0.5 + } + } + } + + option = { #I shall save these damsels in distress! + name = fp2_struggle.3011.d + trigger = { + faith = { has_doctrine = doctrine_gender_male_dominated } + OR = { + has_trait = gallant + has_trait = arrogant + culture = { + has_cultural_tradition = tradition_chanson_de_geste + } + } + } + random_list = { #how does that go + 75 = { + add_stress = medium_stress_gain + } + 25 = { + add_stress = medium_stress_impact_loss + } + } + + ai_chance = { + base = 10 + } + } +} + +################################### +# The Wrath of Heaven +# By Veronica Pazos +################################### +# "Lightning stones" in a siege +################################### +fp2_struggle.3021 = { + type = character_event + title = fp2_struggle.3021.t + desc = fp2_struggle.3021.desc + + theme = martial + left_portrait = { + character = root + animation = personality_cynical + } + right_portrait = { + character = scope:struggle_3021_knight + animation = shock + } + lower_right_portrait = scope:struggle_3021_courtier + + trigger = { + has_fp2_dlc_trigger = yes + fp2_character_any_involvement_iberian_struggle_trigger = yes + is_available_even_at_war_adult = yes + NOT = { has_character_flag = had_event_struggle_3021 } #so you don't research the same thing again + struggle:iberian_struggle = { #there's some kind of hostility going on + is_struggle_phase = struggle_iberia_phase_hostility + + } + any_knight = { #someone sees this + is_available_healthy_ai_adult = yes + } + any_courtier = { #someone will research this + is_available_healthy_ai_adult = yes + count > 0 + } + any_directly_owned_province = { #we have a castle to use it on + has_holding_type = castle_holding + NOT = { has_province_modifier = fp2_lightning_stones_modifier } + } + } + + weight_multiplier = { + base = 1 + modifier = { + add = 1 + is_at_war = yes + } + } + + immediate = { + add_character_flag = had_event_struggle_3021 + random_knight = { + limit = { + is_available_healthy_ai_adult = yes + } + save_scope_as = struggle_3021_knight + } + every_courtier = { #get your courtiers + limit = { + is_available_ai_adult = yes + this != root.primary_spouse #you shouldn't lose your spouse or heir because of this + this != root.player_heir + } + add_to_list = struggle_3021_courtier_list + } + ordered_in_list = { #sort through to pick the one with highest learning + list = struggle_3021_courtier_list + order_by = learning + max = 1 + save_scope_as = struggle_3021_courtier + } + random_directly_owned_province = { #this is where we can try it + limit = { + has_holding_type = castle_holding + } + save_scope_as = lightning_stones_province + } + } + + option = { #we need to research this stuff + name = fp2_struggle.3021.a + + scope:struggle_3021_courtier = { #This is who is doing the research + duel = { + skill = learning #The skill needed for research + value = average_skill_rating #Found in 00_basic_values.txt - An 8 in this case + 12 = { #Success - We keep the weight values fairly close to our skill values so they can be affected. 20 is a good max. + compare_modifier = { + value = scope:duel_value + multiplier = 2 #This multiplies the *difference* between the skill and the target. Meaning folks with good skills will be much more likely to get it. + min = -5 #This prevents truly terrible people from completely losing the chance to succeed. + } + desc = good_struggle_3021_courtier_desc + root = { + send_interface_toast = { + title = good_stone_research_title + left_icon = scope:struggle_3021_courtier + scope:lightning_stones_province = { + add_province_modifier = { + modifier = fp2_lightning_stones_modifier + } + } + } + } + } + 14 = { #Failure! + compare_modifier = { + value = scope:duel_value + multiplier = -2 #This multiplies and inverts the *difference* between the skill and the target. Meaning folks with bad skills will be much more likely to get this. + } + desc = bad_struggle_3021_courtier_desc + root = { + send_interface_toast = { #send a toast + title = bad_stone_research_title + desc = bad_struggle_3021_courtier_desc + left_icon = scope:struggle_3021_courtier + scope:struggle_3021_courtier = { + death = { death_reason = death_accident } + } + } + } + } + } + } + + stress_impact = { + zealous = medium_stress_impact_gain + } + } + + option = { #this is not the greatest idea + name = fp2_struggle.3021.b + reverse_add_opinion = { + target = scope:struggle_3021_courtier + modifier = insulted_opinion + opinion = -15 + } + stress_impact = { + base = minor_stress_impact_loss + zealous = medium_stress_impact_gain + craven = minor_stress_impact_loss + brave = medium_stress_impact_gain + } + } + + option = { #we can maybe use this in a feast + name = fp2_struggle.3021.c + trigger = { + OR = { + has_trait = vengeful + has_trait = deceitful + has_trait = arbitrary + has_trait = callous + intrigue >= high_skill_rating + has_lifestyle = intrigue_lifestyle + } + } + + duel = { + skill = learning + target = scope:struggle_3021_courtier + 30 = { #it works + compare_modifier = { + value = scope:duel_value + multiplier = 0.5 + } + desc = good_struggle_3021_courtier_desc + root = { + send_interface_toast = { + title = good_stone_research_title + left_icon = scope:struggle_3021_courtier + + add_character_modifier = { + modifier = fp2_lightning_stones_poison_modifier + years = 5 + } + } + } + } + 70 = { #it doesnt work + compare_modifier = { + value = scope:duel_value + } + desc = bad_struggle_3021_courtier_desc + root = { + send_interface_toast = { #send a toast + title = bad_stone_research_title + desc = bad_struggle_3021_courtier_desc + left_icon = scope:struggle_3021_courtier + + scope:struggle_3021_courtier = { + death = { death_reason = death_accident } + } + } + } + } + } + + stress_impact = { + forgiving = medium_stress_impact_gain + honest = medium_stress_impact_gain + compassionate = medium_stress_impact_gain + zealous = medium_stress_impact_gain + } + ai_chance = { + base = 10 + ai_value_modifier = { + ai_boldness = 0.2 + ai_vengefulness = 1 + } + } + } + + option = { #god's punihsment! + name = fp2_struggle.3021.d + trigger = { + OR = { + has_trait = zealous + stress >= high_medium_stress + } + } + add_piety = minor_piety_gain + stress_impact = { + zealous = minor_stress_loss + } + } + + option = { #lightning stones for the lightning stone god + name = fp2_struggle.3021.e + trigger = { + religion = { is_in_family = rf_pagan } + } + add_piety = medium_piety_gain + } +} diff --git a/events/global_religion_events.txt b/events/global_religion_events.txt deleted file mode 100644 index ecdef1d9..00000000 --- a/events/global_religion_events.txt +++ /dev/null @@ -1,1337 +0,0 @@ -namespace = global_religion - - -#When a pagan (ai) domain is ready to feudalize, a reformed neighbor they're on good terms with should attempt to convert them, or they should have a chance to spontaneously convert - - -######################################################################### -# Pagan reformed by neighbor or spontaneously # -# by Linnéa Thimrén # -# global_religion.0001-0009 # -######################################################################### - - -#global_religion.0001 = { -# hidden = yes -# -# immediate = { -# random_list = { -# 7 = { -# trigger = { -# any_neighboring_top_liege_realm_owner = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# } -# } -# modifier = { -# add = 1 -# any_neighboring_top_liege_realm_owner = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# OR = { -# government_has_flag = government_is_clan -# government_has_flag = government_is_feudal -# } -# } -# } -# modifier = { #Give Muslim faiths a boost in Africa -# add = 4 -# capital_province = { -# geographical_region = world_africa -# } -# any_neighboring_top_liege_realm_owner = { -# faith.religion = religion:islam_religion -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# } -# } -# random_neighboring_top_liege_realm_owner = { -# limit = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# OR = { -# government_has_flag = government_is_clan -# government_has_flag = government_is_feudal -# } -# } -# alternative_limit = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# } -# save_scope_as = actor #for the effect to work properly -# } -# } -# 5 = { -# trigger = { -# any_consort = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# NOR = { -# has_relation_potential_rival = root -# has_relation_rival = root -# } -# } -# } -# random_consort = { -# limit = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# NOR = { -# has_relation_potential_rival = root -# has_relation_rival = root -# } -# } -# save_scope_as = actor #for the effect to work properly -# } -# } -# 5 = { -# trigger = { -# any_relation = { -# type = soulmate -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# } -# } -# random_relation = { -# type = soulmate -# limit = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# } -# save_scope_as = actor #for the effect to work properly -# } -# } -# 2 = { -# trigger = { -# any_relation = { -# type = friend -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# } -# } -# modifier = { -# add = 2 -# any_relation = { -# type = friend -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# has_relation_best_friend = root -# } -# } -# random_relation = { -# type = friend -# limit = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# has_relation_best_friend = root -# } -# alternative_limit = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# } -# save_scope_as = actor #for the effect to work properly -# } -# } -# 2 = { -# trigger = { -# any_relation = { -# type = lover -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# } -# } -# modifier = { -# add = 2 -# any_relation = { -# type = lover -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# has_relation_best_friend = root -# } -# } -# random_relation = { -# type = lover -# limit = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# has_relation_best_friend = root -# } -# alternative_limit = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# } -# save_scope_as = actor #for the effect to work properly -# } -# } -# 2 = { -# trigger = { -# any_councillor = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# } -# } -# modifier = { -# add = 2 -# any_councillor = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# has_relation_best_friend = root -# } -# } -# random_councillor = { -# limit = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# has_relation_best_friend = root -# } -# alternative_limit = { -# faith = { NOT = { has_doctrine_parameter = unreformed } } -# } -# save_scope_as = actor #for the effect to work properly -# } -# } -## #Geographical regions to also push extra for -## 2 = { -## trigger = { #Russia - orthodox -## capital_province = { -## geographical_region = ghw_region_russia -## } -## exists = faith:orthodox -## faith:orthodox = { -## exists = religious_head -## } -## } -## faith:orthodox = { -## religious_head = { -## save_scope_as = actor #for the effect to work properly -## } -## } -## } -## 2 = { -## trigger = { #Scandinavia - catholic -## capital_province = { -## geographical_region = ghw_region_scandinavia -## } -## exists = faith:catholic -## faith:catholic = { -## exists = religious_head -## } -## } -## faith:catholic = { -## religious_head = { -## save_scope_as = actor #for the effect to work properly -## } -## } -## } -# 100 = { -# modifier = { # A parallel system for africans lowers the need for this -# add = 50 -# faith = { -# has_doctrine = west_african_unreformed_faith_doctrine -# } -# } -# modifier = { # Historically held out for a long time -# add = 150 -# OR = { -# faith.religion = religion:baltic_religion -# faith.religion = religion:adonist_religion -# } -# } -# modifier = { # Less susceptible -# add = 50 -# faith.religion = faith:finnish_pagan.religion -# } -# modifier = { # The mongols are (mostly) busy -# add = 150 -# mpo_has_gok_mongol_empire_trigger = yes -# } -# modifier = { -# add = -40 -# current_date >= 2600.1.1 -# } -# modifier = { -# add = -15 -# current_date >= 2650.1.1 -# } -# modifier = { -# add = -25 -# current_date >= 2700.1.1 -# } -# modifier = { -# add = -10 -# current_date >= 2750.1.1 -# } -# modifier = { #100 % that something happens if it can -# add = -10 -# current_date >= 2850.1.1 -# } -# } -# } -# -# if = { -# limit = { -# exists = scope:actor -# } -# save_scope_as = recipient #for the effect to work properly -# -# every_vassal = { -# limit = { -# faith = root.faith -# } -# -# demand_conversion_interaction_effect = yes -# -# if = { #If you converted to a neighboring faith your government and capital county also converts -# limit = { -# root = { -# any_neighboring_top_liege_realm_owner = { -# this = scope:recipient -# } -# } -# NAND = { # The Steppes convert, but stay tribal -# capital_province ?