namespace = roman_restoration ################################################## ### Roman Restoration Major Decision Events # by Flavio Verna # 0001 - Restoring Roman Empire as Byzantium # 0003 - Restoring Roman Empire as HRE # 0005 - New Emperor becomes Augustus # 0006 - Old Emperor loses Augustus # 0010/0024 - Old Roman Provinces are Restored # 0100 - Schism is mended # 0199, 0104, 0105, 0106, 0107 - Restored Patriarchate Events # 0120 - Imposing the Iconoclast Patriarchate # 0122 - Restoring the Ecumenical Patriarchate # 0124 - Restoring the Papacy # 0130 - Destroying the Papacy # 0140 - Unifying Italy # 0150 - Restoring Roman Empire as Italy # 0160/0175 - Roman Empire dismantles pretenders ################################################## ################################################## # Restoring the Roman Empire ################################################## roman_restoration.0001 = { type = character_event title = roman_restoration.0001.t desc = { desc = roman_restoration.0001.desc.intro first_valid = { # Doing it as the Greeks. triggered_desc = { trigger = { root.culture = culture:greek } desc = roman_restoration.0001.desc.greeks } # Doing it as somebody else. desc = roman_restoration.0001.desc.other } first_valid = { # Doing it as Christians. triggered_desc = { trigger = { faith.OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } desc = roman_restoration.0001.desc.christians } # Doing it as Hellenics triggered_desc = { trigger = { faith.religion = faith:hellenic_pagan.religion } desc = roman_restoration.0001.desc.hellenics } desc = roman_restoration.0001.desc.fallback } } theme = emperor left_portrait = { character = scope:scoped_emperor animation = personality_honorable } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" save_scope_as = scoped_emperor create_roman_empire_scripted_effect = yes create_story = restoring_roman_provinces_story } option = { name = roman_restoration.0001.a set_nickname_effect = { NICKNAME = nick_the_glorious } # Send narrative fluff to other players (if any). every_player = { limit = { this != root is_within_diplo_range = { CHARACTER = root } } trigger_event = roman_restoration.0002 } } } # Players informed of some fucko declaring a new Rome roman_restoration.0002 = { type = character_event title = roman_restoration.0002.t desc = { desc = roman_restoration.0002.desc first_valid = { # Christians freaking out. triggered_desc = { trigger = { scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } faith.religion = faith:catholic.religion } desc = roman_restoration.0002.desc.hellenics } # Regular. desc = roman_restoration.0002.desc.christians } } theme = realm left_portrait = { character = scope:scoped_emperor animation = personality_honorable } immediate = { #Same-faith non-empire tier rulers are over-awed. if = { limit = { faith = scope:scoped_emperor.faith } play_music_cue = "mx_cue_epic_sacral_moment" } #Otherwise, this is a tacit statement of imperial threat. else = { play_music_cue = "mx_cue_combat_2" } } option = { name = { # Regular trigger = { NAND = { scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } faith.religion = faith:catholic.religion } NOT = { has_title = title:e_hre } } text = roman_restoration.0002.a } name = { # Regular HRE trigger = { NAND = { scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } faith.religion = faith:catholic.religion } has_title = title:e_hre } text = roman_restoration.0002.b } name = { # Crazy Hellenics trigger = { scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } faith.religion = faith:catholic.religion NOT = { has_title = title:e_hre } } text = roman_restoration.0002.c } name = { # Crazy Hellenics HRE trigger = { scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } faith.religion = faith:catholic.religion has_title = title:e_hre } text = roman_restoration.0002.d } } option = { name = roman_restoration.0002.e fallback = yes } } ################################################## # Holy Roman Empire for realsies this time. ################################################## roman_restoration.0003 = { type = character_event title = roman_restoration.0003.t desc = { first_valid = { # Doing it as the Greeks. triggered_desc = { trigger = { root.culture = culture:greek } desc = roman_restoration.0003.desc.greeks } # Doing it as somebody else. triggered_desc = { trigger = { NOT = { root.culture = culture:greek } } desc = roman_restoration.0003.desc.other } } desc = roman_restoration.0003.desc } theme = realm left_portrait = { character = scope:scoped_emperor animation = personality_honorable } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" save_scope_as = scoped_emperor create_roman_empire_holy_scripted_effect = yes } option = { name = roman_restoration.0003.a set_nickname_effect = { NICKNAME = nick_the_glorious } # Send narrative fluff to other players (if any). every_player = { limit = { this != root is_within_diplo_range = { CHARACTER = root } } trigger_event = roman_restoration.0004 } } } # Players informed of (Holy) Roman Empire being reborn. roman_restoration.0004 = { type = character_event title = roman_restoration.0004.t desc = { first_valid = { # Reaction of the Byzantines (if they are even still around) triggered_desc = { trigger = { OR = { has_title = title:e_byzantium any_liege_or_above = { has_title = title:e_byzantium } } } desc = roman_restoration.0004.desc.byzantines } # Everybody else. triggered_desc = { trigger = { NOR = { has_title = title:e_byzantium any_liege_or_above = { has_title = title:e_byzantium } } } desc = roman_restoration.0004.desc.others } } } theme = realm left_portrait = { character = scope:scoped_emperor animation = personality_honorable } immediate = { #Same-faith non-empire tier rulers are over-awed. if = { limit = { faith = scope:scoped_emperor.faith } play_music_cue = "mx_cue_epic_sacral_moment" } #Otherwise, this is a tacit statement of imperial threat. else = { play_music_cue = "mx_cue_combat_2" } } option = { name = roman_restoration.0004.a trigger = { NOT = { has_title = title:e_byzantium } } } option = { name = roman_restoration.0004.b trigger = { has_title = title:e_byzantium } stress_impact = { base = medium_stress_impact_gain } } } # on_new_holder: New Emperor gets the Augustus Trait. roman_restoration.0005 = { type = character_event title = roman_restoration.0005.t desc = { first_valid = { # Regular Roman Empire triggered_desc = { trigger = { NOT = { exists = title:h_roman_empire.var:variable_restored_hre } } desc = roman_restoration.0005.desc.regular } # Holy Roman Empire triggered_desc = { trigger = { exists = title:h_roman_empire.var:variable_restored_hre } desc = roman_restoration.0005.desc.holy } } } theme = realm left_portrait = { character = root animation = personality_bold } trigger = { OR = { scope:title = title:h_roman_empire scope:title = title:h_eastern_roman_empire } NOT = { has_trait = augustus } } immediate = { if = { limit = { scope:previous_holder = { any_owned_story = { type = restoring_roman_provinces_story } } } hidden_effect = { scope:previous_holder = { random_owned_story = { type = restoring_roman_provinces_story end_story = yes } } create_story = restoring_roman_provinces_story } } if = { limit = { scope:previous_holder = { is_alive = yes has_trait = augustus } } save_scope_as = new_holder scope:previous_holder = { trigger_event = roman_restoration.0006 } } } option = { name = roman_restoration.0005.a add_trait = augustus } } # If old holder is still alive, he will lose the trait. roman_restoration.0006 = { type = character_event title = roman_restoration.0006.t desc = roman_restoration.0006.desc theme = realm left_portrait = { character = root animation = shame } immediate = { #This is so sad: Alexios, play dungeonito. play_music_cue = "mx_cue_prison" } trigger = { is_alive = yes has_trait = augustus } option = { name = roman_restoration.0006.a remove_trait = augustus stress_impact = { base = minor_stress_impact_gain } } } ################################################## # Recovering old Provinces. ################################################## # All events fired on_yearly pulses, checking for dejure Duchies. # Mostly just for flavor. scripted_trigger roman_restoration_0010_is_valid_roman_empire_trigger = { is_ai = no is_roman_emperor_trigger = yes OR = { faith.religion = faith:catholic.religion # Either Christian faith.religion = faith:hellenic_pagan.religion # Or Hellenic } } # Provincia Syria Palaestina # Provincia Aegyptus # Provincia Cyrenaica # Provincia Africa # Provincia Illyricum # Provincia Italia # Provincia Gallia # Provincia Germania # Provincia Britannia # Provincia Hispania # Provincia Mauretania # Provincia Mesopotamia # Provincia Caledonia # Provincia Hibernia # Imperial Borders (all provinces restored) # Provincia Syria Palaestina roman_restoration.0010 = { type = character_event title = roman_restoration.0010.t desc = roman_restoration.0010.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_syria } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_roman_syria_palestina } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_syria } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Aegyptus roman_restoration.0011 = { type = character_event title = roman_restoration.0011.t desc = roman_restoration.0011.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_aegyptus } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_roman_aegyptus } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_aegyptus } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Cyrenaica roman_restoration.0012 = { type = character_event title = roman_restoration.0012.t desc = roman_restoration.0012.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_cyrenaica } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_roman_cyrenaica } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_cyrenaica } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Africa roman_restoration.0013 = { type = character_event title = roman_restoration.0013.t desc = roman_restoration.0013.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_africa } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_roman_africa } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_africa } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Illyricum roman_restoration.0014 = { type = character_event title = roman_restoration.0014.t desc = roman_restoration.0014.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_illyricum } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_roman_illyricum } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_illyricum } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Italia roman_restoration.0015 = { type = character_event title = roman_restoration.0015.t desc = roman_restoration.0015.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_italia } } NOT = { exists = title:h_roman_empire.var:variable_restored_italy } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = world_europe_south_italy } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_italia } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Gallia roman_restoration.0016 = { type = character_event title = roman_restoration.0016.t desc = roman_restoration.0016.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_gallia } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = world_europe_west_francia } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_gallia } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Germania roman_restoration.0017 = { type = character_event title = roman_restoration.0017.t desc = roman_restoration.0017.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_germania } } NOT = { exists = title:h_roman_empire.var:variable_restored_hre } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = world_europe_west_germania } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_germania } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Britannia roman_restoration.0018 = { type = character_event title = roman_restoration.0018.t desc = roman_restoration.0018.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_britannia } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_wales completely_controls_region = custom_england } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_britannia } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Hispania roman_restoration.0019 = { type = character_event title = roman_restoration.0019.t desc = roman_restoration.0019.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_hispania } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_roman_hispania } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_hispania } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Mauretania roman_restoration.0020 = { type = character_event title = roman_restoration.0020.t desc = roman_restoration.0020.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_mauretania } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_roman_mauretania } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_mauretania } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Mesopotamia roman_restoration.0021 = { type = character_event title = roman_restoration.0021.t desc = roman_restoration.0021.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_mesopotamia } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_roman_mesopotamia } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_mesopotamia } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Caledonia roman_restoration.0022 = { type = character_event title = roman_restoration.0022.t desc = roman_restoration.0022.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_caledonia } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_roman_caledonia } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_caledonia } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Provincia Hibernia roman_restoration.0023 = { type = character_event title = roman_restoration.0023.t desc = roman_restoration.0023.desc theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_hibernia } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_roman_hibernia } immediate = { add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_hibernia } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain } } # Imperial Borders (all provinces restored) roman_restoration.0024 = { type = character_event title = roman_restoration.0024.t desc = { desc = roman_restoration.0024.desc.intro first_valid = { # Christian Roman Empire triggered_desc = { trigger = { faith.religion = faith:catholic.religion } desc = roman_restoration.0024.desc.christian } # Hellenic Roman Empire triggered_desc = { trigger = { faith.religion = faith:hellenic_pagan.religion } desc = roman_restoration.0024.desc.hellenic } # Fallback Roman Empire triggered_desc = { trigger = { NOR = { faith.religion = faith:catholic.religion faith.religion = faith:hellenic_pagan.religion } } desc = roman_restoration.0024.desc.fallback } } } theme = realm left_portrait = { character = root animation = personality_honorable } trigger = { roman_restoration_0010_is_valid_roman_empire_trigger = yes is_roman_emperor_excluding_byzantium_trigger = yes NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_all } } NOT = { has_character_flag = flag_roman_province_cooldown } completely_controls_region = custom_roman_full_borders } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" add_to_global_variable_list = { name = restored_roman_provinces_variable_list target = flag:flag_re_restored_all } hidden_effect = { add_character_flag = { flag = flag_roman_province_cooldown days = 400 } } } option = { name = roman_restoration.0010.a add_prestige = major_prestige_gain hidden_effect = { random_owned_story = { type = restoring_roman_provinces_story end_story = yes } } } } ################################################## # Schism events. ################################################## roman_restoration.0100 = { type = character_event title = roman_restoration.0100.t desc = { desc = roman_restoration.0100.desc.intro first_valid = { # As an Orthodox triggered_desc = { trigger = { faith = faith:orthodox } desc = roman_restoration.0100.desc.orthodox } # As a Catholic triggered_desc = { trigger = { faith = faith:catholic } desc = roman_restoration.0100.desc.catholic } # And Everybody else triggered_desc = { trigger = { NOR = { faith = faith:catholic faith = faith:orthodox } } desc = roman_restoration.0100.desc.generic } } } theme = realm left_portrait = { character = scope:scoped_emperor animation = personality_zealous } immediate = { play_music_cue = "mx_cue_faith_conversion" save_scope_as = scoped_emperor faith = { save_scope_as = mending_faith } mend_great_schism_scripted_effect = yes if = { limit = { scope:mending_faith = faith:orthodox } faith:catholic = { save_scope_as = loser_faith } } else_if = { limit = { scope:mending_faith = faith:catholic } faith:orthodox = { save_scope_as = loser_faith } } else = { religion = { random_faith = { limit = { exists = religious_head this != scope:mending_faith } save_scope_as = loser_faith } } } legend_seed_great_deed_faith_effect = { ANTAGONIST = scope:loser_faith.religious_head OLD_FAITH = scope:loser_faith } } option = { name = roman_restoration.0100.a } } # Ecumenical followers get chance to convert. roman_restoration.0101 = { type = character_event title = roman_restoration.0100.t desc = { desc = roman_restoration.0101.desc.intro first_valid = { # As an Orthodox triggered_desc = { trigger = { scope:mending_faith = faith:orthodox } desc = roman_restoration.0101.desc.orthodox } # As a Catholic triggered_desc = { trigger = { scope:mending_faith = faith:catholic } desc = roman_restoration.0101.desc.catholic } # And Everybody else triggered_desc = { trigger = { NOR = { scope:mending_faith = faith:catholic scope:mending_faith = faith:orthodox } } desc = roman_restoration.0101.desc.generic } } } theme = realm left_portrait = { character = scope:scoped_emperor animation = personality_zealous } immediate = { play_music_cue = "mx_cue_faith_conversion" faith = { save_scope_as = old_faith } } option = { name = roman_restoration.0101.a trigger = { OR = { is_ai = no NOT = { has_trait = zealous } # Never! } } set_character_faith = scope:mending_faith every_held_title = { title_tier = county set_county_faith = scope:mending_faith } ai_chance = { base = 80 modifier = { # Where the wind blows, I sail. add = 20 has_trait = cynical } } } option = { name = roman_restoration.0101.b ai_chance = { base = 20 ai_value_modifier = { ai_zeal = 1.0 } modifier = { add = 20 has_trait = zealous } modifier = { add = 10 OR = { has_title = title:e_byzantium has_title = title:e_hre } } } } } # Heretics and Heathens are only notified. roman_restoration.0102 = { type = character_event title = roman_restoration.0100.t desc = { desc = roman_restoration.0101.desc.intro first_valid = { # As an Orthodox triggered_desc = { trigger = { scope:mending_faith = faith:orthodox } desc = roman_restoration.0101.desc.orthodox } # As a Catholic triggered_desc = { trigger = { scope:mending_faith = faith:catholic } desc = roman_restoration.0101.desc.catholic } # And Everybody else triggered_desc = { trigger = { NOR = { scope:mending_faith = faith:catholic scope:mending_faith = faith:orthodox } } desc = roman_restoration.0101.desc.generic } } } theme = realm left_portrait = { character = scope:scoped_emperor animation = personality_zealous } immediate = { #Even if you're not converting, it's still all rather momentous. play_music_cue = "mx_cue_faith_conversion" } option = { name = roman_restoration.0102.a } } # Faithful players notified. roman_restoration.0103 = { type = character_event title = roman_restoration.0100.t desc = { desc = roman_restoration.0100.desc.intro first_valid = { # As an Orthodox triggered_desc = { trigger = { scope:mending_faith = faith:orthodox } desc = roman_restoration.0100.desc.orthodox } # As a Catholic triggered_desc = { trigger = { scope:mending_faith = faith:catholic } desc = roman_restoration.0100.desc.catholic } # And Everybody else triggered_desc = { trigger = { NOR = { scope:mending_faith = faith:catholic scope:mending_faith = faith:orthodox } } desc = roman_restoration.0100.desc.generic } } } theme = realm left_portrait = { character = scope:scoped_emperor animation = personality_zealous } immediate = { #Even if you're not converting, it's still all rather momentous. play_music_cue = "mx_cue_faith_conversion" } option = { name = roman_restoration.0100.a } } ################################################## # Flavor for restoring the Pentarchy as the Orthodox ERE. ################################################## # All on_yearly_action pulse. # Patriarchate of Antioch # Patriarchate of Jerusalem # Patriarchate of Alexandria # Patriarchate of Rome scripted_trigger roman_restoration_0104_is_valid_roman_empire_trigger = { is_roman_emperor_trigger = yes faith = faith:orthodox faith = { has_doctrine = special_doctrine_ecumenical_christian } } # on_new_holder hidden event to check title and conqueror. roman_restoration.0199 = { type = character_event hidden = yes trigger = { OR = { scope:title = title:c_antiocheia scope:title = title:c_jerusalem scope:title = title:c_alexandria scope:title = title:c_roma } OR = { AND = { roman_restoration_0104_is_valid_roman_empire_trigger = yes faith = faith:orthodox } any_liege_or_above = { roman_restoration_0104_is_valid_roman_empire_trigger = yes faith = faith:orthodox } } } immediate = { if = { limit = { any_liege_or_above = { roman_restoration_0104_is_valid_roman_empire_trigger = yes faith = faith:orthodox } } random_liege_or_above = { limit = { roman_restoration_0104_is_valid_roman_empire_trigger = yes faith = faith:orthodox } trigger_event = { on_action = on_action_orthodox_pentarchy_pulse } } } else = { trigger_event = { on_action = on_action_orthodox_pentarchy_pulse } } } } # Patriarchate of Antioch roman_restoration.0104 = { type = character_event title = roman_restoration.0104.t desc = roman_restoration.0104.desc theme = realm left_portrait = { character = root animation = personality_zealous } trigger = { NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_pentarchy_seants_variable_list target = flag:flag_re_restored_antioch } } NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } roman_restoration_0104_is_valid_roman_empire_trigger = yes scope:title = title:c_antiocheia #title:c_antiocheia.holder.faith = root.faith #Not under an infidel vassal. } immediate = { play_music_cue = "mx_cue_sacredrite" add_to_global_variable_list = { name = restored_pentarchy_seants_variable_list target = flag:flag_re_restored_antioch } hidden_effect = { add_character_flag = { flag = flag_orthodox_patriarchate_cooldown days = 400 } } } option = { name = roman_restoration.0104.a add_piety = major_piety_gain } } # Patriarchate of Jerusalem roman_restoration.0105 = { type = character_event title = roman_restoration.0105.t desc = roman_restoration.0105.desc theme = realm left_portrait = { character = root animation = personality_zealous } trigger = { NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_pentarchy_seants_variable_list target = flag:flag_re_restored_jerusalem } } NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } roman_restoration_0104_is_valid_roman_empire_trigger = yes scope:title = title:c_jerusalem #title:c_jerusalem.holder.faith = root.faith #Not under an infidel vassal. } immediate = { play_music_cue = "mx_cue_sacredrite" add_to_global_variable_list = { name = restored_pentarchy_seants_variable_list target = flag:flag_re_restored_jerusalem } hidden_effect = { add_character_flag = { flag = flag_orthodox_patriarchate_cooldown days = 400 } } } option = { name = roman_restoration.0104.a add_piety = major_piety_gain } } # Patriarchate of Alexandria roman_restoration.0106 = { type = character_event title = roman_restoration.0106.t desc = roman_restoration.0106.desc theme = realm left_portrait = { character = root animation = personality_zealous } trigger = { NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_pentarchy_seants_variable_list target = flag:flag_re_restored_alexandria } } NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } roman_restoration_0104_is_valid_roman_empire_trigger = yes scope:title = title:c_alexandria #title:c_alexandria.holder.faith = root.faith #Not under an infidel vassal. } immediate = { play_music_cue = "mx_cue_sacredrite" add_to_global_variable_list = { name = restored_pentarchy_seants_variable_list target = flag:flag_re_restored_alexandria } hidden_effect = { add_character_flag = { flag = flag_orthodox_patriarchate_cooldown days = 400 } } } option = { name = roman_restoration.0104.a add_piety = major_piety_gain } } # Patriarchate of Rome roman_restoration.0107 = { type = character_event title = roman_restoration.0107.t desc = roman_restoration.0107.desc theme = emperor left_portrait = { character = root animation = personality_zealous } trigger = { NOT = { # Only happens once. is_target_in_global_variable_list = { name = restored_pentarchy_seants_variable_list target = flag:flag_re_restored_roma } } NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } roman_restoration_0104_is_valid_roman_empire_trigger = yes scope:title = title:c_roma #title:c_roma.holder.faith = root.faith #Not under an infidel vassal. } immediate = { play_music_cue = "mx_cue_sacredrite" add_to_global_variable_list = { name = restored_pentarchy_seants_variable_list target = flag:flag_re_restored_roma } hidden_effect = { add_character_flag = { flag = flag_orthodox_patriarchate_cooldown days = 400 } } } option = { name = roman_restoration.0104.a add_piety = major_piety_gain } } ################################################## # Imposing Iconoclast Patriarchate ################################################## roman_restoration.0120 = { type = character_event title = roman_restoration.0120.t desc = roman_restoration.0120.desc theme = realm left_portrait = { character = root animation = personality_vengeful } right_portrait = { character = scope:new_pope animation = personality_zealous } immediate = { play_music_cue = "mx_cue_sacredrite" save_scope_as = reformer if = { # Pick your chaplain first. limit = { exists = cp:councillor_court_chaplain cp:councillor_court_chaplain = { faith = faith:iconoclast } } cp:councillor_court_chaplain = { save_scope_as = new_pope } } else = { hidden_effect = { create_character = { employer = root template = religious_leader_character random_traits = no save_scope_as = new_pope dynasty = generate } } scope:new_pope = { add_trait = education_learning_3 add_trait = zealous add_trait = intellect_good_1 random_list = { 1 = { add_trait = lustful } 1 = { add_trait = chaste } 1 = { add_trait = wrathful } 1 = { add_trait = diligent } 1 = { add_trait = impatient } 1 = { add_trait = arrogant } 1 = { add_trait = humble } 1 = { add_trait = gregarious } } random_list = { 1 = { add_trait = honest } 1 = { add_trait = ambitious } 1 = { add_trait = just } 1 = { add_trait = cynical } 1 = { add_trait = zealous } 1 = { add_trait = compassionate } 1 = { add_trait = stubborn } } } } create_title_and_vassal_change = { type = returned save_scope_as = change add_claim_on_loss = no } title:d_iconoclast = { change_title_holder = { holder = scope:new_pope change = scope:change } } resolve_title_and_vassal_change = scope:change root = { destroy_title = title:k_orthodox } faith:iconoclast = { change_fervor = { value = 15 desc = fervor_gain_iconoclast_patriarchate } if = { limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } } add_doctrine = special_doctrine_ecumenical_christian } } faith:orthodox = { change_fervor = { value = -30 desc = fervor_loss_iconoclast_patriarchate } if = { limit = { has_doctrine = special_doctrine_ecumenical_christian } remove_doctrine = special_doctrine_ecumenical_christian } } } option = { name = roman_restoration.0120.a add_piety = major_piety_gain every_player = { limit = { this != root faith.religion = faith:orthodox.religion } trigger_event = roman_restoration.0121 # Notification. } if = { # Vassalize if possible/needed. limit = { highest_held_title_tier > scope:new_pope.highest_held_title_tier NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } } create_title_and_vassal_change = { type = usurped save_scope_as = change add_claim_on_loss = no } scope:new_pope = { change_liege = { liege = root change = scope:change } } resolve_title_and_vassal_change = scope:change } } } # Christians notified. roman_restoration.0121 = { type = character_event title = roman_restoration.0120.t desc = { first_valid = { # Orthodox Reaction triggered_desc = { trigger = { root.faith = faith:orthodox } desc = roman_restoration.0121.desc.orthodox } # Iconoclast reaction triggered_desc = { trigger = { root.faith = faith:iconoclast } desc = roman_restoration.0121.desc.iconoclast } # Every other Christian triggered_desc = { trigger = { NOR = { root.faith = faith:orthodox root.faith = faith:iconoclast } } desc = roman_restoration.0121.desc.other } } } theme = realm left_portrait = { character = scope:reformer animation = personality_vengeful } right_portrait = { character = scope:new_pope animation = personality_zealous } immediate = { #Iconoclasts consider this great. if = { limit = { root.faith = faith:iconoclast } play_music_cue = "mx_cue_sacredrite" } #Orthodox consider it monstrous. if = { limit = { root.faith = faith:orthodox } play_music_cue = "mx_cue_combat_2" } } option = { name = { trigger = { root.faith = faith:orthodox } text = roman_restoration.0121.a } name = { trigger = { root.faith = faith:iconoclast } text = roman_restoration.0121.b } if = { limit = { root.faith = faith:orthodox } stress_impact = { zealous = medium_stress_impact_gain } } } option = { name = roman_restoration.0121.c fallback = yes } } ################################################## # Restoring Ecumenical Patriarchate ################################################## roman_restoration.0122 = { type = character_event title = roman_restoration.0122.t desc = roman_restoration.0122.desc theme = realm left_portrait = { character = root