namespace = ach_yearly_events ach_yearly_events.1001 = { type = character_event title = ach_yearly_events.1001.t desc = ach_yearly_events.1001.desc theme = stewardship left_portrait = { character = root animation = happy_teacher } right_portrait = { character = scope:liege animation = thinking } trigger = { #Standard checks basic_is_valid_for_yearly_events_trigger = yes is_adult = yes is_councillor = yes has_council_position = councillor_steward liege = { is_available_ai = yes age >= 10 } stewardship > liege.stewardship stewardship >= decent_skill_rating } immediate = { liege = { save_scope_as = liege } } weight_multiplier = { modifier = { factor = 0.1 is_ai = yes } } cooldown = { years = 20 } # Well, you could always give it to me to use... option = { name = ach_yearly_events.1001.a trigger = { OR = { has_trait = deceitful intrigue >= high_skill_rating } NOR = { has_trait = just has_trait = honest } scope:liege = { is_ai = yes } } duel = { skill = intrigue target = scope:liege 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 } desc = ach_yearly_events.1001.a.success modifier = { add = 20 scope:liege = { has_trait = trusting } } send_interface_toast = { title = ach_yearly_events.1001.a.success left_icon = root right_icon = scope:liege scope:liege = { pay_short_term_gold = { target = root gold = minor_gold_value } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 } desc = ach_yearly_events.1001.a.failure modifier = { add = 10 scope:liege = { has_trait = paranoid } } send_interface_toast = { title = ach_yearly_events.1001.a.failure left_icon = root right_icon = scope:liege reverse_add_opinion = { modifier = suspicion_opinion target = scope:liege opinion = -25 } } } } ai_chance = { base = 50 ai_value_modifier = { ai_honor = -0.5 ai_boldness = 0.5 ai_greed = 1 } } } # Being cautious is useful for a rainy day option = { name = ach_yearly_events.1001.b add_character_modifier = { modifier = ach_spending_advice_modifier years = 10 } if = { limit = { scope:liege = { is_ai = yes } } scope:liege = { add_character_modifier = { modifier = ach_cautious_spender_modifier years = 10 } } } stress_impact = { lazy = minor_stress_impact_gain impatient = minor_stress_impact_gain patient = minor_stress_impact_loss diligent = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 ai_greed = -0.5 } } } # You're the king, go crazy bro! option = { name = ach_yearly_events.1001.c add_character_modifier = { modifier = ach_spending_advice_modifier years = 10 } if = { limit = { scope:liege = { is_ai = yes } } scope:liege = { add_character_modifier = { modifier = ach_extravagant_spender_modifier years = 10 } } } stress_impact = { lazy = minor_stress_impact_gain impatient = minor_stress_impact_gain patient = minor_stress_impact_loss diligent = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_greed = 0.5 } } } # Perhaps a balanced approach? option = { name = ach_yearly_events.1001.d duel = { skill = diplomacy target = scope:liege 50 = { #Your liege is impressed compare_modifier = { value = scope:duel_value multiplier = 3.5 } desc = ach_yearly_events.1001.d.success modifier = { add = 20 scope:liege = { has_trait = ambitious } } send_interface_toast = { title = ach_yearly_events.1001.d.success left_icon = root right_icon = scope:liege add_prestige = medium_prestige_gain add_character_modifier = { modifier = ach_budgeting_mentor_modifier years = 10 } if = { limit = { scope:liege = { is_ai = yes } } scope:liege = { add_character_modifier = { modifier = ach_balanced_budget_modifier years = 10 } } } } } 50 = { #Your liege is unimpressed compare_modifier = { value = scope:duel_value multiplier = -3.5 } desc = ach_yearly_events.1001.d.failure modifier = { add = 10 scope:liege = { has_trait = content } } send_interface_toast = { title = ach_yearly_events.1001.d.failure left_icon = root right_icon = scope:liege add_prestige = minor_prestige_loss add_character_modifier = { modifier = ach_fence_sitter_modifier years = 10 } } } } stress_impact = { content = minor_stress_impact_loss ambitious = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -1 } } } } scripted_trigger ach_yearly_events_1002_non_joined_trigger = { NOR = { scope:faction = { any_faction_member = { this = scope:temp_vassal } } this = root } can_join_faction = scope:faction is_incapable = no opinion = { target = liege value <= 30 } is_ai = yes } #You're the Chancellor and your liege has a faction ach_yearly_events.1002 = { type = character_event title = ach_yearly_events.1002.t desc = ach_yearly_events.1002.desc theme = diplomacy override_background = { reference = ep3_relaxing_tent } left_portrait = { character = scope:unjoined_vassal animation = scheme } right_portrait = { character = scope:faction_member animation = bribing } lower_center_portrait = scope:liege cooldown = { years = 10 } trigger = { is_independent_ruler = no liege = { cp:councillor_chancellor ?