= { geographical_region = world_steppe } -# } -# } -# if = { -# limit = { -# faith = { religion_tag = islam_religion } -# } -# change_government = clan_government -# } -# else = { change_government = feudal_government } -# capital_county = { -# set_county_faith = prev.faith -# } -# } -# } -# -# demand_conversion_interaction_effect = yes -# -# if = { #If you converted to a neighboring faith your government and capital county also converts -# limit = { -# any_neighboring_top_liege_realm_owner = { -# this = scope:recipient -# } -# NAND = { # The Steppes convert, but stay tribal -# capital_province ?= { geographical_region = world_steppe } -# } -# } -# if = { -# limit = { -# faith = { religion_tag = islam_religion } -# } -# change_government = clan_government -# } -# else = { change_government = feudal_government } -# capital_county = { -# set_county_faith = root.faith -# } -# } -# } -# } -#} - -# Events for expelled faith development to relocate -global_religion.1000 = { - type = character_event - title = global_religion.1000.t - desc = { - first_valid = { - triggered_desc = { - trigger = { - exists = scope:seeking_same_faith_counties - scope:target_faith_associated_county_faith != scope:target_faith - } - desc = global_religion.1000.desc_same_faith_counties_alt - } - triggered_desc = { - trigger = { - exists = scope:seeking_same_faith_counties - } - desc = global_religion.1000.desc_same_faith_counties - } - triggered_desc = { - trigger = { - scope:target_faith_associated_county_faith = scope:target_faith - } - desc = global_religion.1000.desc_any_counties_alt - } - desc = global_religion.1000.desc_any_counties - } - } - theme = faith - - left_portrait = { - character = root - animation = wedding_priest - camera = camera_event_very_left - } - - right_portrait = { - character = scope:local_character - animation = holding_staff - camera = camera_event_very_right_far - } - - immediate = { - hidden_effect_new_object = { - scope:target_faith = { - var:associated_culture = { - save_scope_as = target_faith_associated_culture - } - var:associated_county = { - save_scope_as = target_faith_associated_county - faith = { save_scope_as = target_faith_associated_county_faith } - } - } - save_scope_value_as = { - name = initial_available_development - value = scope:target_faith.var:converted_development - } - - # Save same-faith Counties if that's what we're looking for, they can be all over the place - if = { - limit = { - exists = scope:seeking_same_faith_counties - } - random_sub_realm_county = { - limit = { - faith = scope:target_faith - } - save_scope_as = initial_county_target - add_to_list = counties_to_move_in_to - set_variable = { - name = county_development_to_get - value = { - value = development_level - divide = 10 - floor = yes - add = 1 - max = scope:initial_available_development - min = 1 - } - } - save_scope_value_as = { - name = remaining_converted_development - value = { - value = scope:initial_available_development - subtract = var:county_development_to_get - } - } - } - while = { - count = { - add = root.primary_title.tier - if = { - limit = { - root.primary_title.tier <= tier_duchy - } - add = -1 - min = 1 - } - } - limit = { - scope:remaining_converted_development > 0 - } - random_sub_realm_county = { - limit = { - faith = scope:target_faith - NOT = { - is_in_list = counties_to_move_in_to - } - } - add_to_list = counties_to_move_in_to - set_variable = { - name = county_development_to_get - value = { - value = development_level - divide = 10 - floor = yes - add = 1 - max = scope:remaining_converted_development - min = 1 - } - } - save_scope_value_as = { - name = remaining_converted_development - value = { - value = scope:remaining_converted_development - subtract = var:county_development_to_get - } - } - } - } - } - - # Otherwise save a cluster of connected same-faith Counties - else = { - random_sub_realm_county = { - limit = { - faith = root.faith - NOT = { - is_target_in_variable_list = { - name = faiths_converted_in_the_county - target = scope:target_faith - } - } - trigger_if = { - limit = { - root = { - is_ai = yes - } - } - holder = { - is_ai = yes - } - } - } - weight = { - base = 1 - modifier = { - add = 25 - NOT = { - any_neighboring_county = { - OR = { - this = root.capital_county - any_neighboring_county = { - this = root.capital_county - } - } - } - } - } - } - save_scope_as = initial_county_target - add_to_list = counties_to_move_in_to - set_variable = { - name = county_development_to_get - value = { - value = development_level - divide = 10 - floor = yes - add = 1 - max = scope:initial_available_development - min = 1 - } - } - save_scope_value_as = { - name = remaining_converted_development - value = { - value = scope:initial_available_development - subtract = var:county_development_to_get - } - } - } - while = { - count = root.primary_title.tier - limit = { - scope:remaining_converted_development > 0 - } - random_sub_realm_county = { - limit = { - faith = root.faith - NOT = { - is_target_in_variable_list = { - name = faiths_converted_in_the_county - target = scope:target_faith - } - } - trigger_if = { - limit = { - root = { - is_ai = yes - } - } - holder = { - is_ai = yes - } - } - any_neighboring_county = { - is_in_list = counties_to_move_in_to - } - NOT = { - is_in_list = counties_to_move_in_to - } - } - weight = { - base = 1 - modifier = { - add = 25 - NOT = { - any_neighboring_county = { - OR = { - this = root.capital_county - any_neighboring_county = { - this = root.capital_county - } - } - } - } - } - modifier = { - add = 0 - add = { - every_neighboring_county = { - limit = { - is_in_list = counties_to_move_in_to - } - add = 10 - } - } - } - } - add_to_list = counties_to_move_in_to - set_variable = { - name = county_development_to_get - value = { - value = development_level - divide = 10 - floor = yes - add = 1 - max = scope:remaining_converted_development - min = 1 - } - } - save_scope_value_as = { - name = remaining_converted_development - value = { - value = scope:remaining_converted_development - subtract = var:county_development_to_get - } - } - } - } - } - create_character = { - template = pool_repopulate_learning - faith = scope:target_faith - culture = scope:target_faith_associated_culture - location = root.capital_province - gender_female_chance = { - if = { - limit = { scope:target_faith = { has_doctrine = doctrine_gender_male_dominated } } - add = 0 - } - else_if = { - limit = { scope:target_faith = { has_doctrine = doctrine_gender_female_dominated } } - add = 100 - } - else = { - add = 50 - } - } - save_scope_as = local_character - } - scope:local_character = { - add_trait = lifestyle_mystic - set_variable = { - name = loc_number - value = { - add = { - every_in_list = { - list = counties_to_move_in_to - add = var:county_development_to_get - } - } - multiply = 1000 - } - } - if = { # Error suppression - limit = { - var:loc_number = var:loc_number - } - } - } - } - } - - option = { - name = global_religion.1000.serenity_aspect - reason = serenity_aspect - trigger = { - house ?= { has_house_aspiration_parameter = aspect_of_serenity } - } - add_courtier = scope:local_character - - capital_county = { - if = { - limit = { - faith != scope:target_faith - } - faith = { - if = { - limit = { - OR = { - NOT = { has_variable = associated_county } - AND = { - has_variable = converted_development - var:converted_development <= 0 - } - } - } - set_variable = { - name = associated_county - value = scope:county - } - } - if = { - limit = { - OR = { - NOT = { has_variable = associated_culture } - AND = { - has_variable = converted_development - var:converted_development <= 0 - } - } - } - set_variable = { - name = associated_culture - value = scope:county.culture - } - } - if = { - limit = { - NOT = { has_variable = converted_development } - } - set_variable = { - name = converted_development - value = { - every_in_list = { - list = counties_to_move_in_to - add = { - add = var:county_development_to_get - divide = 2 - min = 1 - } - } - } - } - } - else = { - change_variable = { - name = converted_development - add = { - every_in_list = { - list = counties_to_move_in_to - add = { - add = var:county_development_to_get - divide = 2 - min = 1 - } - } - } - } - } - } - } - if = { - limit = { - root.faith != scope:target_faith - faith != scope:target_faith - } - set_county_faith = scope:target_faith - } - change_development_level = { - value = { - every_in_list = { - list = counties_to_move_in_to - add = { - add = var:county_development_to_get - divide = 2 - min = 1 - } - } - } - } - change_county_control = { - value = { - every_in_list = { - list = counties_to_move_in_to - add = { - add = var:county_development_to_get - divide = 2 - min = 1 - } - } - } - multiply = -5 - } - } - - if = { - limit = { - culture != scope:target_faith_associated_culture - } - culture = { - change_cultural_acceptance = { - target = scope:target_faith_associated_culture - value = { - value = scope:initial_available_development - subtract = scope:remaining_converted_development - } - desc = cultural_acceptance_gain_event - } - } - } - - scope:target_faith = { - change_variable = { - name = converted_development - subtract = { - every_in_list = { - list = counties_to_move_in_to - add = var:county_development_to_get - divide = 3 - min = 1 - } - } - } - } - - if = { - limit = { - is_ai = no - } - add_achievement_global_variable_effect = { - VARIABLE = achieved_ep4_20_promised_land_achievement - VALUE = yes - } - } - - ai_chance = { - base = 100 - } - } - - option = { - name = global_religion.1000.violent - trigger = { - NOT = { exists = scope:from_decision } - NOT = { house = { has_house_aspiration_parameter = aspect_of_serenity } } - OR = { - has_trait = callous - has_trait = sadistic - has_trait = greedy - has_trait = arbitrary - } - } - trait = callous - trait = sadistic - trait = greedy - trait = arbitrary - - add_gold = { - value = { - value = scope:initial_available_development - multiply = 15 - } - } - - if = { - limit = { - culture != scope:target_faith_associated_culture - } - culture = { - change_cultural_acceptance = { - target = scope:target_faith_associated_culture - value = { - value = scope:initial_available_development - subtract = scope:remaining_converted_development - multiply = -0.5 - } - desc = cultural_acceptance_gain_event - } - } - } - - scope:target_faith = { - change_variable = { - name = converted_development - subtract = 1 - } - } - - stress_impact = { - generous = massive_stress_impact_gain - compassionate = massive_stress_impact_gain - humble = medium_stress_impact_gain - just = minor_stress_impact_gain - } - - ai_chance = { - base = 25 - modifier = { - OR = { - has_trait = generous - has_trait = compassionate - has_trait = humble - has_trait = just - } - factor = 0 - } - } - } - - option = { - name = global_religion.1000.special - add_internal_flag = dangerous - trigger = { - faith != scope:target_faith - faith.religious_head != root - } - show_as_tooltip = { - set_character_faith_with_conversion = scope:target_faith - if = { - limit = { - scope:target_faith = { has_doctrine = doctrine_monotheist } - } - custom_description_no_bullet = { text = mandala_monotheist_warning_tt } - } - } - add_courtier = scope:local_character - if = { - limit = { - OR = { - faith = { has_doctrine_parameter = unreformed } - government_has_flag = government_is_nomadic - } - } - add_piety = major_piety_gain - } - else_if = { - limit = { - faith = { has_doctrine = doctrine_pluralism_pluralistic } - scope:target_faith = { has_doctrine = doctrine_pluralism_pluralistic } - } - add_piety = minor_piety_gain - } - else = { - add_piety_level = -2 - } - hidden_effect = { - set_character_faith_with_conversion = scope:target_faith - } - if = { - limit = { - government_has_flag = government_is_nomadic - } - domicile ?