animation = personality_vengeful } right_portrait = { character = scope:new_pope animation = personality_zealous } immediate = { play_music_cue = "mx_cue_sacredrite" save_scope_as = reformer if = { # Pick your chaplain first. limit = { exists = cp:councillor_court_chaplain cp:councillor_court_chaplain = { faith = faith:orthodox } } cp:councillor_court_chaplain = { save_scope_as = new_pope } } else = { hidden_effect = { create_character = { employer = root template = religious_leader_character random_traits = no save_scope_as = new_pope dynasty = generate } } scope:new_pope = { add_trait = education_learning_3 add_trait = zealous add_trait = intellect_good_1 random_list = { 1 = { add_trait = lustful } 1 = { add_trait = chaste } 1 = { add_trait = wrathful } 1 = { add_trait = diligent } 1 = { add_trait = impatient } 1 = { add_trait = arrogant } 1 = { add_trait = humble } 1 = { add_trait = gregarious } } random_list = { 1 = { add_trait = honest } 1 = { add_trait = ambitious } 1 = { add_trait = just } 1 = { add_trait = cynical } 1 = { add_trait = zealous } 1 = { add_trait = compassionate } 1 = { add_trait = stubborn } } } } create_title_and_vassal_change = { type = returned save_scope_as = change add_claim_on_loss = no } title:k_orthodox = { change_title_holder = { holder = scope:new_pope change = scope:change } } resolve_title_and_vassal_change = scope:change root = { destroy_title = title:d_iconoclast } faith:orthodox = { change_fervor = { value = 15 desc = fervor_gain_ecumenical_patriarchate } if = { limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } } add_doctrine = special_doctrine_ecumenical_christian } } faith:iconoclast = { change_fervor = { value = -30 desc = fervor_loss_ecumenical_patriarchate } if = { limit = { has_doctrine = special_doctrine_ecumenical_christian } remove_doctrine = special_doctrine_ecumenical_christian } } } option = { name = roman_restoration.0122.a add_piety = major_piety_gain every_player = { limit = { this != root faith.religion = faith:orthodox.religion } trigger_event = roman_restoration.0123 # Notification. } if = { # Vassalize if possible/needed. limit = { highest_held_title_tier > scope:new_pope.highest_held_title_tier NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } } create_title_and_vassal_change = { type = returned save_scope_as = change add_claim_on_loss = no } scope:new_pope = { change_liege = { liege = root change = scope:change } } resolve_title_and_vassal_change = scope:change } } } # Christians notified. roman_restoration.0123 = { type = character_event title = roman_restoration.0122.t desc = { first_valid = { # Orthodox Reaction triggered_desc = { trigger = { root.faith = faith:orthodox } desc = roman_restoration.0123.desc.orthodox } # Iconoclast reaction triggered_desc = { trigger = { root.faith = faith:iconoclast } desc = roman_restoration.0123.desc.iconoclast } #Every other Christian triggered_desc = { trigger = { NOR = { root.faith = faith:orthodox root.faith = faith:iconoclast } } desc = roman_restoration.0123.desc.other } } } theme = realm left_portrait = { character = scope:reformer animation = personality_vengeful } right_portrait = { character = scope:new_pope animation = personality_zealous } immediate = { #Orthodox consider this great. if = { limit = { root.faith = faith:orthodox } play_music_cue = "mx_cue_sacredrite" } #Iconoclasts consider it monstrous. if = { limit = { root.faith = faith:iconoclast } play_music_cue = "mx_cue_combat_2" } } option = { name = roman_restoration.0123.a trigger = { root.faith = faith:orthodox } } option = { name = roman_restoration.0123.b trigger = { root.faith = faith:iconoclast } stress_impact = { zealous = medium_stress_impact_gain } } option = { name = roman_restoration.0123.c trigger = { NOR = { root.faith = faith:orthodox root.faith = faith:iconoclast } } } } ################################################## # Restoring Papacy ################################################## roman_restoration.0124 = { type = character_event title = roman_restoration.0124.t desc = roman_restoration.0124.desc theme = realm left_portrait = { character = root animation = personality_vengeful } right_portrait = { character = scope:new_pope animation = personality_zealous } immediate = { play_music_cue = "mx_cue_sacredrite" restore_papacy_scripted_effect = yes } option = { name = roman_restoration.0124.a add_piety = major_piety_gain every_player = { limit = { this != root faith.religion = faith:catholic.religion } trigger_event = roman_restoration.0125 # Notification. } if = { # Vassalize if possible/needed. limit = { highest_held_title_tier > scope:new_pope.highest_held_title_tier NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } } create_title_and_vassal_change = { type = returned save_scope_as = change add_claim_on_loss = no } scope:new_pope = { change_liege = { liege = root change = scope:change } } resolve_title_and_vassal_change = scope:change } } } # Christians notified. roman_restoration.0125 = { type = character_event title = roman_restoration.0124.t desc = { first_valid = { # Catholic Reaction triggered_desc = { trigger = { root.faith = faith:catholic } desc = roman_restoration.0125.desc.catholic } # Every other Christian triggered_desc = { trigger = { NOT = { root.faith = faith:catholic } } desc = roman_restoration.0125.desc.other } } } theme = realm left_portrait = { character = scope:reformer animation = personality_vengeful } right_portrait = { character = scope:new_pope animation = personality_zealous } immediate = { #Catholics are happy! if = { limit = { faith = faith:catholic } play_music_cue = "mx_cue_sacredrite" } } option = { name = roman_restoration.0125.a trigger = { root.faith = faith:catholic } } option = { name = roman_restoration.0125.b trigger = { NOT = { root.faith = faith:catholic } } } } ################################################## # Destroying the Papacy as a Muslim/Pagan ################################################## roman_restoration.0130 = { type = character_event title = roman_restoration.0130.t desc = { first_valid = { # Muslim Reaction triggered_desc = { trigger = { root.faith.religion = faith:ashari.religion } desc = roman_restoration.0130.desc.muslim } # Hellenic Reaction triggered_desc = { trigger = { root.faith.religion = faith:hellenic_pagan.religion } desc = roman_restoration.0130.desc.hellenic } # And the rest triggered_desc = { trigger = { NOR = { root.faith.religion = faith:ashari.religion root.faith.religion = faith:hellenic_pagan.religion } } desc = roman_restoration.0130.desc.fallback } } first_valid = { # No current Pope triggered_desc = { trigger = { NOT = { exists = scope:scoped_pope } } desc = roman_restoration.0130.desc.no_pope } # Current Pope is crucified triggered_desc = { trigger = { root.faith.religion = faith:hellenic_pagan.religion } desc = roman_restoration.0130.desc.pope.crucifixion } # Current Pope is sacrificed triggered_desc = { trigger = { root.faith = { has_doctrine_parameter = human_sacrifice_active } } desc = roman_restoration.0130.desc.pope.sacrificed } # Current Pope converts desc = roman_restoration.0130.desc.pope.submission } } theme = faith override_background = { trigger = { root.faith = { OR = { religion = faith:hellenic_pagan.religion has_doctrine_parameter = human_sacrifice_active } } } reference = burning_building } left_portrait = { character = scope:scoped_destroyer animation = schadenfreude } right_portrait = { character = scope:scoped_pope animation = fear } immediate = { play_music_cue = "mx_cue_sacredrite" save_scope_as = scoped_destroyer if = { limit = { exists = title:k_papal_state.holder } title:k_papal_state.holder = { save_scope_as = scoped_pope } } faith:catholic = { save_scope_as = catholic } destroy_papacy_scripted_effect = yes } option = { name = { trigger = { faith.religion = faith:ashari.religion } text = roman_restoration.0130.a.a } name = { trigger = { faith.religion = faith:hellenic_pagan.religion } text = roman_restoration.0130.a.b } name = { trigger = { NOR = { faith.religion = faith:ashari.religion faith.religion = faith:hellenic_pagan.religion } } text = roman_restoration.0130.a.c } every_player = { limit = { this != root OR = { faith.religion = faith:catholic.religion faith.religion = root.faith.religion } } trigger_event = roman_restoration.0131 # Notification. } } } # Other players notified. roman_restoration.0131 = { type = character_event title = roman_restoration.0130.t desc = { first_valid = { # Muslim/Pagan Reaction triggered_desc = { trigger = { root.faith.religion = scope:scoped_destroyer.faith.religion } desc = roman_restoration.0131.desc.faithful } # Christian Reaction triggered_desc = { trigger = { root.faith.religion = faith:catholic.religion } desc = roman_restoration.0131.desc.christians } # Fallback triggered_desc = { trigger = { NOR = { root.faith.religion = faith:catholic.religion root.faith.religion = scope:scoped_destroyer.faith.religion } } desc = roman_restoration.0131.desc.fallback } } } theme = faith override_background = { trigger = { scope:scoped_destroyer.faith = { OR = { religion = faith:hellenic_pagan.religion has_doctrine_parameter = human_sacrifice_active } } } reference = burning_building } left_portrait = { character = scope:scoped_destroyer animation = schadenfreude } right_portrait = { character = scope:scoped_pope animation = fear } immediate = { play_music_cue = "mx_cue_combat_2" } option = { name = { trigger = { faith.religion = scope:scoped_destroyer.faith.religion } text = roman_restoration.0131.a.a } name = { trigger = { faith.religion = faith:catholic.religion } text = roman_restoration.0131.a.b } name = { trigger = { NOR = { faith.religion = faith:catholic.religion faith.religion = scope:scoped_destroyer.faith.religion } } text = roman_restoration.0131.a.c } if = { limit = { root.faith = faith:catholic NOT = { has_trait = cynical } } add_opinion = { target = scope:scoped_destroyer modifier = destroyed_papacy_opinion } stress_impact = { base = minor_stress_impact_gain zealous = minor_stress_impact_gain } } } } ################################################## # Unifying Italy as Italian. ################################################## scripted_effect add_innovation_if_missing_effect = { if = { limit = { NOT = { has_innovation = $INNOVATION$ } } add_innovation = $INNOVATION$ } } roman_restoration.0140 = { type = character_event title = roman_restoration.0140.t desc = roman_restoration.0140.desc theme = realm left_portrait = { character = root animation = personality_greedy } immediate = { play_music_cue = "mx_cue_positive_effect" save_scope_as = scoped_ruler # De jure shifts. hidden_effect = { title:d_istria = { # Bite Croatia. set_de_jure_liege_title = title:k_italy } title:d_krain = { set_de_jure_liege_title = title:k_italy } title:d_tyrol = { set_de_jure_liege_title = title:k_italy } title:d_carinthia = { set_de_jure_liege_title = title:k_italy } title:k_sicily = { # Then shift all Kingdoms. set_de_jure_liege_title = title:e_italy } title:k_italy = { set_de_jure_liege_title = title:e_italy } title:k_venice = { set_de_jure_liege_title = title:e_italy } title:k_croatia = { set_de_jure_liege_title = title:e_italy } title:k_serbia = { set_de_jure_liege_title = title:e_italy } } } option = { name = roman_restoration.0140.a add_prestige = major_prestige_gain every_culture_global = { limit = { has_cultural_pillar = heritage_latin } add_innovation_if_missing_effect = { INNOVATION = innovation_men_at_arms } add_innovation_if_missing_effect = { INNOVATION = innovation_pike_columns } add_innovation_if_missing_effect = { INNOVATION = innovation_guilds } } # Send narrative fluff to other players (if any). every_player = { limit = { this != root capital_province = { geographical_region = world_europe_west } } trigger_event = roman_restoration.0141 } hidden_effect = { # Latins chance to convert to French. every_vassal = { limit = { capital_province = { geographical_region = world_europe_south_italy } is_ai = yes } random = { chance = 50 set_culture_same_as = root capital_county = { set_county_culture = root.culture } } } } legend_seed_great_deed_region_effect = { REGION = geographical_region:world_europe_south_italy } } } roman_restoration.0141 = { type = character_event title = roman_restoration.0140.t desc = roman_restoration.0141.desc theme = realm left_portrait = { character = scope:scoped_ruler animation = personality_greedy } immediate = { play_music_cue = "mx_cue_positive_effect" } option = { name = roman_restoration.0141.a trigger = { OR = { has_title = title:e_hre is_roman_emperor_trigger = yes } } } option = { name = roman_restoration.0141.b trigger = { NOR = { has_title = title:e_hre is_roman_emperor_trigger = yes } } } } ################################################## # Italian Roman Empire rises ################################################## roman_restoration.0150 = { type = character_event title = roman_restoration.0150.t desc = { desc = roman_restoration.0150.desc # Introduction. first_valid = { # Doing it as Christians. triggered_desc = { trigger = { NOT = { faith.religion = faith:hellenic_pagan.religion } } desc = roman_restoration.0001.desc.christians } # Doing it as Hellenics triggered_desc = { trigger = { faith.religion = faith:hellenic_pagan.religion } desc = roman_restoration.0001.desc.hellenics } desc = roman_restoration.0001.desc.fallback } } theme = realm left_portrait = { character = scope:scoped_emperor animation = personality_bold } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" save_scope_as = scoped_emperor create_roman_empire_italy_scripted_effect = yes } option = { name = roman_restoration.0150.a set_nickname_effect = { NICKNAME = nick_the_glorious } # Send narrative fluff to other players (if any). every_player = { limit = { this != root is_within_diplo_range = { CHARACTER = root } } trigger_event = roman_restoration.0151 } } } # Players informed of (Italian) Roman Empire being reborn. roman_restoration.0151 = { type = character_event title = roman_restoration.0151.t desc = { first_valid = { # Reaction of the Byzantines (if they are even still around) triggered_desc = { trigger = { OR = { has_title = title:e_byzantium any_liege_or_above = { has_title = title:e_byzantium } } } desc = roman_restoration.0151.desc.byzantines } # Everybody else. triggered_desc = { trigger = { NOR = { has_title = title:e_byzantium any_liege_or_above = { has_title = title:e_byzantium } } } desc = roman_restoration.0151.desc.others } first_valid = { # Regular. triggered_desc = { trigger = { NOT = { scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } faith.religion = faith:catholic.religion } } desc = roman_restoration.0002.desc.christians } # Christians freaking out. triggered_desc = { trigger = { scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } faith.religion = faith:catholic.religion } desc = roman_restoration.0002.desc.hellenics } } } } theme = realm left_portrait = { character = scope:scoped_emperor animation = personality_bold } option = { # Regular name = roman_restoration.0002.a trigger = { NOT = { scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } faith.religion = faith:catholic.religion } NOR = { has_title = title:e_byzantium has_title = title:e_hre } } } option = { # Regular vs Byzantium/HRE name = roman_restoration.0002.b trigger = { NOT = { scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } faith.religion = faith:catholic.religion } OR = { has_title = title:e_byzantium has_title = title:e_hre } } } option = { # Crazy Hellenics name = roman_restoration.0002.c trigger = { scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } faith.religion = faith:catholic.religion NOR = { has_title = title:e_byzantium has_title = title:e_hre } } } option = { # Crazy Hellenics vs Byzantium/HRE name = roman_restoration.0002.d trigger = { scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } faith.religion = faith:catholic.religion OR = { has_title = title:e_byzantium has_title = title:e_hre } } stress_impact = { zealous = minor_stress_impact_gain } } } ################################################## # Byzantium/Roman Empire challenges HRE. ################################################## roman_restoration.0160 = { type = character_event title = roman_restoration.0160.t desc = roman_restoration.0160.desc theme = war left_portrait = { character = scope:byz_emperor animation = anger } right_portrait = { character = scope:hre_emperor animation = disgust } immediate = { play_music_cue = "mx_cue_combat_2" save_scope_as = byz_emperor title:e_hre.holder = { save_scope_as = hre_emperor trigger_event = roman_restoration.0161 } hidden_effect = { add_character_flag = { flag = flag_emperor_challenging_hre } } } option = { name = roman_restoration.0160.a start_war = { casus_belli = dismantle_holy_pretender_cb target = title:e_hre.holder } } } # HRE notified. roman_restoration.0161 = { type = character_event title = roman_restoration.0161.t desc = roman_restoration.0161.desc theme = war left_portrait = { character = scope:byz_emperor animation = disgust } right_portrait = { character = scope:hre_emperor animation = anger } immediate = { play_music_cue = "mx_cue_combat_2" } option = { name = roman_restoration.0161.a } } # War is over: # Byz is victorious. Byz notified. roman_restoration.0162 = { type = character_event title = roman_restoration.0162.t desc = roman_restoration.0162.desc theme = war left_portrait = { character = scope:byz_emperor animation = schadenfreude } right_portrait = { character = scope:hre_emperor animation = grief } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } option = { name = roman_restoration.0162.a } } # Byz is victorious. HRE notified. roman_restoration.0163 = { type = character_event title = roman_restoration.0163.t desc = roman_restoration.0163.desc theme = war left_portrait = { character = scope:byz_emperor animation = schadenfreude } right_portrait = { character = scope:hre_emperor animation = grief } immediate = { play_music_cue = "mx_cue_stress" } option = { name = roman_restoration.0163.a stress_impact = { base = minor_stress_impact_gain } } } # Byz is defeated. Byz notified. roman_restoration.0164 = { type = character_event title = roman_restoration.0164.t desc = roman_restoration.0164.desc theme = war left_portrait = { character = scope:byz_emperor animation = grief } right_portrait = { character = scope:hre_emperor animation = schadenfreude } immediate = { play_music_cue = "mx_cue_stress" } option = { name = roman_restoration.0164.a stress_impact = { base = medium_stress_impact_gain } } } # Byz is defeated. HRE notified. roman_restoration.0165 = { type = character_event title = roman_restoration.0165.t desc = roman_restoration.0165.desc theme = war left_portrait = { character = scope:byz_emperor animation = grief } right_portrait = { character = scope:hre_emperor animation = schadenfreude } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } option = { name = roman_restoration.0165.a } } ################################################## # Byzantium/Roman Empire challenges HRE. ################################################## roman_restoration.0170 = { type = character_event title = roman_restoration.0170.t desc = roman_restoration.0170.desc theme = war left_portrait = { character = scope:hre_emperor animation = anger } right_portrait = { character = scope:byz_emperor animation = disgust } immediate = { play_music_cue = "mx_cue_combat_2" save_scope_as = hre_emperor title:e_byzantium.holder = { save_scope_as = byz_emperor trigger_event = roman_restoration.0171 } hidden_effect = { add_character_flag = { flag = flag_emperor_challenging_byz } } } option = { name = roman_restoration.0170.a start_war = { casus_belli = dismantle_byz_pretender_cb target = title:e_byzantium.holder } } } # HRE notified. roman_restoration.0171 = { type = character_event title = roman_restoration.0171.t desc = roman_restoration.0171.desc theme = war left_portrait = { character = scope:hre_emperor animation = disgust } right_portrait = { character = scope:byz_emperor animation = anger } immediate = { play_music_cue = "mx_cue_combat_2" } option = { name = roman_restoration.0171.a } } # War is over: # HRE is victorious. HRE notified. roman_restoration.0172 = { type = character_event title = roman_restoration.0172.t desc = roman_restoration.0172.desc theme = war left_portrait = { character = scope:hre_emperor animation = schadenfreude } right_portrait = { character = scope:byz_emperor animation = grief } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } option = { name = roman_restoration.0172.a } } # HRE is victorious. Byz notified. roman_restoration.0173 = { type = character_event title = roman_restoration.0173.t desc = roman_restoration.0173.desc theme = war left_portrait = { character = scope:hre_emperor animation = schadenfreude } right_portrait = { character = scope:byz_emperor animation = grief } immediate = { play_music_cue = "mx_cue_stress" } option = { name = roman_restoration.0173.a stress_impact = { base = minor_stress_impact_gain } } } # Byz is defeated. HRE notified. roman_restoration.0174 = { type = character_event title = roman_restoration.0174.t desc = roman_restoration.0174.desc theme = war left_portrait = { character = scope:hre_emperor animation = grief } right_portrait = { character = scope:byz_emperor animation = schadenfreude } immediate = { play_music_cue = "mx_cue_stress" } option = { name = roman_restoration.0174.a stress_impact = { base = medium_stress_impact_gain } } } # HRE is defeated. Byz notified. roman_restoration.0175 = { type = character_event title = roman_restoration.0175.t desc = roman_restoration.0175.desc theme = war left_portrait = { character = scope:hre_emperor animation = grief } right_portrait = { character = scope:byz_emperor animation = schadenfreude } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } option = { name = roman_restoration.0175.a } } ############################ # Byz Emp reclaims Constantinople # by Joe Parkin ############################ roman_restoration.1200 = { type = character_event title = roman_restoration.1200.t desc = roman_restoration.1200.desc theme = realm left_portrait = { character = root animation = personality_bold } override_background = { reference = ep3_constantinople } override_effect_2d = legend_glow cooldown = { years = 10 } trigger = { has_ep3_dlc_trigger = yes is_roman_emperor_trigger = yes scope:county = { # Constantinople only this = title:c_byzantion previous_holder = { NOR = { root.primary_title.previous_holder ?= this root.top_liege.primary_title.previous_holder ?