# Events for the travel portion of the Tour grand activity namespace = tour_travel ############################ ## Tour Travel Events ## 1000-2999 ## by James Beaumont ############################ # tour_travel.1001 - Local peasants are talking about how much they hate the royals # tour_travel.1002 - Pass by a particularly pretty commoner by the roadside # tour_travel.1003 - A peasant does not show you proper ettiquette # tour_travel.1004 - You decide to wash the feet of locals, royal touch # tour_travel.1005 - Locals beg for your royal touch, royal touch # tour_travel.1006 - Distribute alms in front of a local temple # # ############################ ## Tour Travel Events ## 3000-3999 ## by Veronica Pazos ############################ # tour_travel.3110-3111 - Danger! Local ruler invites you to a banquet to steal from you # tour_travel.3120 - Visit a local inn! # tour_travel.3130 - A peasant complains they've lost their job # tour_travel.3140 - Visit a local brothel! # # ##################################################################################### ############################ ## Tour Travel Events ## 1000-2999 ## by James Beaumont ############################ # Local peasants are talking about how much they hate the royals tour_travel.1001 = { type = character_event title = tour_travel.1001.title desc = { desc = tour_travel.1001.desc.intro random_valid = { triggered_desc = { trigger = { NOT = { knows_language_of_culture = scope:angry_county_scope.culture } } desc = tour_travel.1001.desc.mid.wrong_language } triggered_desc = { trigger = { culture != scope:angry_county_scope.culture } desc = tour_travel.1001.desc.mid.wrong_culture } triggered_desc = { trigger = { faith != scope:angry_county_scope.faith } desc = tour_travel.1001.desc.mid.wrong_faith } triggered_desc = { trigger = { root.primary_title = { any_claimant = { house != root.house } } } desc = tour_travel.1001.desc.mid.pretender } triggered_desc = { trigger = { has_active_diarchy = yes diarchy_swing >= 50 } desc = tour_travel.1001.desc.mid.powerful_diarch } desc = tour_travel.1001.desc.mid.just_plain_dislike_em } first_valid = { triggered_desc = { trigger = { should_be_naked_trigger = yes } desc = tour_travel.1001.desc.outro.nudist } desc = tour_travel.1001.desc.outro } } theme = travel_tour left_portrait = { character = root animation = fear } right_portrait = { character = scope:angry_peasant animation = rage outfit_tags = { beggar_rags } } cooldown = { years = 2 } trigger = { is_location_valid_for_travel_event_on_land = yes faith_forbids_alcohol_trigger = no # It should make sense that there is a tavern in this county root.location.county = { county_opinion <= -5 } } weight_multiplier = { base = 1 modifier = { factor = 2 root.location.county = { county_opinion <= -5 NOT = { root = { knows_language_of_culture = prev.culture } } } } } immediate = { root.location = { save_scope_as = angry_county_scope save_scope_as = background_wilderness_scope # For theme } create_character = { location = scope:angry_county_scope template = drunken_peasant_character culture = scope:angry_county_scope.culture faith = scope:angry_county_scope.faith save_scope_as = angry_peasant } if = { limit = { root.primary_title = { any_claimant = { house != root.house } } } root.primary_title = { random_claimant = { limit = { house != root.house } save_scope_as = claimant_character_scope } } } } option = { # Punch your way out! name = tour_travel.1001.a trigger = { is_adult = yes } duel = { skill = prowess target = scope:angry_peasant 10 = { compare_modifier = { value = scope:duel_value multiplier = 1 } add_prestige = minor_prestige_gain scope:angry_county_scope.county = { add_county_modifier = { modifier = liege_respected_fighter_modifier years = 10 } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -0.5 } increase_wounds_effect = { REASON = fight } } 1 = { compare_modifier = { value = scope:duel_value multiplier = -0.5 } death = { killer = scope:angry_peasant death_reason = death_fight } } } if = { limit = { is_alive = yes } stress_impact = { brave = minor_stress_impact_loss craven = major_stress_impact_gain } } ai_chance = { base = 50 modifier = { factor = 0 has_trait = craven } modifier = { add = -50 NOR = { has_trait = arrogant has_trait = brave } root.prowess < scope:angry_peasant.prowess } } } option = { # Bribe them with lower taxes name = tour_travel.1001.b scope:angry_county_scope.county = { add_county_modifier = { modifier = reduced_taxes_modifier years = 10 } } stress_impact = { callous = minor_stress_impact_gain craven = minor_stress_impact_loss greedy = major_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 has_trait = greedy } } } option = { # Attempt to convince them you're not you name = tour_travel.1001.c duel = { skill = intrigue target = scope:angry_peasant 10 = { compare_modifier = { value = scope:duel_value multiplier = 1 } add_prestige = minor_prestige_gain if = { limit = { OR = { has_any_nickname = no has_bad_nickname = yes } } hidden_effect = { random_list = { 80 = { } 20 = { give_nickname = nick_the_nameless } } } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = -0.5 } increase_wounds_effect = { REASON = fight } } } stress_impact = { brave = major_stress_impact_gain honest = major_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = honest has_trait = brave } } } } after = { scope:angry_peasant = { silent_disappearance_effect = yes } } } # Pass by a particularly pretty commoner by the roadside tour_travel.1002 = { type = character_event title = tour_travel.1002.title desc = tour_travel.1002.desc theme = travel_tour left_portrait = { character = root animation = love } right_portrait = { character = scope:pretty_peasant animation = flirtation outfit_tags = { beggar_rags } } cooldown = { years = 2 } trigger = { is_location_valid_for_travel_event_on_land = yes is_available_travelling_adult = yes NOT = { has_trait = celibate } location = { is_sea_province = no } sexually_liberal_trigger = yes might_cheat_on_every_partner_trigger = yes NOT = { has_sexuality = asexual } } weight_multiplier = { base = 1 modifier = { # Can still happen for others, but rarely factor = 0.1 NOT = { has_activity_intent = lechery_intent } } } immediate = { add_character_flag = { flag = no_sex_stress_loss days = 30 } root.location.county = { save_scope_as = pretty_peasant_county_scope save_scope_as = background_wilderness_scope } create_character = { location = scope:pretty_peasant_county_scope.title_province template = beautiful_peasant_character culture = scope:pretty_peasant_county_scope.culture faith = scope:pretty_peasant_county_scope.faith age = age_compared_to_root_minus_ten_always_adult gender_female_chance = root_attraction_based_female_chance save_scope_as = pretty_peasant } random_list = { 10 = { trigger = { OR = { AND = { ROOT = { is_male = yes } scope:pretty_peasant = { is_female = yes } } AND = { ROOT = { is_female = yes } scope:pretty_peasant = { is_male = yes } } } } scope:pretty_peasant = { set_sexuality = heterosexual } } 10 = { scope:pretty_peasant = { set_sexuality = bisexual } } 10 = { trigger = { OR = { AND = { ROOT = { is_male = yes } scope:pretty_peasant = { is_male = yes } } AND = { ROOT = { is_female = yes } scope:pretty_peasant = { is_female = yes } } } } scope:pretty_peasant = { set_sexuality = homosexual } } } } option = { # She/he must be mine! name = tour_travel.1002.a set_relation_lover = scope:pretty_peasant had_sex_with_effect = { CHARACTER = scope:pretty_peasant PREGNANCY_CHANCE = 50 } add_to_entourage_court_and_activity_effect = { CHAR_TO_ADD = scope:pretty_peasant NEW_COURT_OWNER = root } scope:pretty_peasant = { add_character_flag = { flag = blocked_from_leaving years = 5 } } if = { limit = { OR = { would_be_sinful_adulterer_trigger = yes relation_with_character_is_sodomy_in_faith_trigger = { CHARACTER = scope:pretty_peasant FAITH = root.faith } } } stress_impact = { craven = minor_stress_impact_gain honest = medium_stress_impact_gain chaste = major_stress_impact_gain lustful = major_stress_impact_loss zealous = major_stress_impact_gain } } else = { stress_impact = { craven = minor_stress_impact_gain honest = medium_stress_impact_gain chaste = major_stress_impact_gain lustful = major_stress_impact_loss } } ai_chance = { base = 50 modifier = { factor = 0 has_trait = chaste } modifier = { add = -50 would_be_sinful_adulterer_trigger = yes relation_with_character_is_sodomy_in_faith_trigger = { CHARACTER = scope:pretty_peasant FAITH = root.faith } has_trait = zealous } } } option = { # Pass them by name = tour_travel.1002.b scope:pretty_peasant = { silent_disappearance_effect = yes } stress_impact = { callous = minor_stress_impact_gain craven = minor_stress_impact_loss honest = minor_stress_impact_loss disloyal = minor_stress_impact_gain lustful = major_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 has_trait = lustful } } } } # A peasant does not show you proper ettiquette tour_travel.1003 = { type = character_event title = tour_travel.1003.title desc = tour_travel.1003.desc theme = travel_tour left_portrait = { character = root animation = schadenfreude } right_portrait = { character = scope:rude_peasant animation = fear outfit_tags = { beggar_rags } } cooldown = { years = 2 } trigger = { has_activity_intent = justice_intent is_location_valid_for_travel_event_on_land = yes root.location.county = { county_opinion <= -5 county_control <= 90 } } weight_multiplier = { base = 1 modifier = { factor = 2 has_trait = sadistic } modifier = { factor = 0.5 has_trait = compassionate } } immediate = { root.location.county = { save_scope_as = angry_county_scope save_scope_as = background_wilderness_scope # For theme } create_character = { location = scope:angry_county_scope.title_province template = peasant_character culture = scope:angry_county_scope.culture faith = scope:angry_county_scope.faith gender_female_chance = root_faith_dominant_gender_adjusted_female_chance save_scope_as = rude_peasant } } option = { # She/he must be punished. name = tour_travel.1003.a add_tyranny = minor_tyranny_gain add_dread = medium_dread_gain scope:angry_county_scope = { change_county_control = 5 add_county_modifier = { modifier = scared_of_liege_modifier years = 10 } } stress_impact = { sadistic = medium_stress_impact_loss arrogant = minor_stress_impact_loss base = minor_stress_impact_gain just = minor_stress_impact_gain humble = major_stress_impact_gain forgiving = major_stress_impact_gain compassionate = massive_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = just has_trait = humble has_trait = forgiving has_trait = compassionate } } } } option = { # Punish them *a lot* name = tour_travel.1003.b trigger = { has_trait = torturer } add_tyranny = medium_tyranny_gain add_dread = major_dread_gain scope:angry_county_scope = { change_county_control = 20 add_county_modifier = { modifier = terrified_of_liege_modifier years = 10 } } scope:rude_peasant = { death = { killer = root death_reason = death_torture } } stress_impact = { sadistic = major_stress_impact_loss arrogant = minor_stress_impact_loss base = minor_stress_impact_gain just = minor_stress_impact_gain humble = major_stress_impact_gain forgiving = major_stress_impact_gain compassionate = massive_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = sadistic has_trait = arrogant has_trait = arbitrary } } } } option = { # Let it slide name = tour_travel.1003.c add_prestige = minor_prestige_loss add_dread = medium_dread_loss stress_impact = { forgiving = minor_stress_impact_loss callous = minor_stress_impact_gain craven = minor_stress_impact_loss arbitrary = medium_stress_impact_gain arrogant = medium_stress_impact_gain sadistic = major_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = sadistic has_trait = arrogant has_trait = arbitrary } } } } after = { if = { limit = { scope:rude_peasant = { is_alive = yes } } scope:rude_peasant = { silent_disappearance_effect = yes } } } } # You decide to wash the feet of locals, royal touch tour_travel.1004 = { type = character_event title = tour_travel.1004.title desc = { desc = tour_travel.1004.desc.intro first_valid = { triggered_desc = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } desc = tour_travel.1004.desc.outro.christian } desc = tour_travel.1004.desc.outro } } theme = travel_tour cooldown = { years = 2 } left_portrait = { character = root animation = fear } right_portrait = { character = scope:diseased_peasant animation = flirtation outfit_tags = { beggar_rags } } trigger = { is_location_valid_for_travel_event_on_land = yes has_activity_intent = altruism_intent faith = { religion_tag = christianity_religion } is_governor = no } weight_multiplier = { base = 1 modifier = { factor = 2 has_trait = compassionate } modifier = { factor = 2 has_trait = zealous } modifier = { # This is heavily based on Christian things so other faiths should not necessarily be excluded, but should be less likely to see it. factor = 0.1 NOT = { religion = { is_in_family = rf_abrahamic } } } modifier = { # The faith should not be selfish factor = 0 faith = { OR = { trait_is_virtue = callous trait_is_virtue = sadistic trait_is_virtue = arrogant } } } } immediate = { root.location = { select_root_vegetable_effect = yes county = { save_scope_as = diseased_county_scope save_scope_as = background_wilderness_scope # For theme } } create_character = { location = scope:diseased_county_scope.title_province template = diseased_peasant_character culture = scope:diseased_county_scope.culture faith = scope:diseased_county_scope.faith gender_female_chance = 50 save_scope_as = diseased_peasant } } option = { # Wash the dirty dirty feet of the diseased peasant name = { text = { first_valid = { triggered_desc = { trigger = { is_deviant_trigger = yes } desc = tour_travel.1004.a.tarantino } desc = tour_travel.1004.a } } } add_prestige = minor_prestige_loss add_piety = medium_piety_gain random = { chance = 5 show_as_tooltip = { add_trait = ill } hidden_effect = { trigger_event = { id = health.1001 days = { 3 10 } } } } scope:diseased_county_scope = { change_county_control = 5 add_county_modifier = { modifier = sacred_touch years = 10 } } stress_impact = { base = minor_stress_impact_gain sadistic = medium_stress_impact_gain callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain deviant = major_stress_impact_loss } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = sadistic has_trait = callous has_trait = arrogant } } } } option = { # I could do this every day name = tour_travel.1004.b trigger = { is_deviant_trigger = yes matching_gender_and_sexuality_trigger = { CHARACTER_1 = scope:diseased_peasant CHARACTER_2 = root } } add_prestige = medium_prestige_loss add_piety = medium_piety_gain random = { chance = 5 show_as_tooltip = { add_trait = ill } hidden_effect = { trigger_event = { id = health.1001 days = { 3 10 } } } } scope:diseased_county_scope = { change_county_control = 5 add_county_modifier = { modifier = sacred_touch years = 10 } } set_relation_lover = scope:diseased_peasant add_courtier = scope:diseased_peasant stress_impact = { base = minor_stress_impact_gain sadistic = medium_stress_impact_gain callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain paranoid = medium_stress_impact_gain deviant = massive_stress_impact_loss } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = sadistic has_trait = callous has_trait = arrogant has_trait = paranoid } } } } option = { # Just a light touch on the forehead name = tour_travel.1004.c add_piety = minor_piety_gain scope:diseased_county_scope = { change_county_control = 2 add_county_modifier = { modifier = sacred_touch years = 2 } } stress_impact = { compassionate = minor_stress_impact_loss callous = minor_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0.5 OR = { has_trait = sadistic has_trait = callous has_trait = arrogant } } modifier = { factor = 0.5 OR = { has_trait = humble has_trait = compassionate has_trait = zealous } } } } option = { # I will not be reduced to touching filthy peasants name = { text = { first_valid = { triggered_desc = { trigger = { is_vegetarian_trigger = yes } desc = tour_travel.1004.d.two_veg } desc = tour_travel.1004.d.meat } } } add_piety = minor_piety_loss stress_impact = { forgiving = minor_stress_impact_gain humble = minor_stress_impact_gain compassionate = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = humble has_trait = compassionate has_trait = zealous } } } } after = { if = { limit = { scope:diseased_peasant = { is_alive = yes employer != root } } scope:diseased_peasant = { silent_disappearance_effect = yes } } } } # Locals beg for your royal touch, royal touch tour_travel.1005 = { type = character_event title = tour_travel.1005.title desc = tour_travel.1005.desc theme = travel_tour left_portrait = { character = root animation = personality_compassionate } cooldown = { years = 2 } trigger = { is_location_valid_for_travel_event_on_land = yes has_activity_intent = altruism_intent faith = { religion_tag = christianity_religion } is_governor = no } weight_multiplier = { base = 1 modifier = { factor = 2 has_trait = compassionate } modifier = { factor = 2 has_trait = zealous } } immediate = { root.location.county = { save_scope_as = county_to_bless_scope } } option = { # Hand out blessed coins name = tour_travel.1005.a remove_short_term_gold = medium_gold_value add_piety = medium_piety_gain scope:county_to_bless_scope = { add_county_modifier = { modifier = sacred_touch years = 10 } } stress_impact = { profligate = medium_stress_impact_loss greedy = medium_stress_impact_gain sadistic = medium_stress_impact_gain callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = greedy has_trait = sadistic has_trait = callous has_trait = arrogant } } modifier = { add = -50 short_term_gold < medium_gold_value } } } option = { # Sprinkle the locals with blessed water name = tour_travel.1005.b add_piety = minor_piety_gain scope:county_to_bless_scope = { change_county_control = 5 add_county_modifier = { modifier = sacred_touch years = 5 } } stress_impact = { sadistic = medium_stress_impact_gain callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = sadistic