= { - change_herd = { - value = 0 - every_in_list = { - list = counties_to_move_in_to - add = var:county_development_to_get - } - multiply = 250 - } - if = { - limit = { - domicile_faith != scope:target_faith - } - set_domicile_faith = scope:target_faith - } - } - every_held_title = { - limit = { - tier = tier_county - is_landless_type_title = no - faith = root.faith - } - set_county_faith = scope:target_faith - } - } - else = { - every_in_list = { - list = counties_to_move_in_to - change_development_level = var:county_development_to_get - set_county_faith = scope:target_faith - change_county_control = { - value = var:county_development_to_get - multiply = -5 - } - } - } - - if = { - limit = { - culture != scope:target_faith_associated_culture - } - culture = { - change_cultural_acceptance = { - target = scope:target_faith_associated_culture - value = { - value = scope:initial_available_development - subtract = scope:remaining_converted_development - } - desc = cultural_acceptance_gain_event - } - } - } - - scope:target_faith = { - change_variable = { - name = converted_development - subtract = { - every_in_list = { - list = counties_to_move_in_to - add = var:county_development_to_get - } - } - } - } - - stress_impact = { - zealous = massive_stress_impact_gain - } - - if = { - limit = { - is_ai = no - } - add_achievement_global_variable_effect = { - VARIABLE = achieved_ep4_20_promised_land_achievement - VALUE = yes - } - } - - ai_chance = { - base = 0 - modifier = { - current_year >= 1000 - faith = { - has_doctrine_parameter = unreformed - NOT = { religion_tag = baltic_religion } - } - add = 10 - } - modifier = { - faith = { has_doctrine = doctrine_pluralism_pluralistic } - scope:target_faith = { has_doctrine = doctrine_pluralism_pluralistic } - - OR = { - faith.religion = scope:target_faith.religion - AND = { - faith.religion = { is_in_family = rf_eastern } - scope:target_faith.religion = { is_in_family = rf_eastern } - } - AND = { - faith.religion = { is_in_family = rf_sinitic } - scope:target_faith.religion = { is_in_family = rf_sinitic } - } - } - - add = 10 - } - modifier = { - has_trait = zealous - factor = 0 - } - modifier = { - has_trait = eccentric - add = 1 - } - modifier = { - faith.religion = { is_in_family = rf_abrahamic } - NOT = { - scope:target_faith.religion = { is_in_family = rf_abrahamic } - } - factor = 0 - } - modifier = { - faith = { has_doctrine = muhammad_succession_sunni_doctrine } - NOT = { - scope:target_faith = { has_doctrine = muhammad_succession_sunni_doctrine } - } - factor = 0 - } - modifier = { - faith = { has_doctrine = muhammad_succession_shia_doctrine } - NOT = { - scope:target_faith = { has_doctrine = muhammad_succession_shia_doctrine } - } - factor = 0 - } - modifier = { - faith = { has_doctrine = muhammad_succession_muhakkima_doctrine } - NOT = { - scope:target_faith = { has_doctrine = muhammad_succession_muhakkima_doctrine } - } - factor = 0 - } - modifier = { - faith = { has_doctrine = muhammad_succession_zandaqa_doctrine } - NOT = { - scope:target_faith = { has_doctrine = muhammad_succession_zandaqa_doctrine } - } - factor = 0 - } - modifier = { - exists = scope:from_decision - factor = 0 - } - } - } - - option = { - name = global_religion.1000.a - add_courtier = scope:local_character - if = { - limit = { - exists = scope:seeking_same_faith_counties - } - if = { - limit = { - government_has_flag = government_is_nomadic - } - domicile ?= { - change_herd = { - value = 0 - every_in_list = { - list = counties_to_move_in_to - add = var:county_development_to_get - } - multiply = 250 - } - } - } - else = { - every_in_list = { - list = counties_to_move_in_to - change_development_level = var:county_development_to_get - change_county_control = { - value = var:county_development_to_get - multiply = -5 - } - } - } - } - else = { - if = { - limit = { - government_has_flag = government_is_nomadic - } - domicile ?= { - change_herd = { - value = 0 - every_in_list = { - list = counties_to_move_in_to - add = var:county_development_to_get - } - multiply = 250 - } - if = { - limit = { - domicile_faith != scope:target_faith - } - set_domicile_faith = scope:target_faith - } - } - every_held_title = { - limit = { - tier = tier_county - is_landless_type_title = no - faith = root.faith - } - set_county_faith = scope:target_faith - } - } - else = { - every_in_list = { - list = counties_to_move_in_to - change_development_level = { - value = var:county_development_to_get - if = { - limit = { - culture = { - has_cultural_parameter = development_gain_from_religious_exiles_is_doubled - } - } - multiply = 2 - } - } - set_county_faith = scope:target_faith - change_county_control = { - value = var:county_development_to_get - multiply = -5 - } - } - } - } - - if = { - limit = { - culture != scope:target_faith_associated_culture - } - culture = { - change_cultural_acceptance = { - target = scope:target_faith_associated_culture - value = { - value = scope:initial_available_development - subtract = scope:remaining_converted_development - } - desc = cultural_acceptance_gain_event - } - } - } - - scope:target_faith = { - change_variable = { - name = converted_development - subtract = { - every_in_list = { - list = counties_to_move_in_to - add = var:county_development_to_get - } - } - } - } - - if = { - limit = { - is_ai = no - } - add_achievement_global_variable_effect = { - VARIABLE = achieved_ep4_20_promised_land_achievement - VALUE = yes - } - } - - ai_chance = { - base = 0 - modifier = { - faith = scope:target_faith - add = 5000 - } - modifier = { - current_year >= 1000 - faith = { - has_doctrine_parameter = unreformed - NOT = { religion_tag = baltic_religion } - } - add = 10 - } - modifier = { - faith.religion = { is_in_family = rf_eastern } - scope:target_faith.religion = { is_in_family = rf_eastern } - add = 1000 - } - modifier = { - faith.religion = { is_in_family = rf_sinitic } - scope:target_faith.religion = { is_in_family = rf_sinitic } - add = 1000 - } - modifier = { - culture = { has_cultural_pillar = heritage_chinese } - scope:target_faith.religion = { is_in_family = rf_sinitic } - add = 1000 - } - modifier = { - highest_held_title_tier >= tier_kingdom - OR = { - has_perk = open_minded_perk - has_trait = compassionate - has_trait = humble - } - is_open_to_inviting_other_faiths_trigger = yes - faith.religion = { is_in_family = rf_eastern } - scope:target_faith = { num_county_followers < 5 } - add = 1000 - } - modifier = { - is_open_to_inviting_other_faiths_trigger = yes - scope:target_faith = { faith_is_open_minded_trigger = yes } - add = 10 - } - modifier = { - faith.religion = { is_in_family = rf_abrahamic } - NOT = { - scope:target_faith.religion = { is_in_family = rf_abrahamic } - } - factor = 0 - } - modifier = { - faith = { has_doctrine = muhammad_succession_sunni_doctrine } - NOT = { - scope:target_faith = { has_doctrine = muhammad_succession_sunni_doctrine } - } - factor = 0 - } - modifier = { - faith = { has_doctrine = muhammad_succession_shia_doctrine } - NOT = { - scope:target_faith = { has_doctrine = muhammad_succession_shia_doctrine } - } - factor = 0 - } - modifier = { - faith = { has_doctrine = muhammad_succession_muhakkima_doctrine } - NOT = { - scope:target_faith = { has_doctrine = muhammad_succession_muhakkima_doctrine } - } - factor = 0 - } - modifier = { - faith = { has_doctrine = muhammad_succession_zandaqa_doctrine } - NOT = { - scope:target_faith = { has_doctrine = muhammad_succession_zandaqa_doctrine } - } - factor = 0 - } - modifier = { - faith != scope:target_faith - any_sub_realm_county = { - count < { - value = { - every_in_list = { - list = counties_to_move_in_to - add = 2 - } - } - } - faith = root.faith - } - factor = 0 - } - modifier = { - has_trait = eccentric - add = 5 - } - modifier = { - exists = scope:from_decision - add = 5 - } - } - } - - option = { - name = global_religion.1000.b - if = { - limit = { - exists = scope:from_decision - } - } - else = { - if = { - limit = { - faith != scope:target_faith - } - add_piety = { - value = { - value = scope:initial_available_development - subtract = scope:remaining_converted_development - multiply = 100 - divide = 2 - } - } - } - else = { - add_prestige = { - value = { - value = scope:initial_available_development - subtract = scope:remaining_converted_development - multiply = 100 - divide = 2 - } - } - } - } - - ai_chance = { - base = 100 - modifier = { - exists = scope:from_decision - factor = 0 - } - } - } - - after = { - every_in_list = { - list = counties_to_move_in_to - remove_variable = county_development_to_get - } - scope:local_character = { - silent_disappearance_ai_effect = yes - } - } -} diff --git a/events/religion_events/heresy_events.txt b/events/religion_events/heresy_events.txt deleted file mode 100644 index 34b1edce..00000000 --- a/events/religion_events/heresy_events.txt +++ /dev/null @@ -1,1355 +0,0 @@ -namespace = heresy - -################################## -# Heresy Outbreak (Non-Eastern) # -# by Sean Hughes # -# 0001 - 0004 # -################################## - -scripted_trigger nearby_county_of_faith = { - any_in_list = { - list = neaby_same_religion_counties - faith = prev - } -} - -heresy.0001 = { - hidden = yes - scope = faith - - trigger = { - OR = { - NOT = { has_doctrine = eastern_hostility_doctrine } - has_doctrine = heresy_hostility_doctrine #Zoroastrians also get heresies, despite being Eastern. - } - } - - immediate = { - #Look for a valid Duke of this Faith to be our heresiarch. - random_faith_ruler = { - #Prefer Dukes with only 1 or 2 Duchies. - limit = { - is_valid_heresiarch = yes - highest_held_title_tier = tier_duchy - any_held_title = { - title_tier = duchy - count < 3 #Limit the influence of Mega-Dukes - is_landless_type_title = no - is_noble_family_title = no - } - } - #Then accept any valid Duke. - alternative_limit = { - is_valid_heresiarch = yes - highest_held_title_tier = tier_duchy - } - #If no Dukes exist, accept a Count. - alternative_limit = { - is_valid_heresiarch = yes - } - - weight = { - base = 100 - - modifier = { - add = 100 - is_powerful_vassal = yes - } - modifier = { - add = 75 - top_liege = this - } - modifier = { - add = 50 - is_a_faction_member = yes - } - - modifier = { - factor = 10 - has_game_rule = strict_regional_heresy - trigger_if = { - limit = { - faith = faith:catholic - } - capital_county = { - title_province = { - OR = { - geographical_region = world_europe_west_britannia # Lollard - geographical_region = world_europe_west_francia # Cathar - geographical_region = world_europe_south_italy # Walddensian - } - } - } - } - trigger_if = { - limit = { - faith = faith:orthodox - } - capital_county = { - title_province = { - OR = { - geographical_region = world_asia_minor # Paulician - geographical_region = custom_k_thessalonika # Iconoclast - geographical_region = world_europe_south_east # Bogomils - } - } - } - } - } - } - - save_scope_as = heretic_ruler - primary_title = { - save_scope_as = heretic_title - } - capital_county = { - save_scope_as = heretic_capital - } - } - - - #Once we have a heresiarch, look for a valid heretical faith to them to convert to. - if = { - limit = { - exists = scope:heretic_ruler - } - - #Save a list of provinces in our religion group (we will be reusing this a lot for distance checks). - every_province = { - limit = { - is_county_capital = yes - faith.religion = root.religion - squared_distance = { - target = scope:heretic_capital - value < squared_distance_medium - } - } - add_to_list = neaby_same_religion_counties - } - - # Compile a list of possible heresies to convert to. - religion = { - every_faith = { - limit = { - NOT = { invalid_for_heresy_events = yes } - } - add_to_list = potential_heresies - } - if = { - # Abrahamics also get bonus dualistic heresies - limit = { - is_in_family = rf_abrahamic - } - if = { - limit = { - this = religion:christianity_religion - } - faith:mandeaism = { - add_to_list = potential_heresies - } - faith:priscillianism = { - add_to_list = potential_heresies - } - faith:cainitism = { - add_to_list = potential_heresies - } - - } - else_if = { - limit = { - this = religion:islam_religion - } - faith:manichean = { - add_to_list = potential_heresies - } - faith:sabianism = { - add_to_list = potential_heresies - } - faith:valentinianism = { - add_to_list = potential_heresies - } - } - else_if = { - limit = { - this = religion:judaism_religion - } - faith:conversos = { - add_to_list = potential_heresies - } - faith:sethianism = { - add_to_list = potential_heresies - } - } - } - } - - #We want to pick certain faiths to be our heresy over others, assuming they are valid. - random_in_list = { - list = potential_heresies - - #Priority 1: Any nearby player-created faith. - limit = { - has_variable = player_created_faith - num_county_followers > 0 - is_valid_heresy = { - ORIGIN_FAITH = root - HERETICAL_FAITH = this - } - nearby_county_of_faith = yes - } - # Priority 2: Any nearby 'preferred heresy' faith. - alternative_limit = { - num_county_followers > 0 - is_preferred_heresy = { - ORIGIN_FAITH = root - HERETICAL_FAITH = this - } - nearby_county_of_faith = yes - } - # Priority 2.5: For the 'strict' game rule, only use preferred heresies. - alternative_limit = { - has_game_rule = strict_regional_heresy - is_preferred_heresy = { - ORIGIN_FAITH = root - HERETICAL_FAITH = this - } - } - # Priority 3: Any valid faith. - alternative_limit = { - is_valid_heresy = { - ORIGIN_FAITH = root - HERETICAL_FAITH = this - } - } - # Priority 4: Any faith. - alternative_limit = { - always = yes - } - - weight = { - base = 50 - - # Preferred heresies get another bonus. - modifier = { - factor = 5 - is_preferred_heresy = { - ORIGIN_FAITH = root - HERETICAL_FAITH = this - } - } - # More likely to pick Faiths that don't currently exist. - modifier = { - factor = 3 - num_county_followers = 0 - } - modifier = { - has_game_rule = strict_regional_heresy - NOT = { - is_preferred_heresy = { - ORIGIN_FAITH = root - HERETICAL_FAITH = this - } - } - factor = 0 - } - - # Certain Faiths should be much more rare in general. - # Uncommon Faiths - modifier = { - factor = 0.5 - OR = { - #Dualist - this = faith:mandeaism - this = faith:sabianism - } - } - #Rare Faiths - modifier = { - factor = 0.1 - OR = { - this = faith:sethianism - this = faith:priscillianism - this = faith:cainitism - } - } - - # Lollards more likely in England. - modifier = { - factor = regional_heresy_factor - this = faith:lollard - scope:heretic_capital = { - title_province = { - OR = { - geographical_region = custom_netherlands - geographical_region = world_europe_west_britannia - } - } - } - } - # Cathars more likely in France - modifier = { - factor = regional_heresy_factor - this = faith:cathar - scope:heretic_capital = { - title_province = { - geographical_region = world_europe_west_francia - } - } - } - # Waldensians more likely in Italy/South Germany - modifier = { - factor = regional_heresy_factor - this = faith:waldensian - scope:heretic_capital = { - title_province = { - OR = { - geographical_region = world_europe_south_italy - geographical_region = custom_germany - geographical_region = custom_bavaria - } - } - } - } - - # Paulicians more likely in Anatolia - modifier = { - factor = regional_heresy_factor - this = faith:paulician - scope:heretic_capital = { - title_province = { - geographical_region = world_asia_minor - } - } - } - # Iconoclasts more likely in Constantinople - modifier = { - factor = regional_heresy_factor - this = faith:iconoclast - scope:heretic_capital = { - title_province = { - geographical_region = custom_k_thessalonika - } - } - } - # Bogomils more likely in West ERE - modifier = { - factor = regional_heresy_factor - this = faith:bogomilist - scope:heretic_capital = { - title_province = { - geographical_region = world_europe_south_east - } - } - } - # Nestorian more likely in the East - modifier = { - factor = regional_heresy_factor - this = faith:nestorian - scope:heretic_capital = { - title_province = { - OR = { - geographical_region = world_india - geographical_region = world_middle_east - - } - } - } - } - # Priscillianism more likely in Egypt or Iberia - modifier = { - factor = regional_heresy_factor - this = faith:priscillianism - scope:heretic_capital = { - title_province = { - OR = { - geographical_region = world_africa_north_east - geographical_region = world_europe_west_iberia - } - } - } - } - - # FP3 - Khurramism more likely in Iran - modifier = { - factor = regional_heresy_factor - this = faith:khurramism - scope:heretic_capital = { - title_province = { - geographical_region = world_middle_east_persia - } - } - } - # FP3 - Behafaridism more likely in Iran - modifier = { - factor = regional_heresy_factor - this = faith:zurvanism #Behafaridism - scope:heretic_capital = { - title_province = { - geographical_region = world_middle_east_persia - } - } - } - # FP3 - The "arch heresy", aka Mazdakism more likely in Iran - modifier = { - factor = regional_heresy_factor - this = faith:mazdakism - scope:heretic_capital = { - title_province = { - geographical_region = world_middle_east_persia - } - } - } - # FP3 - Manicheanism more likely in Iran - modifier = { - factor = regional_heresy_factor - this = faith:manichean - scope:heretic_capital = { - title_province = { - geographical_region = world_middle_east_persia - } - } - } - } - - save_scope_as = heretic_faith - } - - #Trigger the heresy event for all rulers of the same Faith. - if = { - limit = { - exists = scope:heretic_faith - } - - save_scope_as = origin_faith - - #Determine roughly how many Counties we expext to flip to the heretical Faith. - random_list = { - 20 = { - modifier = { - add = 20 - fervor > 30 - } - set_variable = { - name = heresy_power - value = 10 - } - } - 55 = { - set_variable = { - name = heresy_power - value = 15 - } - } - 20 = { - modifier = { - add = 30 - fervor <= 20 - } - set_variable = { - name = heresy_power - value = 20 - } - } - 5 = { - modifier = { - add = 45 - fervor <= 10 - } - - set_variable = { - name = heresy_power - value = 25 - } - } - } - - # Modify heresy power for pluralist/fundamentalist - if = { - limit = { - has_doctrine_parameter = pluralism_pluralistic_resistant_to_heresy - } - change_variable = { - name = heresy_power - multiply = hostility_multiplier_pluralism - } - } - else_if = { - limit = { - has_doctrine_parameter = pluralism_fundamentalist_vulnerable_to_heresy - } - change_variable = { - name = heresy_power - multiply = hostility_multiplier_fundamentalist - } - } - - # Changes to another religion have reduced heresy power - if = { - limit = { - scope:origin_faith.religion != scope:heretic_faith.religion - } - change_variable = { - name = heresy_power - multiply = 0.5 - } - } - - #Flag the heretic faith as the parent faith's active heresy for the next 10 years. - set_variable = { - name = current_heresy - value = scope:heretic_faith - days = 3650 - } - - #Trigger the heresy outbreak event. - scope:heretic_ruler = { - trigger_event = { - id = heresy.0010 - days = 3 - } - } - } - } - } -} - -################################## -# Heresy Outbreak (Eastern) # -# by Sean Hughes # -# 0005 # -################################## - -heresy.0005 = { - hidden = yes - scope = faith - - trigger = { - has_doctrine = eastern_hostility_doctrine - NOT = { has_doctrine = heresy_hostility_doctrine } #Exclude Zoroastrians - } - - immediate = { - #Look for a valid Duke of this Faith to be our heresiarch. - random_faith_ruler = { - #Prefer Dukes with only 1 or 2 Duchies. - limit = { - faith = root - highest_held_title_tier = tier_duchy - any_held_title = { - title_tier = duchy - count < 3 #Limit the influence of Mega-Dukes - } - is_capable_adult_ai = yes - is_landed = yes - exists = capital_county - NOT = { has_trait = heresiarch } - no_heretical_hof_faith_trigger = yes - } - #Then accept any valid Duke. - alternative_limit = { - faith = root - highest_held_title_tier = tier_duchy - is_capable_adult_ai = yes - is_landed = yes - exists = capital_county - NOT = { has_trait = heresiarch } - no_heretical_hof_faith_trigger = yes - } - #If no Dukes exist, accept a Count. - alternative_limit = { - faith = root - highest_held_title_tier = tier_county - is_capable_adult_ai = yes - is_landed = yes - exists = capital_county - NOT = { has_trait = heresiarch } - no_heretical_hof_faith_trigger = yes - } - - weight = { - base = 100 - - modifier = { - add = 100 - is_powerful_vassal = yes - } - modifier = { - add = 75 - top_liege = this - } - modifier = { - add = 50 - is_a_faction_member = yes - } - } - - save_scope_as = heretic_ruler - primary_title = { - save_scope_as = heretic_title - } - capital_county = { - save_scope_as = heretic_capital - } - } - - - #Once we have a heresiarch, look for a valid heretical faith to them to convert to. - if = { - limit = { - exists = scope:heretic_ruler - } - - #Religions - faith:theravada.religion = { #Buddhism - add_to_list = eastern_religions - } - faith:manichean.religion = { #Hinduism - add_to_list = eastern_religions - } - faith:vaishnavism.religion = { #Jainism - add_to_list = eastern_religions - } - faith:digambara.religion = { #Dualism - add_to_list = eastern_religions - } - - every_in_list = { - list = eastern_religions - every_faith = { - add_to_list = eastern_faiths - } - } - - #Save a list of provinces in our religion group (we will be reusing this a lot for distance checks). - every_province = { - limit = { - is_county_capital = yes - faith.religion = { is_in_list = eastern_religions } - squared_distance = { - target = scope:heretic_capital - value < squared_distance_medium - } - } - add_to_list = neaby_same_religion_counties - } - - - #We want to pick certain faiths to be our heresy over others, assuming they are valid. - random_in_list = { - list = eastern_faiths - #Priority 1: Any nearby Eastern faith. - limit = { - num_county_followers > 0 - is_valid_heresy = { - ORIGIN_FAITH = root - HERETICAL_FAITH = this - } - nearby_county_of_faith = yes - } - #Priority 2: Any non-existing Eastern Faith - alternative_limit = { - num_county_followers = 0 - is_preferred_heresy = { - ORIGIN_FAITH = root - HERETICAL_FAITH = this - } - } - #Priority 3: Any far-away Eastern Faith - alternative_limit = { - is_valid_heresy = { - ORIGIN_FAITH = root - HERETICAL_FAITH = this - } - #No distance check here to save on perf (if we reach this point it's already not nearby) - } - - weight = { - base = 100 - - #Much more likely to select smaller Faiths as our heresy, to prevent them from becomming extinct (or prevent any other Faith from becoming too large). - modifier = { - add = 800 #1000 weight - num_county_followers <= 3 - } - modifier = { - add = 100 #200 weight - num_county_followers <= 6 - } - modifier = { - add = -20 #80 weight - num_county_followers > 9 - } - modifier = { - add = -30 #50 weight - num_county_followers > 12 - } - modifier = { - add = -40 #10 weight - num_county_followers > 15 - } - - #More likely to flip to a different branch of current religion than switching to a different religion. - modifier = { - factor = 10 - root.religion = this.religion - } - - #Certain Faiths are much more likely to appear/spread than others, due to popularity/obscurity. - #Common Faiths - modifier = { - factor = 1 - OR = { - #Buddhist - this = faith:theravada - this = faith:mahayana - this = faith:vajrayana - - #Hindu - this = faith:vaishnavism - this = faith:smartism - this = faith:srikula_shaktism - - #Jain - this = faith:digambara - this = faith:svetambara - - #Dualist - this = faith:manichean - } - } - - #Uncommon Faiths - modifier = { - factor = 0.5 - OR = { - #Hindu - this = faith:advaitism - this = faith:krishnaism - this = faith:kalikula_shaktism - - #Jain - this = faith:yapaniya - - #Dualist - this = faith:mandeaism - this = faith:sabianism - } - } - - #Rare Faiths - modifier = { - factor = 0.1 - OR = { - #Dualist - this = faith:valentinianism - this = faith:sethianism - this = faith:priscillianism - this = faith:cainitism - } - } - } - save_scope_as = heretic_faith - } - - - #Trigger the heresy event for all rulers of the same Faith. - if = { - limit = { - exists = scope:heretic_faith - } - - save_scope_as = origin_faith - - #Determine roughly how many Counties we expext to flip to the heretical Faith. - random_list = { - 20 = { - modifier = { - add = 20 - fervor > 30 - } - set_variable = { - name = heresy_power - value = 10 - } - } - 55 = { - set_variable = { - name = heresy_power - value = 15 - } - } - 20 = { - modifier = { - add = 30 - fervor <= 20 - } - set_variable = { - name = heresy_power - value = 20 - } - } - 5 = { - modifier = { - add = 45 - fervor <= 10 - } - - set_variable = { - name = heresy_power - value = 25 - } - } - } - - # Modify heresy power for pluralist/fundamentalist - if = { - limit = { - has_doctrine_parameter = pluralism_pluralistic_resistant_to_heresy - } - change_variable = { - name = heresy_power - multiply = hostility_multiplier_pluralism - } - } - else_if = { - limit = { - has_doctrine_parameter = pluralism_fundamentalist_vulnerable_to_heresy - } - change_variable = { - name = heresy_power - multiply = hostility_multiplier_fundamentalist - } - } - - #Flag the heretic faith as the parent faith's active heresy for the next 10 years. - set_variable = { - name = current_heresy - value = scope:heretic_faith - days = 3650 - } - - #Trigger the heresy outbreak event. - scope:heretic_ruler = { - trigger_event = { - id = heresy.0010 - days = 3 - } - } - } - } - } -} - - -################## -# New Major Heresy -# by Sean Hughes -# 0010 -################## - -heresy.0010 = { - type = character_event - title = heresy.0010.t - desc = { - desc = heresy.0010.desc - first_valid = { - triggered_desc = { - trigger = { - always = no - #has_variable = dead_heresy - } - desc = heresy.0010.desc.resurgent - } - triggered_desc = { - trigger = { - exists = scope:is_new_heresy - } - desc = heresy.0010.desc.nonexistant - } - desc = heresy.0010.desc.exists - } - } - left_portrait = { - character = scope:heretic_ruler - animation = prayer - } - major = yes - theme = faith - - trigger = { - scope:origin_faith = { - var:heresy_power > 0 - } - } - - major_trigger = { - OR = { - faith = scope:origin_faith - faith = scope:heretic_faith - } - } - - immediate = { - play_music_cue = "mx_cue_sacredrite" - - if = { - limit = { - scope:heretic_faith = { - num_county_followers = 0 - } - } - save_scope_value_as = { - name = is_new_heresy - value = yes - } - } - - #Consume heresy power to fuel this conversion. - scope:origin_faith = { - if = { - limit = { - scope:heretic_ruler = { - highest_held_title_tier >= 3 - } - } - #If we're a Duke, consume more heresy power. - change_variable = { - name = heresy_power - subtract = 3 - } - } - else = { - #Otherwise only consume a little heresy power. - change_variable = { - name = heresy_power - subtract = 1 - } - } - } - - scope:heretic_ruler = { - #Convert this character to the new heresy. - set_character_faith_with_conversion = scope:heretic_faith - #Heresy-using faiths become heresiarchs. - if = { - limit = { - faith = { - OR = { - NOT = { has_doctrine = eastern_hostility_doctrine } - has_doctrine = heresy_hostility_doctrine #Zoroastrians also get heresies, despite being Eastern. - } - } - } - add_heresiarch_trait_effect = yes - } - - #Kick off the follow-up events in the heresy chain. - trigger_event = { - id = heresy.0011 - days = { 4 7 } - } - - #Convert most miscellaneous courtiers & guests they have to the same heresy. - every_courtier_or_guest = { - limit = { - faith = scope:origin_faith - NOR = { - has_trait = zealous - this = this.faith.religious_head - } - is_available_ai = yes - } - set_character_faith = scope:heretic_faith - - hidden_effect = { - add_character_flag = { - flag = converted_by_heresy_0010_event - years = 15 - } - } - } - - hidden_effect = { - add_character_flag = { - flag = converted_by_heresy_0010_event - years = 15 - } - } - } - - #Send notifications to everyone who might care about the conversion. - every_player = { - limit = { - NOR = { - #These characters already get the full event. - faith = scope:origin_faith - faith = scope:heretic_faith - } - OR = { - #Everyone in the same Realm is notified. - top_liege ?