= this } } } } immediate = { play_music_cue = "mx_cue_epic_sacral_moment" add_prestige = major_prestige_gain if = { limit = { culture = { has_cultural_parameter = holds_triumphs } } custom_tooltip = { text = free_triumph_tooltip add_character_flag = free_triumph_flag } } if = { limit = { culture = { has_cultural_parameter = hosts_chariot_races } } custom_tooltip = { text = half_price_chariot_race_tooltip add_character_flag = half_price_chariot_race_flag } } } option = { name = roman_restoration.1200.a trigger = { NOT = { capital_county = title:c_byzantion } } if = { limit = { government_allows = administrative } change_influence = medium_influence_gain } add_legitimacy = minor_legitimacy_gain set_realm_capital = title:c_byzantion } option = { name = { text = roman_restoration.1200.b.rome trigger = { is_roman_emperor_excluding_byzantium_trigger = yes } } name = { text = roman_restoration.1200.b trigger = { is_roman_emperor_excluding_byzantium_trigger = no } } } } ################################################# # Byz Emp reclaims Constantinople from you (you wretched boy!) by Isabella Welch ################################################# roman_restoration.1204 = { type = letter_event opening = roman_restoration.1204.t sender = scope:byz_emp desc = roman_restoration.1204.desc_vassal trigger = { } immediate = { title:e_byzantium.holder = { save_scope_as = byz_emp } } option = { name = roman_restoration.1204.a scope:byz_emp = { add_opinion = { modifier = grateful_opinion target = root opinion = 30 } } } option = { name = roman_restoration.1204.b scope:byz_emp = { add_opinion = { modifier = angry_opinion target = root opinion = -30 } } } } # ^I have no idea if Isabeau chose this ID on purpose but it's bloody hilarious. ################################################## # Byzantium is Booted out of Sicily # by Ewan Cowhig Croft # 1211 - 1220 ################################################## scripted_trigger roman_restoration_1211_ai_choice_trigger = { OR = { culture = { has_cultural_pillar = heritage_arabic } culture = { has_cultural_pillar = heritage_berber } religion = religion:islam_religion capital_county.title_province = { geographical_region = world_africa_north } } } scripted_effect roman_restoration_1211_piss_off_big_e_effect = { add_opinion = { target = scope:taker modifier = outraged_opinion opinion = -80 } if = { limit = { can_set_relation_potential_rival_trigger = { CHARACTER = scope:taker } } set_relation_potential_rival = scope:taker } } # Scope:taker chooses where their allegiances lie. roman_restoration.1211 = { type = character_event title = roman_restoration.1211.t desc = { desc = roman_restoration.1211.desc.intro first_valid = { triggered_desc = { trigger = { exists = scope:emperor } desc = roman_restoration.1211.desc.body.emperor_exists } desc = roman_restoration.1211.desc.body.emperor_absent } desc = roman_restoration.1211.desc.outro } theme = realm left_portrait = { character = scope:taker animation = marshal } right_portrait = { character = scope:emperor animation = rage } immediate = { add_prestige_experience = rebuke_roman_revanchism_sicily_fame_reward_value # Try to grab the emperor. title:e_byzantium.holder ?= { save_scope_as = emperor # And piss them off. roman_restoration_1211_piss_off_big_e_effect = yes } } # We belong with Italy, forever. option = { name = roman_restoration.1211.a title:k_sicily = { set_de_jure_liege_title = title:e_italy } save_scope_value_as = { name = new_empire value = flag:italia } # No stress here. ai_chance = { base = 0 # Anyone who isn't strongly affiliated to North Africa prefers Italy. modifier = { add = 1 roman_restoration_1211_ai_choice_trigger = no } } } # Sicily's destiny lies, as it always has, across the sea. option = { name = roman_restoration.1211.b title:k_sicily = { set_de_jure_liege_title = title:e_maghreb } save_scope_value_as = { name = new_empire value = flag:maghreb } # No stress here. ai_chance = { base = 0 # Berbers, Arabs, Muslims, and folks with their capital in North Africa prefer the Maghreb. modifier = { add = 1 roman_restoration_1211_ai_choice_trigger = yes } } } # Why, with _me_ of course! option = { name = roman_restoration.1211.c trigger = { rebuke_roman_revanchism_sicily_controls_unlisted_empire_trigger = yes } show_as_unavailable = { always = yes } title:k_sicily = { set_de_jure_liege_title = root.primary_title } save_scope_value_as = { name = new_empire value = flag:own } # No stress here. # If the AI can take this, then they probably should. ai_chance = { base = 1000 } } after = { # If we've got one, inform the emperor. scope:emperor = { trigger_event = roman_restoration.1212 } # Then inform every player in Sicily. every_player = { limit = { any_held_title = { title_tier = county title_province = { geographical_region = custom_sicily } } } trigger_event = roman_restoration.1213 } } } # Scope:emperor is informed. roman_restoration.1212 = { type = character_event title = roman_restoration.1212.t desc = { desc = roman_restoration.1212.desc.intro first_valid = { triggered_desc = { trigger = { scope:new_empire = flag:italia } desc = roman_restoration.1212.desc.new_empire.italia } triggered_desc = { trigger = { scope:new_empire = flag:maghreb } desc = roman_restoration.1212.desc.new_empire.maghreb } triggered_desc = { trigger = { scope:new_empire = flag:own } desc = roman_restoration.1212.desc.new_empire.own } } first_valid = { triggered_desc = { trigger = { any_county_in_region = { region = custom_sicily rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes } } desc = roman_restoration.1212.desc.outro.territory_left } desc = roman_restoration.1212.desc.outro.no_territory_left } } theme = realm left_portrait = { character = scope:emperor animation = rage } right_portrait = { character = scope:taker animation = marshal } immediate = { show_as_tooltip = { roman_restoration_1211_piss_off_big_e_effect = yes } # Mark us as not needing a second notification if we've got any land left. add_character_flag = { flag = informed_about_sicily_flag days = 7 } } # That presumptuous lout! option = { name = roman_restoration.1212.a # No stress, no AI. } } # Scope:emperor is informed. roman_restoration.1213 = { type = character_event title = roman_restoration.1213.t desc = { desc = roman_restoration.1213.desc.intro first_valid = { triggered_desc = { trigger = { scope:new_empire = flag:italia } desc = roman_restoration.1213.desc.new_empire.italia } triggered_desc = { trigger = { scope:new_empire = flag:maghreb } desc = roman_restoration.1213.desc.new_empire.maghreb } triggered_desc = { trigger = { scope:new_empire = flag:own } desc = roman_restoration.1213.desc.new_empire.own } } first_valid = { triggered_desc = { trigger = { exists = scope:emperor } desc = roman_restoration.1213.desc.body.emperor_exists } desc = roman_restoration.1213.desc.body.emperor_absent } first_valid = { triggered_desc = { trigger = { any_county_in_region = { region = custom_sicily rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes } } desc = roman_restoration.1213.desc.outro.territory_left } desc = roman_restoration.1213.desc.outro.no_territory_left } } theme = realm left_portrait = { character = scope:taker animation = marshal } right_portrait = { character = scope:emperor animation = rage } trigger = { NOR = { has_character_flag = informed_about_sicily_flag this = scope:taker } } # Good riddance! option = { name = roman_restoration.1213.a # No stress, no AI. } # What dark times we live in... option = { name = roman_restoration.1213.b # No stress, no AI. } }