has_trait = callous has_trait = arrogant } } } } option = { # Ride ahead! name = tour_travel.1005.c add_piety = minor_piety_loss stress_impact = { greedy = minor_stress_impact_loss humble = minor_stress_impact_gain compassionate = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = generous has_trait = humble has_trait = compassionate has_trait = zealous } } } } } # Distribute alms in front of a local temple tour_travel.1006 = { type = character_event title = tour_travel.1006.title desc = tour_travel.1006.desc theme = travel_tour override_background = { reference = temple } left_portrait = { character = root animation = personality_compassionate } cooldown = { years = 2 } trigger = { is_location_valid_for_travel_event_on_land = yes root.location.barony = { title_province = { has_holding_type = church_holding } } has_activity_intent = altruism_intent } weight_multiplier = { base = 1 modifier = { factor = 2 has_trait = compassionate } modifier = { factor = 2 has_trait = zealous } } immediate = { root.location.barony = { county = { save_scope_as = county_to_bless_scope } holder = { save_scope_as = county_holder_to_bless_scope } save_scope_as = church_barony_scope # For loc } } option = { # Hand out blessed coins name = tour_travel.1006.a remove_short_term_gold = medium_gold_value add_piety = medium_piety_gain scope:county_to_bless_scope = { add_county_modifier = { modifier = alms_distributed years = 10 } } stress_impact = { profligate = medium_stress_impact_loss greedy = medium_stress_impact_gain sadistic = medium_stress_impact_gain callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = greedy has_trait = sadistic has_trait = callous has_trait = arrogant } } modifier = { add = -50 short_term_gold < medium_gold_value } } } option = { # Give them nothing name = tour_travel.1006.b add_piety = minor_piety_loss stress_impact = { greedy = minor_stress_impact_loss humble = minor_stress_impact_gain compassionate = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = generous has_trait = humble has_trait = compassionate has_trait = zealous } } } } option = { # Have the peasants thrown off the steps name = tour_travel.1006.c trigger = { OR = { has_trait = sadistic has_trait = callous } } add_piety = medium_piety_loss stress_impact = { callous = medium_stress_impact_loss sadistic = medium_stress_impact_loss greedy = minor_stress_impact_loss humble = minor_stress_impact_gain compassionate = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = generous has_trait = humble has_trait = compassionate has_trait = zealous } } } } } ############################ ## Wise Woman chain ## 1007-1009 ############################ # An attendee in your procession suggests seeing the Wise Woman/Man of CountyName tour_travel.1007 = { type = character_event title = tour_travel.1007.title desc = { desc = tour_travel.1007.desc.intro first_valid = { triggered_desc = { trigger = { has_any_illness = yes } desc = tour_travel.1007.desc.mid.ill } triggered_desc = { trigger = { has_trait = pregnant } desc = tour_travel.1007.desc.mid.pregnant } triggered_desc = { trigger = { OR = { has_trait = depressed has_trait = lunatic has_trait = possessed } } desc = tour_travel.1007.desc.mid.psychological } triggered_desc = { trigger = { OR = { has_trait = wounded has_trait = maimed has_trait = infirm } } desc = tour_travel.1007.desc.mid.weakened } triggered_desc = { trigger = { has_trait = beauty_bad } desc = tour_travel.1007.desc.mid.ugly } } desc = tour_travel.1007.desc.outro } theme = travel_tour left_portrait = { character = root triggered_animation = { trigger = { has_any_illness = yes } animation = pain } animation = personality_rational } right_portrait = { character = scope:superstituous_courtier_scope animation = personality_compassionate } cooldown = { years = 2 } trigger = { is_location_valid_for_travel_event_on_land = yes root.location.barony = { county = { development_level <= 5 } title_province = { OR = { # The location is somewhat remote terrain = wetlands terrain = forest terrain = jungle terrain = taiga terrain = mountains terrain = desert terrain = desert_mountains terrain = steppe } } } OR = { # There is something "wrong" with you or you're gregnant has_any_illness = yes has_trait = pregnant has_trait = depressed has_trait = lunatic has_trait = possessed has_trait = wounded has_trait = maimed has_trait = infirm has_trait = beauty_bad } } weight_multiplier = { base = 1 modifier = { factor = 2 has_any_illness = yes } } immediate = { random_courtier = { save_scope_as = superstituous_courtier_scope } root.location.barony = { save_scope_as = wise_woman_barony_scope # For loc save_scope_as = background_wilderness_scope # For theme } create_character = { location = scope:wise_woman_barony_scope.title_province template = wise_woman_character culture = scope:wise_woman_barony_scope.culture faith = scope:wise_woman_barony_scope.faith save_scope_as = wise_woman_scope } } option = { # Go see the wise woman name = tour_travel.1007.a remove_short_term_gold = minor_gold_value custom_tooltip = { text = go_see_wise_woman_tt random_list = { 65 = { # The wise woman is good and helpful modifier = { # You're a cynic and less likely to believe her has_trait = cynical add = -25 } trigger_event = tour_travel.1008 } 35 = { # The wise woman is a total crackpot trigger_event = tour_travel.1009 } } } stress_impact = { stubborn = minor_stress_impact_gain # I'm fine! craven = minor_stress_impact_gain # I'm afraid of doctors! shy = minor_stress_impact_gain # I'm afraid of everyone! paranoid = medium_stress_impact_gain cynical = medium_stress_impact_gain arrogant = medium_stress_impact_gain } if = { limit = { NOT = { faith = { has_doctrine_parameter = witchcraft_accepted } } } stress_impact = { zealous = medium_stress_impact_gain } } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = stubborn has_trait = craven has_trait = shy has_trait = paranoid has_trait = cynical has_trait = arrogant AND = { NOT = { faith = { has_doctrine_parameter = witchcraft_accepted } } has_trait = zealous } } } modifier = { add = -50 short_term_gold < minor_gold_value } } } option = { # F that name = tour_travel.1007.b stress_impact = { base = minor_stress_impact_gain humble = minor_stress_impact_gain brave = medium_stress_impact_gain trusting = medium_stress_impact_gain gregarious = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = humble has_trait = brave has_trait = trusting has_trait = gregarious } } } } } # You feel helped by the wise woman scripted_effect positive_wise_woman_healing_effect = { if = { limit = { has_any_illness = yes } add_character_modifier = healed_by_wise_woman_modifier } else_if = { limit = { has_trait = pregnant } add_character_modifier = tended_by_wise_woman_modifier } else_if = { limit = { OR = { has_trait = depressed has_trait = lunatic has_trait = possessed } } add_character_modifier = balanced_by_wise_woman_modifier } else_if = { limit = { has_trait = beauty_bad } add_character_modifier = makeover_from_wise_woman_modifier } } tour_travel.1008 = { type = character_event title = tour_travel.1008.title desc = { desc = tour_travel.1008.desc.intro first_valid = { triggered_desc = { trigger = { has_any_illness = yes } desc = tour_travel.1008.desc.mid.ill } triggered_desc = { trigger = { has_trait = pregnant } desc = tour_travel.1008.desc.mid.pregnant } triggered_desc = { trigger = { OR = { has_trait = depressed has_trait = lunatic has_trait = possessed } } desc = tour_travel.1008.desc.mid.psychological } triggered_desc = { trigger = { OR = { has_trait = wounded has_trait = maimed has_trait = infirm } } desc = tour_travel.1008.desc.mid.weakened } triggered_desc = { trigger = { has_trait = beauty_bad } desc = tour_travel.1008.desc.mid.ugly } } desc = tour_travel.1008.desc.outro } theme = travel_tour left_portrait = { character = root animation = happiness } right_portrait = { character = scope:wise_woman_scope animation = personality_rational } immediate = { if = { limit = { employs_court_position = court_physician_court_position } random_court_position_holder = { type = court_physician_court_position save_scope_as = current_physician } } } option = { # Go see the wise woman name = tour_travel.1008.a positive_wise_woman_healing_effect = yes stress_impact = { base = medium_stress_impact_loss cynical = minor_stress_impact_gain # This breaks my idea of what medicine is } ai_chance = { base = 50 modifier = { factor = 0 } } } option = { # Recruit her as your physician name = tour_travel.1008.b positive_wise_woman_healing_effect = yes remove_treasury_or_gold = minor_treasury_or_gold_value add_courtier = scope:wise_woman_scope court_position_grant_effect = { POS = court_physician CANDIDATE = scope:wise_woman_scope EMPLOYER = root } stress_impact = { base = medium_stress_impact_loss cynical = medium_stress_impact_gain greedy = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = cynical has_trait = greedy } } modifier = { add = 50 NOT = { employs_court_position = court_physician_court_position } } modifier = { add = -50 short_term_treasury_or_gold < minor_treasury_or_gold_value } } } } # You feel that the Wise Woman did nothing tour_travel.1009 = { type = character_event title = tour_travel.1009.title desc = { desc = tour_travel.1009.desc.intro first_valid = { triggered_desc = { trigger = { has_character_modifier = hurt_by_wise_woman_modifier } desc = tour_travel.1009.desc.mid.ill } triggered_desc = { trigger = { has_character_modifier = bad_makeover_from_wise_woman_modifier } desc = tour_travel.1009.desc.mid.ugly } desc = tour_travel.1009.desc.mid.nothing } desc = tour_travel.1009.desc.outro } theme = travel_tour left_portrait = { character = root animation = rage } right_portrait = { character = scope:wise_woman_scope animation = personality_irrational } immediate = { random_list = { 50 = { # Wise Woman actively hurts you if = { limit = { OR = { has_any_illness = yes has_trait = depressed has_trait = lunatic has_trait = possessed has_trait = pregnant has_trait = wounded has_trait = maimed has_trait = infirm } } add_character_modifier = hurt_by_wise_woman_modifier } else_if = { limit = { has_trait = beauty_bad } add_character_modifier = bad_makeover_from_wise_woman_modifier } } 50 = { # Nothing happens } } } option = { name = tour_travel.1009.a stress_impact = { base = medium_stress_impact_loss cynical = major_stress_impact_loss } ai_chance = { base = 50 } } option = { # Have her executed! name = tour_travel.1009.b scope:wise_woman_scope = { death = { killer = root death_reason = death_execution } } stress_impact = { callous = medium_stress_impact_loss sadistic = medium_stress_impact_loss just = minor_stress_impact_gain compassionate = medium_stress_impact_gain forgiving = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { factor = 0 OR = { has_trait = compassionate has_trait = forgiving has_trait = just } } } } } ################################################## # Visit an inn along the way # by Veronica Pazos # 3120 ################################################## scripted_trigger tour_travel_3120_valid_vassal = { is_available_ai_adult = yes any_memory = { } } tour_travel.3120 = { type = character_event title = tour_travel.3120.t desc = { desc = tour_travel.3120.desc.intro first_valid = { triggered_desc = { trigger = { has_variable = inn_artifact_var } desc = tour_travel.3120.desc.artifact } desc = tour_travel.3120.desc.fallback } } theme = travel_tour override_background = { reference = bp1_crossroads_inn } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = callous has_trait = sadistic has_trait = impatient has_trait = arrogant } } animation = boredom } animation = drink_goblet } cooldown = { years = 5 } right_portrait = { character = scope:vassal_inn animation = throne_room_conversation_1 } artifact = { target = scope:vassal_artifact position = lower_center_portrait trigger = { has_variable = inn_artifact_var } } trigger = { is_location_valid_for_travel_event_on_land = yes has_activity_intent = reduce_stress_intent is_adult = yes any_pool_character = { province = root.location