= scope:heretic_ruler.top_liege - #If we're physically close to the character, we also get notified. - capital_county = { - squared_distance = { - target = scope:heretic_capital - value < squared_distance_medium - } - } - } - } - - send_interface_message = { - type = event_heresy_outbreak_neutral - title = heresy.0010.notification.title - custom_tooltip = heresy.0010.notification - - left_icon = scope:heretic_ruler - } - } - - #Fervor adjustments to prevent multiple heresy flip-flopping. - scope:heretic_faith = { - change_fervor = { - value = 100 - desc = fervor_gain_new_heresy - } - } - scope:origin_faith = { - change_fervor = { - value = heretical_defector_fervor_gain - desc = fervor_gain_defector_heresy - } - } - } - - option = { - name = { - trigger = { - this.faith = scope:origin_faith - scope:origin_faith = { - faith_hostility_level = { - target = scope:heretic_faith - value > 1 - } - } - exists = scope:is_new_heresy - } - text = heresy.0010.a.new_heresy - } - name = { - trigger = { - this.faith = scope:origin_faith - scope:origin_faith = { - faith_hostility_level = { - target = scope:heretic_faith - value > 1 - } - } - NOT = { exists = scope:is_new_heresy } - } - text = heresy.0010.a.existing_heresy - } - name = { - trigger = { - this.faith = { - faith_hostility_level = { - target = scope:heretic_faith - value = 1 - } - } - } - text = heresy.0010.a.astray_faith - } - name = { - trigger = { - this.faith = scope:heretic_faith - } - text = heresy.0010.a.same_faith - } - custom_tooltip = heresy.0010.tt.custom - } - - option = { - name = heresy.0010.b - trigger = { - is_ai = no - this.faith != scope:heretic_faith - } - custom_tooltip = heresy.0010.tt.custom - - #Convert to the new heresy. - set_character_faith_with_conversion = scope:heretic_faith - add_piety = major_piety_loss - - add_internal_flag = dangerous - } -} - -################## -# Major Heresy Spreads -# by Sean Hughes -# 0011 -################## -scripted_trigger no_heretical_hof_faith_0011_trigger = { #Head of Faith shouldn't convert. - OR = { - NOT = { - exists = scope:origin_faith.religious_head - } - AND = { - exists = scope:origin_faith.religious_head - this != scope:origin_faith.religious_head - } - } -} -heresy.0011 = { - hidden = yes - - trigger = { - scope:origin_faith = { - var:heresy_power > 0 - } - } - - weight_multiplier = { - base = 1 - } - - immediate = { - clear_saved_scope = convert_ruler - scope:origin_faith = { - random_faith_ruler = { - limit = { - highest_held_title_tier > tier_barony #No Barons, they're inconsequential. - highest_held_title_tier < tier_kingdom #No AI Kings/Emperors, they're too powerful. - is_landed = yes - exists = capital_county - is_capable_adult_ai = yes - no_heretical_hof_faith_0011_trigger = yes - recently_converted_faith_trigger = no # As amusing as it may be, rulers shouldn't 'flip-flop' between Faiths, so we need to enforce a cooldown on heresy conversions. - } - - weight = { - base = 1000 # 100% weight - - #Rulers of counties close to the Heresiarch's are more likely to join their Heresy. - modifier = { - add = -900 # 10% weight - capital_county = { - squared_distance = { - target = scope:heretic_capital - value > squared_distance_small - } - } - } - modifier = { - add = -90 # 1% weight - capital_county = { - squared_distance = { - target = scope:heretic_capital - value > squared_distance_medium - } - } - } - modifier = { - add = -10 # 0% weight (fallback only) - capital_county = { - squared_distance = { - target = scope:heretic_capital - value > squared_distance_large - } - } - } - - #Rulers of the same(or similar) culture are more likely to join Heresies. - modifier = { - factor = 3 - culture = { has_same_culture_heritage = scope:heretic_ruler.culture } - } - modifier = { - factor = 4 - has_same_culture_as = scope:heretic_ruler - } - - #Counts are less likely to join a heresy than a Duke (though it's still possible if they're nearby) - modifier = { - factor = 0.25 - highest_held_title_tier = 2 - } - } - - save_scope_as = convert_ruler - primary_title = { - save_scope_as = convert_title - } - capital_county = { - save_scope_as = convert_capital - } - } - } - - if = { - limit = { - exists = scope:convert_ruler - } - hidden_effect = { - add_character_flag = { - flag = converted_by_heresy_0011_event - years = 15 - } - } - - #Consume heresy power to fuel this conversion. - scope:origin_faith = { - if = { - limit = { - scope:heretic_ruler = { - highest_held_title_tier >= tier_duchy - } - } - #If we're a Duke, consume more heresy power. - change_variable = { - name = heresy_power - subtract = 3 - } - } - else = { - #Otherwise only consume a little heresy power. - change_variable = { - name = heresy_power - subtract = 1 - } - } - } - - scope:convert_ruler = { - set_character_faith_with_conversion = scope:heretic_faith - - #Trigger the next heresy conversion event in the chain. - trigger_event = { - id = heresy.0011 - days = { 7 14 } - } - } - - #Send notifications to everyone who might care about the conversion - every_player = { - limit = { - OR = { - #Everyone in the same Realm is notified. - top_liege ?= scope:convert_ruler.top_liege - AND = { - #If convert is Duke or above, all same-faith charatcers (on both sides) are notified. - OR = { - faith = scope:origin_faith - faith = scope:heretic_faith - } - scope:convert_ruler = { - highest_held_title_tier >= tier_duchy - } - } - #If we're physically close to the character, we also get notified. - AND = { - capital_county ?= { - squared_distance = { - target = scope:convert_capital - value < squared_distance_medium - } - } - } - } - } - - # Save our faith's scope for localization purposes. - this = { - save_scope_as = me - faith = { - save_scope_as = my_faith - } - } - - # If the ruler converted to our faith, send a 'good' notification. - if = { - limit = { - scope:my_faith = scope:heretic_faith - } - send_interface_message = { - type = event_heresy_outbreak_good - title = heresy.0011.notification.same_faith - left_icon = scope:convert_ruler - show_as_tooltip = { - scope:convert_ruler = { - set_character_faith = scope:heretic_faith - } - } - } - } - # If the ruler converted to a faith we consider heretical, send a special notification. - else_if = { - limit = { - scope:my_faith = scope:origin_faith - scope:my_faith = { - faith_hostility_level = { - target = scope:heretic_faith - value >= 1 - } - } - } - if = { - # If the heretics are in our realm, send a 'bad' notification, as it's an immediate problem we have to deal with. - limit = { - top_liege = { - any_vassal_or_below = { - this = scope:convert_ruler - } - } - } - send_interface_message = { - type = event_heresy_outbreak_bad - title = heresy.0011.notification.heresy - left_icon = scope:convert_ruler - show_as_tooltip = { - scope:convert_ruler = { - set_character_faith = scope:heretic_faith - } - } - } - } - # If the heretics are simply elsewhere in the world, send a 'neutral' notificiation, as they are not an immediate concern (and this may even present an opportunity). - else = { - send_interface_message = { - type = event_heresy_outbreak_neutral - title = heresy.0011.notification.heresy - left_icon = scope:convert_ruler - show_as_tooltip = { - scope:convert_ruler = { - set_character_faith = scope:heretic_faith - } - } - } - } - } - # If we don't care that much about the faith the ruler converted to/from, send a 'neutral' notification. - else = { - send_interface_message = { - type = event_heresy_outbreak_neutral - title = heresy.0011.notification.other - left_icon = scope:convert_ruler - show_as_tooltip = { - scope:convert_ruler = { - set_character_faith = scope:heretic_faith - } - } - } - } - } - - #Fervor adjustments to prevent multiple heresy flip-flopping. - scope:origin_faith = { - change_fervor = { - value = heretical_defector_fervor_gain - desc = fervor_gain_defector_heresy - } - } - } - } -} diff --git a/events/test_events/debug.txt b/events/test_events/debug.txt index ea3c114a..ca84b172 100644 --- a/events/test_events/debug.txt +++ b/events/test_events/debug.txt @@ -2936,24 +2936,24 @@ debug.700 = { } save_scope_as = sus_caliph } -# random_ruler = { -# limit = { -# any_character_struggle = { -# #involvement = involved -# is_struggle_type = persian_struggle -# } -# } -# save_scope_as = persian_struggle -# } -# random_ruler = { -# limit = { -# any_character_struggle = { -# #involvement = involved -# is_struggle_type = iberian_struggle -# } -# } -# save_scope_as = iberian_struggle -# } + random_ruler = { + limit = { + any_character_struggle = { + #involvement = involved + is_struggle_type = persian_struggle + } + } + save_scope_as = persian_struggle + } + random_ruler = { + limit = { + any_character_struggle = { + #involvement = involved + is_struggle_type = iberian_struggle + } + } + save_scope_as = iberian_struggle + } } option = {} diff --git a/events/yearly_events/yearly_events_sahara.txt b/events/yearly_events/yearly_events_sahara.txt deleted file mode 100644 index 6ed2a4a4..00000000 --- a/events/yearly_events/yearly_events_sahara.txt +++ /dev/null @@ -1,1741 +0,0 @@ -################ -# SAHARA-RELEVANT EVENTS -################ - -############### -# yearly_saharan.0001 — [Faith] Traders in [County]: settlement requested. -# yearly_saharan.0002 — [Faith] Traders in [County]: maintenance event. -# yearly_saharan.0003 — [Faith] Traders in [County]: traders have integrated without issue. -# yearly_saharan.0004 — [Faith] Traders in [County]: traders caused local economic boom. -# yearly_saharan.0005 — [Faith] Traders in [County]: traders have converted the county. -# -# yearly_saharan.0021 — [Culture] Nomads Flock to [County]: nomads from the Sahara move in to border regions in greater and greater numbers. -# -# yearly_saharan.0031 — Slave Raids against [Realm] Escalate -# yearly_saharan.0032 — Marauding Slavers from [Realm] - -namespace = yearly_saharan - -################################################## -# [Faith] Traders in [County] -# by Ewan Cowhig Croft -# 0001-0005 -################################################## - -scripted_trigger valid_faiths_scripted_trigger = { - faith = { - has_doctrine_parameter = unreformed -# OR = { -# religion_tag = west_african_religion -# religion_tag = west_african_bori_religion -# religion_tag = west_african_roog_religion -# religion_tag = akom_religion -# religion_tag = kushitism_religion -# religion_tag = waaqism_religion -# } - } -} - -scripted_trigger suitable_for_faith_traders_scripted_trigger = { - tier = tier_county - title_province = { - OR = { - geographical_region = custom_sahel_proper - geographical_region = custom_sub_saharan_africa_immediate - } - } - valid_faiths_scripted_trigger = yes - any_neighboring_county = { neighbouring_proselytising_trader_province_scripted_trigger = yes } -} - -scripted_trigger neighbouring_proselytising_trader_province_scripted_trigger = { - title_province = { - OR = { - geographical_region = custom_sahara_proper - geographical_region = custom_sahel_proper - } - } - faith = { - NOR = { - religion = { is_in_family = rf_pagan } - has_doctrine_parameter = unreformed - } - } -} - -# Traders turn up initially. -# by Ewan Cowhig Croft -yearly_saharan.0001 = { - type = character_event - title = yearly_saharan.0001.t - desc = yearly_saharan.0001.desc - theme = stewardship - left_portrait = { - character = root - animation = personality_honorable - } - override_background = { reference = market } - - trigger = { - is_available_at_peace_adult = yes - - #Mustn't have recently had this event, or else have other enclaves currently maturing in their territory. - NOR = { - has_character_flag = yearly_saharan_0001 - any_held_title = { - title_tier = county - county = { has_county_modifier = foreign_trader_enclaves_saharan_modifier } - } - } - - #Must be a native faith who has not yet reformed. - valid_faiths_scripted_trigger = yes - - #Must exists in the proper region, and have a valid affectable county. - capital_province = { - OR = { - geographical_region = custom_sahel_proper - geographical_region = custom_sub_saharan_africa_immediate - } - } - any_held_title = { suitable_for_faith_traders_scripted_trigger = yes } - } - - weight_multiplier = { - base = 1 - } - - immediate = { - add_character_flag = { - flag = yearly_saharan_0001 - days = 7300 - } - save_scope_as = initial_holder - random_held_title = { - limit = { suitable_for_faith_traders_scripted_trigger = yes } - save_scope_as = target_county - random_neighboring_county = { - limit = { neighbouring_proselytising_trader_province_scripted_trigger = yes } - save_scope_as = source_county - } - } - } - - #Allow them to pay you to stay. - option = { - name = yearly_saharan.0001.a - - #Take a noice bribe. - add_gold = major_gold_value - - #Added a beneficial enclave modifier. - scope:target_county = { - add_county_modifier = { - modifier = foreign_trader_enclaves_saharan_modifier - years = 20 - } - } - - #Warn the user that this may have repercussions, or at least imply such. - custom_tooltip = yearly_saharan.0001.a.tt - hidden_effect = { - trigger_event = { - id = yearly_saharan.0002 - years = { 10 20 } - } - } - - stress_impact = { - just = minor_stress_impact_gain - greedy = minor_stress_impact_loss - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_greed = 0.25 - ai_zeal = -0.25 - } - modifier = { #Weight down for stress. - add = -10 - has_trait = just - } - modifier = { #Weight down for stress. - add = 10 - has_trait = greedy - } - } - } - - #Dismiss them, but they can keep moving through. - option = { - name = yearly_saharan.0001.b - - #Well, aren't you mighty Mr. Kicks-Downwards? - add_prestige = minor_prestige_gain - - #If you and the province have the same culture, people approve of you sticking up for your limited protectionism. - if = { - limit = { root.culture = scope:target_county.culture } - add_character_modifier = { - modifier = respects_local_traditions_saharan_modifier - years = 15 - } - } - - #The county suffers a little for the clarified restrictions on foreign merchants. - scope:target_county = { - add_county_modifier = { - modifier = foreign_traders_unable_to_root_saharan_modifier - years = 20 - } - } - - stress_impact = { - greedy = minor_stress_impact_gain - zealous = minor_stress_impact_loss - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_zeal = 0.25 - ai_greed = -0.25 - } - modifier = { #Weight down for stress. - add = -10 - has_trait = greedy - } - modifier = { #Weight down for stress. - add = 10 - has_trait = zealous - } - } - } - - #Dismiss them and forbid their future trade! - option = { - name = yearly_saharan.0001.c - - #Confiscate goods, property, livestock, the lot! - add_gold = massive_gold_value - - #If you share the same faith as the province, this act is a pious protection of the spirituality of your people. Unless you're pluralist. - if = { - limit = { - root.faith = scope:target_county.faith - NOR = { - root.faith = { has_doctrine = doctrine_pluralism_pluralistic } - #Not syncretised with Eastern Family. - AND = { - root.faith = { has_doctrine = tenet_eastern_syncretism } - scope:source_county.faith.religion = { is_in_family = rf_eastern } - } - #Not syncretised with Christianity. - AND = { - root.faith = { has_doctrine_parameter = christian_syncretic_actor_opinion_active } - scope:source_county.faith = { religion_tag = christianity_religion } - } - #Not syncretised with Islam. - AND = { - root.faith = { has_doctrine_parameter = islamic_syncretic_actor_opinion_active } - scope:source_county.faith = { religion_tag = islam_religion } - } - #Not syncretised with Judaism. - AND = { - root.faith = { has_doctrine_parameter = jewish_syncretic_actor_opinion_active } - scope:source_county.faith = { religion_tag = judaism_religion } - } - } - } - #Piety scales depending on how monistic you are. - if = { - limit = { - root.faith = { has_doctrine = doctrine_pluralism_righteous } - } - add_piety = minor_piety_value - } - if = { - limit = { - root.faith = { has_doctrine = doctrine_pluralism_fundamentalist } - } - add_piety = medium_piety_value - } - } - - #The county, and any others in the duchy not held by a different player, get a significant malus. - scope:target_county = { - add_county_modifier = { - modifier = local_recession_epicentre_saharan_modifier - years = 20 - } - every_neighboring_county = { - limit = { - holder.top_liege = root.top_liege - OR = { - #If done by a player, let them screw everyone. Funnier that way. - root = { is_ai = no } - #Otherwise, exempt players for agency-raisins. - AND = { - root = { is_ai = yes } - holder = root - } - } - } - add_to_list = localised_recession_list - } - every_in_list = { - list = localised_recession_list - custom = yearly_saharan.0001.c.list - add_county_modifier = { - modifier = local_recession_ripple_saharan_modifier - years = 20 - } - } - } - - stress_impact = { - greedy = medium_stress_impact_gain - zealous = medium_stress_impact_loss - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_zeal = 0.2 - ai_vengefulness = 0.1 - ai_greed = -0.2 - ai_compassion = -0.1 - } - modifier = { #Weight down for stress. - add = -20 - has_trait = greedy - } - modifier = { #Weight down for stress. - add = 20 - has_trait = zealous - } - } - } -} - -# Check to see which event to fire next, if any. -yearly_saharan.0002 = { - hidden = yes - - trigger = { - scope:source_county = { - faith = { - NOR = { - religion = { is_in_family = rf_pagan } - has_doctrine_parameter = unreformed - } - } - } - scope:target_county = { valid_faiths_scripted_trigger = yes } - } - - immediate = { - #Check to see if we're still using the original permit granter, or some new lad. - if = { - limit = { scope:target_county.holder = scope:initial_holder } - scope:initial_holder = { save_scope_as = current_holder } - } - else = { - scope:target_county.holder = { save_scope_as = current_holder } - } - - #Pop an event, weighted by fervour. - scope:current_holder = { - random_list = { - #The community integrates totally. - 20 = { - trigger_event = yearly_saharan.0003 - modifier = { - add = 10 - scope:target_county.faith = { fervor >= 50 } - } - modifier = { - add = 10 - scope:target_county.faith = { fervor >= 70 } - } - modifier = { - add = 10 - scope:target_county.faith = { fervor >= 90} - } - } - #The community has become extremely successful. - 30 = { trigger_event = yearly_saharan.0004 } - #The county converts to the faith of the merchants. - 50 = { - trigger_event = yearly_saharan.0005 - modifier = { - add = 10 - scope:source_county.faith = { fervor >= 50 } - } - modifier = { - add = 10 - scope:source_county.faith = { fervor >= 70 } - } - modifier = { - add = 10 - scope:source_county.faith = { fervor >= 90 } - } - } - } - } - } -} - -# The merchant community has integrated seamlessly. -# by Ewan Cowhig Croft -yearly_saharan.0003 = { - type = character_event - title = yearly_saharan.0003.t - desc = { - first_valid = { - triggered_desc = { - trigger = { scope:initial_holder = scope:current_holder } - desc = yearly_saharan.0003.desc_initial - } - desc = yearly_saharan.0003.desc_current - } - desc = yearly_saharan.0003.desc - } - theme = stewardship - left_portrait = { - character = scope:current_holder - animation = personality_rational - } - override_background = { reference = market } - - trigger = { - is_available = yes - } - - immediate = { - scope:target_county = { remove_county_modifier = foreign_trader_enclaves_saharan_modifier } - } - - #What a lovely windfall. - option = { - name = yearly_saharan.0003.a - - #Reap some minor additional benefits. - scope:target_county = { - add_county_modifier = { - modifier = integrated_foreign_trader_enclaves_saharan_modifier - years = 10 - } - } - - ai_chance = { - base = 100 - ai_value_modifier = { ai_compassion = 0.25 } - } - } - - #Tax the smeggers into oblivion. - option = { - name = yearly_saharan.0003.b - - #Gain gold. - add_treasury_or_gold = minor_treasury_or_gold_value - - #This annoys locals. - scope:target_county = { - add_county_modifier = { - modifier = overtaxed_merchant_enclaves_saharan_modifier - years = 10 - } - } - - stress_impact = { generous = medium_stress_impact_gain } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_greed = 0.25 - ai_compassion = -0.25 - } - modifier = { #Weight down for stress. - add = -20 - has_trait = generous - } - } - } -} - -# The merchant community is separate, but lucrative and successful. -# by Ewan Cowhig Croft -yearly_saharan.0004 = { - type = character_event - title = yearly_saharan.0004.t - desc = { - first_valid = { - triggered_desc = { - trigger = { scope:initial_holder = scope:current_holder } - desc = yearly_saharan.0004.desc_initial - } - desc = yearly_saharan.0004.desc_current - } - desc = yearly_saharan.0004.desc - } - theme = stewardship - left_portrait = { - character = scope:current_holder - animation = personality_rational - } - override_background = { reference = market } - - trigger = { - is_available = yes - } - - immediate = { - scope:target_county = { remove_county_modifier = foreign_trader_enclaves_saharan_modifier } - } - - #Study their ways to gain stewardship. - option = { - name = yearly_saharan.0004.a - - #Flat chance to gain additional stewardship. - custom_tooltip = yearly_saharan.0004.a.tt - hidden_effect = { - random_list = { - 33 = { - send_interface_toast = { - title = yearly_saharan.0004.a.tt.outcome_1 - left_icon = scope:current_holder - add_stewardship_skill = 1 - } - } - 33 = { - send_interface_toast = { - title = yearly_saharan.0004.a.tt.outcome_2 - left_icon = scope:current_holder - add_stewardship_skill = 2 - } - } - 34 = { - send_interface_toast = { - title = yearly_saharan.0004.a.tt.outcome_3 - left_icon = scope:current_holder - add_stewardship_skill = 3 - } - } - } - } - - stress_impact = { lazy = minor_stress_impact_gain } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_rationality = 0.25 - ai_energy = -0.25 - } - modifier = { #Weight down for stress. - add = -10 - has_trait = lazy - } - } - } - - #Collect well-earnt dues. - option = { - name = yearly_saharan.0004.b - trigger = { stewardship < high_skill_rating } - - #Gold please! - add_treasury_or_gold = medium_treasury_or_gold_value - - stress_impact = { generous = miniscule_stress_impact_gain } - ai_chance = { - base = 100 - ai_value_modifier = { ai_greed = 0.50 } - modifier = { #Weight down for stress. - add = -10 - has_trait = lustful - } - } - } - - #High stewardship: collect _higher_ well-earnt dues. - option = { - name = yearly_saharan.0004.c - trigger = { stewardship >= high_skill_rating } - skill = stewardship - - #Stonks of gold please! - add_treasury_or_gold = major_treasury_or_gold_value - - stress_impact = { generous = miniscule_stress_impact_gain } - ai_chance = { - base = 100 - ai_value_modifier = { ai_greed = 0.75 } - modifier = { #Weight down for stress. - add = -10 - has_trait = lustful - } - } - } -} - -# The merchant community has converted your populace. -# by Ewan Cowhig Croft -yearly_saharan.0005 = { - type = character_event - title = yearly_saharan.0005.t - desc = { - first_valid = { - triggered_desc = { - trigger = { scope:initial_holder = scope:current_holder } - desc = yearly_saharan.0005.desc_initial - } - desc = yearly_saharan.0005.desc_current - } - desc = yearly_saharan.0005.desc - } - theme = stewardship - left_portrait = { - character = scope:current_holder - animation = personality_rational - } - override_background = { reference = market } - - trigger = { - is_available = yes - } - - immediate = { - scope:target_county = { - remove_county_modifier = foreign_trader_enclaves_saharan_modifier - faith = { save_scope_as = target_county_old_faith } - set_county_faith = scope:source_county.faith - } - } - - #Wait, this is my faith, isn't it? - option = { - name = yearly_saharan.0005.a - trigger = { scope:current_holder.faith = scope:target_county.faith } - - #An objectively good thing! Piety, yay! - add_piety = medium_piety_value - - #And the people are still pretty damned happy! - scope:target_county = { - add_county_modifier = { - modifier = ecstatic_converts_saharan_modifier - years = 30 - } - } - - stress_impact = { cynical = miniscule_stress_impact_gain } - ai_chance = { - #The AI should always take this option, if it's available. - base = 100 - } - } - - #At least they're happy about their new faith. - option = { - name = yearly_saharan.0005.b - trigger = { - scope:current_holder.faith != scope:target_county.faith - } - - #Better than a kick in the teeth, right? - scope:target_county = { - add_county_modifier = { - modifier = ecstatic_converts_saharan_modifier - years = 30 - } - } - - ai_chance = { - #The AI should always take this option, if it's available. - base = 100 - } - } - - #Not on my watch you don't! - option = { - name = yearly_saharan.0005.c - trigger = { - scope:current_holder.faith != scope:target_county.faith - } - - #Torch half the county to flip them back. - scope:target_county = { - change_county_control = massive_county_control_loss - change_development_progress = major_development_progress_loss - add_county_modifier = { - modifier = persecuted_converts_saharan_modifier - years = 25 - } - set_county_faith = scope:target_county_old_faith - } - - stress_impact = { - forgiving = minor_stress_impact_gain - cynical = minor_stress_impact_gain - compassionate = medium_stress_impact_gain - } - ai_chance = { - #The AI should never take this option. - base = 0 - } - } -} - - - -################################################## -# [Culture] Nomads Flock to [County] -# by Ewan Cowhig Croft -# 0021 -################################################## - -scripted_trigger appropriate_nomad_adjacent_county_trigger = { - #Located in an appropriate region. - title_province = { geographical_region = custom_sahara_proper } - is_landless_type_title = no - - #Does not already have an appropriate nomad culture. - NOT = { culture = { has_cultural_tradition = tradition_saharan_nomads } } -} - -scripted_effect pick_nomad-appropriate_county_effect = { - random_in_list = { - list = $LIST$ - save_scope_as = target_county - - weight = { - base = 100 - #Nomads like to control strategic oases. - modifier = { - add = 50 - title_province = { terrain = oasis } - } - #This event is chiefly for nomad tribes moving into desert territory that they specialise in controlling, not more fertile drylands. - modifier = { - add = -50 - title_province = { terrain = drylands } - } - #Provinces that grant more levies are preferred. - modifier = { - add = { - value = building_levies - multiply = 0.1 - } - } - #Weight down higher development counties proportionally: both not the focus of the event, and less likely to be accepted by the player. - modifier = { - add = { - value = development_level - multiply = -1 - } - development_level >= bad_development_level - } - } - } -} - -# #An appropriate local Saharan culture's nomads are flocking to one of your counties. -# by Ewan Cowhig Croft -yearly_saharan.0021 = { - type = character_event - title = yearly_saharan.0021.t - desc = yearly_saharan.0021.desc - theme = stewardship - left_portrait = { - character = scope:nomad_leader - animation = personality_honorable - } - override_background = { reference = wilderness_desert } - - trigger = { - is_available_at_peace_adult = yes - NOT = { has_character_flag = had_event_yearly_saharan_0021 } - any_held_title = { - title_tier = county - appropriate_nomad_adjacent_county_trigger = yes - } - } - - weight_multiplier = { - base = 1 - } - - immediate = { - add_character_flag = { - flag = had_event_yearly_saharan_0021 - days = 3650 - } - - #Determine which county to use. - ##Gather all potential counties, first up. - every_held_title = { - title_tier = county - limit = { - appropriate_nomad_adjacent_county_trigger = yes - } - add_to_list = saharan_nomad_counties - } - ##Then add any that already border a suitably-cultured county to a list. - every_in_list = { - list = saharan_nomad_counties - limit = { - any_neighboring_county = { - culture = { - has_cultural_tradition = tradition_saharan_nomads - } - } - } - add_to_list = prettified_saharan_nomad_county_spread - } - ##If that list contains anything, sort the county that could use the most buff from it. - if = { - limit = { - any_in_list = { - list = prettified_saharan_nomad_county_spread - count >= 1 - } - } - pick_nomad-appropriate_county_effect = { LIST = prettified_saharan_nomad_county_spread } - } - ##If that list was empty, sort the county that could use the most buff from the original list. - else = { - pick_nomad-appropriate_county_effect = { LIST = saharan_nomad_counties } - } - - #Flag which nomads we're dealing with. - ##If in eastern Chad, the nomads are Zaghawa. - if = { - limit = { - scope:target_county = { - any_this_title_or_de_jure_above = { - OR = { - this = title:d_kawar - this = title:d_tibesti - } - } - } - } - save_scope_value_as = { - name = nomad_type - value = flag:zaghawa - } - } - ##Otherwise, the nomads are Berbers. - else = { - save_scope_value_as = { - name = nomad_type - value = flag:butr - } - } - - #Create a suitable nomad to be the face of the event. - if = { - limit = { scope:nomad_type = flag:zaghawa } - create_character = { - location = scope:target_county.title_province - template = saharan_clan_leader_character - faith = scope:target_county.faith - culture = culture:zaghawa - save_scope_as = nomad_leader - } - } - ##This could technically be an ELSE, but having an ELSE_IF suppresses an error that would otherwise have to be fixed by making the script more fragile. - else_if = { - limit = { scope:nomad_type = flag:butr} - create_character = { - location = scope:target_county.title_province - template = saharan_clan_leader_character - faith = scope:target_county.faith - culture = culture:butr - save_scope_as = nomad_leader - } - } - } - - #I'll even let you govern it! - option = { - name = yearly_saharan.0021.a - trigger = { - #Just make sure you can actually give it away. - any_held_title = { - title_tier = county - count >= 3 - } - #And that the nomads will be suitably vassalised to you. - highest_held_title_tier >= tier_duchy - } - - #Give the leader the title. - create_title_and_vassal_change = { - type = granted - save_scope_as = change - add_claim_on_loss = no - } - scope:target_county = { - change_title_holder = { - holder = scope:nomad_leader - change = scope:change - } - } - resolve_title_and_vassal_change = scope:change - #And he likes you for it! - add_hook = { - type = loyalty_hook - target = scope:nomad_leader - } - scope:nomad_leader = { - add_opinion = { - target = root - modifier = loyal_servant - } - } - - #Put that hook on cooldown to stop immediate revokes. - hidden_effect = { - use_hook = scope:nomad_leader - } - - #Finally, the county gets a turbocharged nomad bonus & culture shift. - scope:target_county = { - add_county_modifier = { - modifier = enthusiastic_nomad_settlement_saharan_modifier - years = 30 - } - if = { - limit = { scope:nomad_type = flag:zaghawa } - set_county_culture = culture:zaghawa - } - else = { set_county_culture = culture:butr } - } - - stress_impact = { arrogant = minor_stress_impact_gain } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_compassion = 0.25 - ai_energy = -0.25 - } - modifier = { #Weight down for stress. - add = -10 - has_trait = arrogant - } - } - } - - #Graciously accept! - option = { - name = yearly_saharan.0021.b - - #The county gets a nomad bonus & culture shift. - scope:target_county = { - add_county_modifier = { - modifier = nomad_settlement_saharan_modifier - years = 30 - } - if = { - limit = { scope:nomad_type = flag:zaghawa } - set_county_culture = culture:zaghawa - } - else = { set_county_culture = culture:butr } - } - - stress_impact = { arrogant = miniscule_stress_impact_gain } - ai_chance = { - #The AI should never take this option: if they're small enough not to get Option A, they shouldn't wipe themselves out, and if they're large enough to receive it, they should pick that instead. - base = 0 - } - } - - #Perhaps you would like to join me as a retainer instead? - option = { - name = yearly_saharan.0021.c - trigger = { short_term_gold >= minor_gold_value } - - #Pay the laddo. - pay_short_term_gold = { - target = scope:nomad_leader - gold = minor_gold_value - } - - #Move the guy to your court & setup a favourable relationship. - add_courtier = scope:nomad_leader - add_hook = { - type = favor_hook - target = scope:nomad_leader - } - reverse_add_opinion = { - target = scope:nomad_leader - modifier = grateful_opinion - opinion = 30 - } - hidden_effect = { set_relation_potential_friend = scope:nomad_leader } - - stress_impact = { shy = medium_stress_impact_gain } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_rationality = 0.5 - ai_sociability = -0.25 - } - modifier = { #Weight down for stress. - add = -20 - has_trait = shy - } - } - } - - #Preposterous! Be gone! - option = { - name = yearly_saharan.0021.d - - #The nomads are unhappy with your response. - scope:target_county = { - change_county_control = massive_county_control_loss - add_county_modifier = { - modifier = upset_local_nomads_saharan_modifier - years = 10 - } - } - - #... Aaaaaand one in particular. - hidden_effect = { - scope:nomad_leader = { - set_relation_potential_rival = root - move_to_pool = yes - } - } - - ai_chance = { - base = 100 - ai_value_modifier = { - ai_rationality = -0.25 - ai_compassion = -0.25 - } - } - } -} - - - -################################################## -# Slave Raids against [Realm] Escalate -# by Ewan Cowhig Croft -# 0031-0032 -################################################## - -scripted_trigger able_to_raid_sahel_for_slaves_trigger = { - #Located in an appropriate region. - title_province = { geographical_region = custom_sahel_proper } -} - -scripted_trigger able_to_be_raided_from_sahel_for_slaves_trigger = { - #Target is located in an appropriate region & has suitable terrain. - title_province = { - OR = { - geographical_region = custom_sahel_proper - geographical_region = custom_sub_saharan_africa_immediate - } - NOR = { - terrain = desert - terrain = desert_mountains - terrain = mountains - } - } -} - -scripted_trigger npc_component_criteria_trigger = { - #Partner county isn't held by you (or a liege/vassal of yours), isn't at war, isn't a player, and has a marshal to duel. - holder = { - NOR = { - this = root - target_is_liege_or_above = root - target_is_vassal_or_below = root - is_at_war = yes - is_ai = no - any_martial_councillor = { count = 0 } - #^Technically, a martial is not required for yearly_saharan.0032, but it shouldn't filter out many candidates and it's more of a pain on everything to script around it than it is to just leave it in. - } - } -} - -scripted_trigger suitable_for_sahelian_slave_raids_trigger = { - #Target is located in an appropriate region & has suitable terrain. - able_to_be_raided_from_sahel_for_slaves_trigger = yes - - #Target isn't held by you (or a liege of yours), isn't at war, isn't a player, and has a marshal to duel. - npc_component_criteria_trigger = yes - - #And just make sure that they're not your vassal either. - holder = { - save_temporary_scope_as = potential_partner - root = { - any_vassal_or_below = { - this != scope:potential_partner - } - } - } - - #Target can take the hit. - county_control >= massive_county_control_loss -} - -# #Local slave raids against a neighbour (aggressor). -# by Ewan Cowhig Croft -yearly_saharan.0031 = { - type = character_event - title = yearly_saharan.0031.t - desc = yearly_saharan.0031.desc - theme = martial - left_portrait = { - character = scope:raided_character_marshal - animation = anger - } - right_portrait = { - character = scope:raided_county.holder - animation = shock - } - override_background = { reference = burning_building } - - trigger = { - is_available_at_peace_adult = yes - NOT = { has_character_flag = had_event_yearly_saharan_0031 } - - #Has a state faith that allows for this. - faith = { - NOT = { has_doctrine_parameter = pacifist_opinion_active } - } - - #Has at least one domain county in the Sahel. - any_held_title = { - title_tier = county - able_to_raid_sahel_for_slaves_trigger = yes - #And has an eligible target (both county and holder). - any_neighboring_county = { suitable_for_sahelian_slave_raids_trigger = yes } - } - } - - weight_multiplier = { - base = 1 - - #Utter bastards are more likely to get this event. - modifier = { - add = 0.5 - has_trait = callous - } - modifier = { - add = 1 - has_trait = sadistic - } - #As are people who might clamp down on it. - modifier = { - add = 1 - has_trait = compassionate - } - modifier = { - add = 1 - has_trait = just - } - } - - immediate = { - play_music_cue = "mx_cue_combat_2" - add_character_flag = { - flag = had_event_yearly_saharan_0031 - days = 1825 - } - #Grab a suitable Sahel domain. - random_held_title = { - title_tier = county - limit = { - able_to_raid_sahel_for_slaves_trigger = yes - #Ensure it has a suitable target that can be raided. - any_neighboring_county = { suitable_for_sahelian_slave_raids_trigger = yes } - } - #Save the raiding county for ease of reference. - save_scope_as = slave_raider_county - #Find the neighbouring county that qualifies them. - random_neighboring_county = { - limit = { suitable_for_sahelian_slave_raids_trigger = yes } - #And the raided county. - save_scope_as = raided_county - holder = { - #And nab the appropriate martial for dueling & loc. - random_martial_councillor = { save_scope_as = raided_character_marshal } - } - } - } - - #Grab the sub-realm name of the raided county, for loc. - scope:raided_county.holder.primary_title = { save_scope_as = affected_sub_realm } - } - - #Mmm, delicious money. - option = { - name = yearly_saharan.0031.a - - duel = { - skill = martial - target = scope:raided_character_marshal - 50 = { - compare_modifier = { - value = scope:duel_value - multiplier = 3.5 - min = -49 - } - desc = yearly_saharan.0031.a.tt_success - send_interface_toast = { - title = yearly_saharan.0031.a.tt_success - left_icon = scope:raided_character_marshal - scope:raided_county.holder = { - #You take some severe assets from them. - pay_treasury_or_gold = { - target = root - value = scope:raided_county.title_province.local_slave_gold_value - } - #You're a monster! - add_opinion = { - modifier = slaver_opinion - target = root - opinion = -50 - } - } - #Local society is disrupted. - scope:raided_county = { change_county_control = massive_county_control_loss } - } - } - 50 = { - compare_modifier = { - value = scope:duel_value - multiplier = -3.5 - min = -49 - } - desc = yearly_saharan.0031.a.tt_fail - send_interface_toast = { - title = yearly_saharan.0031.a.tt_fail - left_icon = scope:raided_character_marshal - #You lose assets in the raid. - pay_short_term_gold = { - target = scope:raided_county.holder - gold = root.slaver_reparations_value - } - #You're a wannabe-monster! - scope:raided_county.holder = { - add_opinion = { - modifier = attempted_slaver_opinion - target = root - opinion = -30 - } - } - } - } - } - - stress_impact = { - sadistic = medium_stress_impact_loss - generous = medium_stress_impact_gain - compassionate = major_stress_impact_gain - just = major_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_greed = 0.25 - ai_compassion = -0.75 - } - modifier = { #Weight up for stress. - add = 20 - has_trait = sadistic - } - modifier = { #Weight down for stress. - add = -20 - has_trait = generous - } - modifier = { #Weight down for stress. - add = -30 - has_trait = compassionate - } - modifier = { #Weight down for stress. - add = -30 - has_trait = just - } - } - } - - #Halt this barbarism! - option = { - name = yearly_saharan.0031.b - - #Definitely the better thing to do. - scope:raided_county.holder = { - add_opinion = { - modifier = clamped_down_on_slavers_opinion - target = root - opinion = 30 - } - } - #The clamp down negatively affects your realm. - scope:slave_raider_county = { change_county_control = medium_county_control_loss } - - stress_impact = { - generous = minor_stress_impact_loss - compassionate = major_stress_impact_loss - just = major_stress_impact_loss - callous = minor_stress_impact_gain - greedy = medium_stress_impact_gain - sadistic = major_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_compassion = 0.75 - ai_greed = -0.25 - } - modifier = { #Weight up for stress. - add = 10 - has_trait = generous - } - modifier = { #Weight up for stress. - add = 30 - has_trait = compassionate - } - modifier = { #Weight up for stress. - add = 30 - has_trait = just - } - modifier = { #Weight down for stress. - add = -10 - has_trait = callous - } - modifier = { #Weight down for stress. - add = -20 - has_trait = greedy - } - modifier = { #Weight down for stress. - add = -30 - has_trait = sadistic - } - } - } - - #This doesn't concern me. - option = { - name = yearly_saharan.0031.c - - #It very obviously does concern you, and they judge you for that. - scope:raided_county.holder = { - add_opinion = { - modifier = respect_opinion - target = root - opinion = -20 - } - } - #At least it's less dramatic without interference from you. - random_list = { - 60 = { - desc = yearly_saharan.0031.c.raided_hurt - scope:raided_county = { change_county_control = minor_county_control_loss } - #Reduce chance neatly with rival marshal skill. - modifier = { - add = -10 - scope:raided_character_marshal.martial >= average_skill_level - } - modifier = { - add = -10 - scope:raided_character_marshal.martial >= good_skill_level - } - modifier = { - add = -10 - scope:raided_character_marshal.martial >= excellent_skill_level - } - } - 40 = { - desc = yearly_saharan.0031.c.raiders_hurt - scope:slave_raider_county = { change_county_control = minor_county_control_loss } - #Increase chance neatly with rival marshal skill. - modifier = { - add = 10 - scope:raided_character_marshal.martial >= average_skill_level - } - modifier = { - add = 10 - scope:raided_character_marshal.martial >= good_skill_level - } - modifier = { - add = 10 - scope:raided_character_marshal.martial >= excellent_skill_level - } - } - } - - stress_impact = { - lazy = minor_stress_impact_loss - sadistic = minor_stress_impact_gain - generous = minor_stress_impact_gain - compassionate = minor_stress_impact_gain - just = minor_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_compassion = -0.25 - ai_energy = -0.5 - ai_greed = -0.25 - } - modifier = { #Weight up for stress. - add = 10 - has_trait = lazy - } - modifier = { #Weight down for stress. - add = -10 - has_trait = sadistic - } - modifier = { #Weight down for stress. - add = -10 - has_trait = generous - } - modifier = { #Weight down for stress. - add = -10 - has_trait = compassionate - } - modifier = { #Weight down for stress. - add = -10 - has_trait = just - } - } - } -} - -# #Local slave raids from a neighbour (defender). -# by Ewan Cowhig Croft -yearly_saharan.0032 = { - type = character_event - title = yearly_saharan.0032.t - desc = yearly_saharan.0032.desc - theme = martial - left_portrait = { - character = root - animation = rage - } - override_background = { reference = burning_building } - - trigger = { - is_available_at_peace_adult = yes - NOT = { has_character_flag = had_event_yearly_saharan_0032 } - - #Has at least one domain county in either the Sahel or the immediate sub-Sahara. - any_held_title = { - title_tier = county - able_to_be_raided_from_sahel_for_slaves_trigger = yes - - #Has a neighbour who might raid for slaves. - any_neighboring_county = { - tier = tier_county - #Geographical requirements. - able_to_raid_sahel_for_slaves_trigger = yes - #Targeting requirements. - npc_component_criteria_trigger = yes - #Personality requirements. - holder = { - NOR = { - has_trait = just - has_trait = compassionate - has_trait = forgiving - has_trait = generous - } - } - } - } - } - - weight_multiplier = { - base = 1 - - #Utter bastards are more likely to get this event. - modifier = { - add = 0.5 - has_trait = callous - } - modifier = { - add = 1 - has_trait = sadistic - } - #As are people who might clamp down on it. - modifier = { - add = 1 - has_trait = compassionate - } - modifier = { - add = 1 - has_trait = just - } - } - - immediate = { - play_music_cue = "mx_cue_combat_2" - add_character_flag = { - flag = had_event_yearly_saharan_0032 - days = 1825 - } - - #Grab a suitable domain county in either the Sahel or the immediate sub-Sahara. - random_held_title = { - title_tier = county - limit = { - able_to_be_raided_from_sahel_for_slaves_trigger = yes - - #Ensuring that they have a neighbour who might raid for slaves. - any_neighboring_county = { - tier = tier_county - #Geographical requirements. - able_to_raid_sahel_for_slaves_trigger = yes - #Targeting requirements. - npc_component_criteria_trigger = yes - #Personality requirements. - holder = { - NOR = { - has_trait = just - has_trait = compassionate - has_trait = forgiving - has_trait = generous - } - } - } - } - #Save the raided county for ease of reference. - save_scope_as = raided_county - #Find the neighbouring county that qualifies them. - random_neighboring_county = { - limit = { - tier = tier_county - #Geographical requirements. - able_to_raid_sahel_for_slaves_trigger = yes - #Targeting requirements. - npc_component_criteria_trigger = yes - #Personality requirements. - holder = { - NOR = { - has_trait = just - has_trait = compassionate - has_trait = forgiving - has_trait = generous - } - } - } - #And save the raiders for ease of reference too. - save_scope_as = slave_raider_county - } - } - - #Grab the sub-realm name of the raiding county, for loc. - scope:slave_raider_county.holder.primary_title = { save_scope_as = hostile_sub_realm } - } - - #Not on my watch! - option = { - name = yearly_saharan.0032.a - - #You attempt to force back the slavers. - duel = { - skill = martial - target = scope:slave_raider_county.holder - 50 = { - compare_modifier = { - value = scope:duel_value - multiplier = 3.5 - min = -49 - } - desc = yearly_saharan.0032.a.tt_success - send_interface_toast = { - title = yearly_saharan.0032.a.tt_success - left_icon = scope:slave_raider_county.holder - scope:slave_raider_county.holder = { - #You take reparations. - pay_short_term_gold = { - target = scope:raided_county.holder - gold = root.slaver_reparations_value - } - #They're a sore loser. - add_opinion = { - modifier = savaged_my_slavers_opinion - target = root - opinion = -20 - } - } - - #Obviously, this makes you a bit of a local hero. - add_prestige = minor_prestige_gain - scope:raided_county = { - add_county_modifier = { - modifier = lord_defeated_slavers_modifier - years = 10 - } - } - } - } - 50 = { - compare_modifier = { - value = scope:duel_value - multiplier = -3.5 - min = -49 - } - desc = yearly_saharan.0032.a.tt_fail - send_interface_toast = { - title = yearly_saharan.0032.a.tt_fail - left_icon = scope:slave_raider_county.holder - #The opposing lord profits by the acquired slaves. - scope:slave_raider_county.holder = { add_gold = scope:raided_county.title_province.local_slave_gold_value } - #And it's rather ignominious. - add_prestige = minor_prestige_loss - #Plus the county suffers damage. - scope:raided_county = { change_county_control = massive_county_control_loss } - } - } - } - - stress_impact = { - vengeful = medium_stress_impact_loss - compassionate = major_stress_impact_loss - just = major_stress_impact_loss - lazy = minor_stress_impact_gain - callous = minor_stress_impact_gain - sadistic = medium_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_compassion = 0.75 - ai_energy = -0.1 - } - modifier = { #Weight up for stress. - add = 20 - has_trait = vengeful - } - modifier = { #Weight up for stress. - add = 30 - has_trait = compassionate - } - modifier = { #Weight up for stress. - add = 30 - has_trait = just - } - modifier = { #Weight down for stress. - add = -10 - has_trait = lazy - } - modifier = { #Weight down for stress. - add = -10 - has_trait = callous - } - modifier = { #Weight down for stress. - add = -20 - has_trait = sadistic - } - } - } - - #Demand a cut of the proceeds. - option = { - name = yearly_saharan.0032.b - - #You get a bit of cash out of your complicitude. - add_gold = scope:raided_county.title_province.selfish_liege_slave_gold_value - - #Local society is disrupted, and you are not popular in the affected area. - scope:raided_county = { - change_county_control = massive_county_control_loss - add_county_modifier = { - modifier = lord_complicit_with_slavers_modifier - years = 10 - } - } - - stress_impact = { - callous = minor_stress_impact_loss - greedy = minor_stress_impact_loss - sadistic = major_stress_impact_loss - vengeful = minor_stress_impact_gain - compassionate = major_stress_impact_gain - just = major_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_compassion = -0.5 - ai_vengefulness = -0.1 - } - modifier = { #Weight up for stress. - add = 10 - has_trait = callous - } - modifier = { #Weight up for stress. - add = 10 - has_trait = greedy - } - modifier = { #Weight up for stress. - add = 30 - has_trait = sadistic - } - modifier = { #Weight down for stress. - add = -10 - has_trait = vengeful - } - modifier = { #Weight down for stress. - add = -30 - has_trait = compassionate - } - modifier = { #Weight down for stress. - add = -30 - has_trait = just - } - } - } - - #Leave them to it. - option = { - name = yearly_saharan.0032.c - - #You take the most monstrous of things in stride. - add_character_modifier = { - modifier = utterly_unphased_modifier - years = 10 - } - - #And the county suffers damage. - scope:raided_county = { change_county_control = massive_county_control_loss } - - stress_impact = { - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_compassion = 0.5 - ai_vengefulness = -0.5 - } - modifier = { #Weight up for stress. - add = 10 - has_trait = lazy - } - modifier = { #Weight up for stress. - add = 20 - has_trait = fickle - } - modifier = { #Weight down for stress. - add = -10 - has_trait = vengeful - } - modifier = { #Weight down for stress. - add = -10 - has_trait = compassionate - } - modifier = { #Weight down for stress. - add = -20 - has_trait = just - } - } - } -}