tour_travel_3120_valid_vassal = yes } } weight_multiplier = { base = 1 modifier = { factor = 2 OR = { has_trait = drunkard has_trait = lifestyle_reveler } } } immediate = { random_pool_character = { province = root.location limit = { tour_travel_3120_valid_vassal = yes } weight = { base = 1 modifier = { add = 2 is_powerful_vassal = yes } modifier = { add = 2 has_any_high_skill_rating = yes } modifier = { add = 1 any_memory = { has_memory_category = major } } } save_scope_as = vassal_inn random_memory = { weight = { base = 1 modifier = { add = 1 has_memory_category = major } } save_scope_as = vassal_memory } } scope:vassal_inn = { get_quirk_character_effect = yes } #localization if = { limit = { scope:vassal_inn = { any_character_artifact = { exists = yes } } } random = { chance = 50 set_variable = inn_artifact_var scope:vassal_inn = { random_character_artifact = { save_scope_as = vassal_artifact } } } } } option = { # I like you join me name = tour_travel.3120.a duel = { skill = diplomacy target = scope:vassal_inn 50 = { #they join you! desc = tour_travel.3120.a.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } send_interface_toast = { title = tour_travel.3120.a.success left_icon = scope:vassal_inn add_courtier = scope:vassal_inn } } 50 = { #they refuse desc = tour_travel.3120.a.failure send_interface_toast = { title = tour_travel.3120.a.failure left_icon = scope:vassal_inn scope:vassal_inn = { add_opinion = { target = root modifier = flattered_opinion opinion = 5 } } } } } stress_impact = { profligate = medium_stress_impact_loss greedy = medium_stress_impact_gain sadistic = medium_stress_impact_gain callous = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = greedy has_trait = sadistic has_trait = callous has_trait = arrogant } } } } option = { # I wanna learn from you name = tour_travel.3120.b if = { limit = { scope:vassal_inn = { intrigue >= high_skill_rating } } add_intrigue_skill = 1 } else_if = { limit = { scope:vassal_inn = { diplomacy >= high_skill_rating } } add_diplomacy_skill = 1 } else_if = { limit = { scope:vassal_inn = { martial >= high_skill_rating } } add_martial_skill = 1 } else_if = { limit = { scope:vassal_inn = { learning >= high_skill_rating } } add_learning_skill = 1 } else_if = { limit = { scope:vassal_inn = { stewardship >= high_skill_rating } } add_stewardship_skill = 1 } else = { add_random_skill_point_effect = yes } stress_impact = { greedy = minor_stress_impact_loss humble = minor_stress_impact_gain compassionate = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = generous has_trait = humble has_trait = compassionate has_trait = zealous } } } } option = { # They give you something name = tour_travel.3120.c trigger = { has_variable = inn_artifact_var } scope:vassal_artifact = { set_owner = root } stress_impact = { callous = medium_stress_impact_loss sadistic = medium_stress_impact_loss greedy = minor_stress_impact_loss } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = generous has_trait = humble has_trait = compassionate has_trait = zealous } } } } after = { remove_variable = inn_artifact_var } } ################################################## # A peasant complains about not having a job # by Veronica Pazos # 3130 ################################################## scripted_trigger tour_travel_3130_valid_vassal = { is_available_ai_adult = yes } scripted_trigger tour_travel_3130_valid_location = { OR = { has_building_or_higher = hunting_grounds_01 has_building_or_higher = royal_garden_01 has_building_or_higher = regimental_grounds_01 has_building_or_higher = caravanserai_01 has_building_or_higher = watermills_01 has_building_or_higher = windmills_01 } } tour_travel.3130 = { type = character_event title = tour_travel.3130.t desc = { desc = tour_travel.3130.desc.intro random_valid = { triggered_desc = { trigger = { location = { OR = { has_building_or_higher = hunting_grounds_01 has_building_or_higher = royal_garden_01 has_building_or_higher = regimental_grounds_01 } } } desc = tour_travel.3130.desc.no_farms } triggered_desc = { trigger = { location = { OR = { has_building_or_higher = caravanserai_01 has_building_or_higher = watermills_01 has_building_or_higher = windmills_01 } } } desc = tour_travel.3130.desc.no_jobs } } desc = tour_travel.3130.desc.outro } theme = travel_tour left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = callous has_trait = sadistic has_trait = impatient has_trait = arrogant } } animation = dismissal } triggered_animation = { trigger = { OR = { has_trait = compassionate has_trait = forgiving has_trait = humble has_trait = generous } } animation = personality_compassionate } animation = personality_rational } right_portrait = { character = scope:complaining_peasant animation = beg } cooldown = { years = 2 } trigger = { is_location_valid_for_travel_event_on_land = yes location = { tour_travel_3130_valid_location = yes } any_pool_character = { province = root.location tour_travel_3130_valid_vassal = yes } } weight_multiplier = { base = 1 modifier = { factor = 2 has_activity_intent = justice_intent } } immediate = { random_pool_character = { province = root.location limit = { tour_travel_3130_valid_vassal = yes } save_scope_as = complaining_peasant } } option = { # Im sorry have some money name = tour_travel.3130.a pay_short_term_gold = { target = scope:complaining_peasant gold = minor_gold_value } if = { limit = { has_activity_intent = altruism_intent } add_piety = medium_piety_gain } add_piety = minor_piety_gain stress_impact = { profligate = medium_stress_impact_loss callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain greedy = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = greedy has_trait = sadistic has_trait = callous } } modifier = { factor = 2 OR = { has_activity_intent = altruism_intent has_trait = profligate } } } } option = { # You can come work my lands name = tour_travel.3130.b trigger = { has_activity_intent = justice_intent } custom_tooltip = available_because_intent_tt capital_province.county = { add_county_modifier = { modifier = peasant_influx_modifier years = 10 } } add_hook = { type = loyalty_hook target = scope:complaining_peasant } stress_impact = { callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = generous has_trait = humble has_trait = compassionate has_trait = zealous } } modifier = { factor = 2 has_activity_intent = justice_intent } } } option = { # F you lol name = tour_travel.3130.c stress_impact = { generous = medium_stress_impact_gain humble = medium_stress_impact_gain compassionate = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = generous has_trait = humble has_trait = compassionate has_activity_intent = altruism_intent } } } } } ################################################## # Stop to visit a brothel # by Veronica Pazos # 3140 ################################################## scripted_trigger tour_travel_3140_valid_character = { is_available_ai_adult = yes is_attracted_to_gender_of = root root = { is_attracted_to_gender_of = prev } is_married = no NOT = { has_sexuality = asexual } NOR = { has_trait = chaste has_trait = celibate } } tour_travel.3140 = { type = character_event title = tour_travel.3140.t desc = tour_travel.3140.desc theme = travel_tour left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = callous has_trait = sadistic has_trait = impatient has_trait = arrogant } } animation = flirtation_left } triggered_animation = { trigger = { OR = { has_trait = compassionate has_trait = forgiving has_trait = humble has_trait = generous } } animation = personality_compassionate } animation = personality_rational } right_portrait = { character = scope:brothel_worker animation = flirtation } override_background = { reference = bp1_crossroads_inn } cooldown = { months = 3 } trigger = { is_location_valid_for_travel_event_on_land = yes has_activity_intent = lechery_intent is_adult = yes NOT = { has_sexuality = asexual } } weight_multiplier = { base = 1 modifier = { factor = 2 OR = { has_trait = lustful has_trait = rakish } } } immediate = { if = { limit = { any_pool_character = { province = root.location tour_travel_3140_valid_character = yes } } random_pool_character = { province = root.location limit = { tour_travel_3140_valid_character = yes } save_scope_as = brothel_worker } } else = { create_character = { template = generic_peasant_character gender_female_chance = root_sexuality_female_chance location = root.location culture = root.location.culture faith = root.location.faith dynasty = none save_scope_as = brothel_worker } } scope:brothel_worker = { get_quirk_character_effect = yes } #localization } option = { # Go name = tour_travel.3140.a add_piety = minor_piety_loss add_character_modifier = { modifier = brothel_stop_modifier months = 3 } hidden_effect = { random_list = { 50 = { trigger = { is_attracted_to_men = yes } had_sex_with_unknown_effect = { GENDER = male } } 50 = { trigger = { is_attracted_to_women = yes } had_sex_with_unknown_effect = { GENDER = female } } } } stress_impact = { base = medium_stress_impact_loss lustful = medium_stress_impact_loss chaste = major_stress_impact_gain celibate = massive_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = chaste has_trait = celibate } } modifier = { factor = 0.5 has_trait = zealous } } } option = { # Don't go name = tour_travel.3140.b add_piety = minor_piety_gain stress_impact = { lustful = medium_stress_impact_gain rakish = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 OR = { has_trait = lustful has_trait = rakish } } } } } ################################################## # Danger! Ghino di Tacco-ish local ruler invites you to a banquet before stealing from you, then he confesses there are not that many options here to survive and needs money for his family and subjects. Changed the story so much that's almost unrecognisible, apologies. # by Veronica Pazos # 3110-3111 ################################################## tour_travel.3110 = { type = character_event title = tour_travel.3110.t desc = tour_travel.3110.desc theme = travel_danger left_portrait = { character = root animation = personality_rational } right_portrait = { character = scope:ghino_di_tacco_scope animation = happiness } override_background = { reference = corridor_day } cooldown = { years = 2 } trigger = { is_location_valid_for_travel_event_on_land = yes location = { province_owner ?= { is_available_ai_adult = yes NOR = { this = root is_liege_or_above_of = root } } } OR = { NOT = { exists = scope:activity } scope:activity = { NOT = { has_activity_type = activity_tour } } } } weight_multiplier = { base = 1 } immediate = { mp_delay_travel_plan = { DAYS = 90 } location = { save_scope_as = ghino_di_tacco_location } location.province_owner = { save_scope_as = ghino_di_tacco_scope } traveler_danger_xp_effect = { MIN = 3 MAX = 6 } } #Accept invite option = { name = tour_travel.3110.a custom_tooltip = tour_travel.3110.a.tt play_music_cue = mx_cue_banquet trigger_event = tour_travel.3111 stress_impact = { comfort_eater = minor_stress_loss drunkard = minor_stress_loss lifestyle_reveler = medium_stress_loss shy = minor_stress_impact_gain paranoid = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { add = -50 has_trait = shy } modifier = { factor = 0 has_trait = paranoid } } } #Deny option = { name = tour_travel.3110.b reverse_add_opinion = { target = scope:ghino_di_tacco_scope modifier = insult_opinion opinion = -20 } stress_impact = { trusting = medium_stress_impact_gain gregarious = major_stress_impact_gain gluttonous = major_stress_impact_gain lifestyle_reveler = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0.5 has_trait = trusting } modifier = { factor = 0 has_trait = gluttonous } modifier = { factor = 0 has_trait = gregarious } modifier = { factor = 0 has_trait = lifestyle_reveler } } } #Accept and I shall provide the entertainment option = { name = tour_travel.3110.c custom_tooltip = tour_travel.3110.a.tt play_music_cue = mx_cue_banquet trigger = { current_travel_plan = { any_entourage_character = { has_court_position = court_jester_court_position } } } add_prestige = minor_prestige_gain trigger_event = tour_travel.3111 stress_impact = { comfort_eater = minor_stress_loss drunkard = minor_stress_loss humble = minor_stress_impact_gain shy = minor_stress_impact_gain temperate = minor_stress_impact_gain paranoid = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { add = -25 has_trait = humble } modifier = { add = -50 has_trait = shy } modifier = { add = -50 has_trait = temperate } modifier = { factor = 0 has_trait = paranoid } } } after = { mp_resume_travel_plan = yes } } scripted_trigger has_breaking_down_trait_trigger = { OR = { has_trait = craven has_trait = contrite has_trait = honest has_trait = just has_trait = loyal has_trait = gallant has_any_good_relationship_with_root_trigger = yes } } #Gentleman breaks down and confesses his plan tour_travel.3111 = { type = character_event title = tour_travel.3111.t desc = { desc = tour_travel.3111.desc_intro first_valid = { triggered_desc = { trigger = { scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = yes } } desc = tour_travel.3111.desc_breaking_down } triggered_desc = { trigger = { scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = no } } desc = tour_travel.3111.desc_committed } } } theme = travel left_portrait = { character = root triggered_animation = { trigger = { scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = yes } OR = { has_trait = wrathful has_trait = callous has_trait = vengeful } } animation = anger } triggered_animation = { trigger = { scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = yes } } animation = worry } animation = toast_goblet } right_portrait = { character = scope:ghino_di_tacco_scope triggered_animation = { trigger = { has_breaking_down_trait_trigger = yes } animation = grief } animation = toast_goblet } override_background = { reference = feast } cooldown = { years = 10 } immediate = { play_music_cue = mx_cue_banquet } #Forgive and donate option = { name = tour_travel.3111.a trigger = { scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = yes } } pay_short_term_gold = { target = scope:ghino_di_tacco_scope gold = minor_gold_value } scope:ghino_di_tacco_location = { add_province_modifier = { modifier = generous_donations_modifier years = 10 } } stress_impact = { greedy = medium_stress_impact_gain avaricious = medium_stress_impact_gain wrathful = medium_stress_impact_gain callous = major_stress_impact_gain vengeful = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = greedy } modifier = { factor = 0 has_trait = avaricious } modifier = { factor = 0 has_trait = wrathful } modifier = { factor = 0 has_trait = callous } modifier = { factor = 0 has_trait = vengeful } } } #Forgive but leave option = { name = tour_travel.3111.b trigger = { scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = yes } } reverse_add_opinion = { target = scope:ghino_di_tacco_scope modifier = grateful_opinion opinion = 20 } stress_impact = { compassionate = medium_stress_impact_gain forgiving = medium_stress_impact_gain generous = medium_stress_impact_gain callous = medium_stress_impact_gain wrathful = medium_stress_impact_gain vengeful = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0.25 has_trait = compassionate } modifier = { factor = 0.25 has_trait = generous } modifier = { factor = 0.5 has_trait = forgiving } modifier = { factor = 0 has_trait = avaricious } modifier = { factor = 0 has_trait = wrathful } modifier = { factor = 0 has_trait = callous } modifier = { factor = 0 has_trait = vengeful } } } #Demand a compensation option = { name = tour_travel.3111.c trigger = { scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = yes } } scope:ghino_di_tacco_scope = { pay_short_term_gold = { target = root gold = tiny_gold_value } } progress_towards_rival_effect = { REASON = rival_stole_from_me_banquet CHARACTER = scope:ghino_di_tacco_scope OPINION = default_rival_opinion } stress_impact = { humble = minor_stress_impact_gain calm = medium_stress_impact_gain compassionate = major_stress_impact_gain forgiving = major_stress_impact_gain generous = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0.25 has_trait = humble } modifier = { factor = 0.25 has_trait = calm } modifier = { factor = 0 has_trait = compassionate } modifier = { factor = 0 has_trait = forgiving } modifier = { factor = 0 has_trait = generous } } } #You ask your guards to arrest him option = { name = tour_travel.3111.d trigger = { current_travel_plan = { has_travel_option = hire_experienced_mercenaries_option } } imprison_character_effect = { TARGET = scope:ghino_di_tacco_scope IMPRISONER = root } add_dread = minor_dread_gain stress_impact = { just = medium_stress_impact_gain calm = major_stress_impact_gain compassionate = major_stress_impact_gain forgiving = major_stress_impact_gain generous = major_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 0 has_trait = just } modifier = { factor = 0 has_trait = calm } modifier = { factor = 0 has_trait = compassionate } modifier = { factor = 0 has_trait = forgiving } modifier = { factor = 0 has_trait = generous } } } #He steals from you gottem option = { name = tour_travel.3111.e trigger = { scope:ghino_di_tacco_scope = { has_breaking_down_trait_trigger = no } } duel = { skill = intrigue target = scope:ghino_di_tacco_scope 30 = { #you notice he's trying to steal desc = tour_travel.3111.e.success compare_modifier = { value = scope:duel_value multiplier = 3.5 } send_interface_toast = { title = tour_travel.3111.e.success left_icon = scope:ghino_di_tacco_scope progress_towards_rival_effect = { REASON = rival_stole_from_me_banquet CHARACTER = scope:ghino_di_tacco_scope OPINION = default_rival_opinion } } } 70 = { #he steals from you desc = tour_travel.3111.e.failure send_interface_toast = { title = tour_travel.3111.e.failure left_icon = scope:ghino_di_tacco_scope pay_short_term_gold = { target = scope:ghino_di_tacco_scope gold = minor_gold_value } } } } stress_impact = { base = medium_stress_impact_gain forgiving = minor_stress_impact_loss } ai_chance = { base = 100 #default/fallback option } } }