= { this = root } any_targeting_faction = { NOT = { any_faction_member = { this = root } } any_faction_member = { count >= 2 } any_faction_member = { is_ai = yes is_a_faction_leader = no } save_temporary_scope_as = temp_faction } any_vassal = { save_temporary_scope_as = temp_vassal NOR = { scope:temp_faction = { any_faction_member = { this = scope:temp_vassal } } this = root } can_join_faction = scope:temp_faction is_incapable = no opinion = { target = liege value <= 30 } is_ai = yes } NOT = { has_character_flag = had_ach_yearly_events_1002 } } basic_is_valid_for_yearly_events_trigger = yes } immediate = { liege = { save_scope_as = liege add_character_flag = { flag = had_ach_yearly_events_1002 years = 10 } random_targeting_faction = { limit = { NOT = { any_faction_member = { this = root } } any_faction_member = { count >= 2 } } save_scope_as = faction random_faction_member = { limit = { is_a_faction_leader = no is_ai = yes } save_scope_as = faction_member } } random_vassal = { limit = { scope:faction = { OR = { faction_is_type = independence_faction faction_is_type = nation_fracturing_faction } } save_temporary_scope_as = temp_vassal primary_title = { NOT = { target_is_de_jure_liege_or_above = scope:liege.primary_title } } is_powerful_vassal_of = scope:liege ach_yearly_events_1002_non_joined_trigger = yes opinion = { target = liege value < 0 } } alternative_limit = { scope:faction = { OR = { faction_is_type = independence_faction faction_is_type = nation_fracturing_faction } } save_temporary_scope_as = temp_vassal primary_title = { NOT = { target_is_de_jure_liege_or_above = scope:liege.primary_title } } is_powerful_vassal_of = scope:liege ach_yearly_events_1002_non_joined_trigger = yes } alternative_limit = { scope:faction = { OR = { faction_is_type = independence_faction faction_is_type = nation_fracturing_faction } } save_temporary_scope_as = temp_vassal primary_title = { NOT = { target_is_de_jure_liege_or_above = scope:liege.primary_title } } ach_yearly_events_1002_non_joined_trigger = yes opinion = { target = liege value < 0 } } alternative_limit = { scope:faction = { OR = { faction_is_type = independence_faction faction_is_type = nation_fracturing_faction } } save_temporary_scope_as = temp_vassal primary_title = { NOT = { target_is_de_jure_liege_or_above = scope:liege.primary_title } } ach_yearly_events_1002_non_joined_trigger = yes } alternative_limit = { save_temporary_scope_as = temp_vassal is_powerful_vassal_of = scope:liege opinion = { target = liege value <= -50 } ach_yearly_events_1002_non_joined_trigger = yes } alternative_limit = { save_temporary_scope_as = temp_vassal is_powerful_vassal_of = scope:liege opinion = { target = liege value < 0 } ach_yearly_events_1002_non_joined_trigger = yes } alternative_limit = { save_temporary_scope_as = temp_vassal opinion = { target = liege value <= -50 } ach_yearly_events_1002_non_joined_trigger = yes } alternative_limit = { save_temporary_scope_as = temp_vassal ach_yearly_events_1002_non_joined_trigger = yes opinion = { target = liege value < 0 } } alternative_limit = { save_temporary_scope_as = temp_vassal ach_yearly_events_1002_non_joined_trigger = yes } save_scope_as = unjoined_vassal } } } #You're such a seasoned chancellor, you can stop other players from joining option = { name = ach_yearly_events.1002.a trigger = { diplomacy >= very_high_skill_rating } add_diplomacy_lifestyle_xp = medium_lifestyle_xp scope:liege = { send_interface_message = { type = msg_chancellor_task_good title = chancellor_isolates_factions_title desc = chancellor_isolates_factions_desc left_icon = root add_character_modifier = { modifier = ach_chancellor_isolating_factions_modifier years = 5 } scope:unjoined_vassal = { add_opinion = { modifier = loyalty_opinion target = scope:liege opinion = 40 } } } } stress_impact = { impatient = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 0.5 ai_energy = -0.5 } modifier = { add = -50 has_trait = impatient } } } #Try to stop other characters from joining option = { name = ach_yearly_events.1002.b trigger = { diplomacy < very_high_skill_rating } add_diplomacy_lifestyle_xp = medium_lifestyle_xp duel = { skill = diplomacy value = medium_skill_rating 50 = { #You reorganize the administration and plan for the future desc = ach_yearly_events.1002.b.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { type = event_toast_effect_good title = ach_yearly_events.1002.b.success left_icon = root right_icon = scope:liege scope:liege = { send_interface_message = { type = msg_chancellor_task_good title = chancellor_isolates_factions_title desc = chancellor_isolates_factions_desc left_icon = root add_character_modifier = { modifier = ach_chancellor_isolating_factions_modifier years = 5 } scope:unjoined_vassal = { add_opinion = { modifier = loyalty_opinion target = scope:liege opinion = 40 } } } } } } 50 = { #You fail so bad you drive the character into the faction desc = ach_yearly_events.1002.b.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { type = event_toast_effect_bad title = ach_yearly_events.1002.b.failure left_icon = root right_icon = scope:liege add_stress = minor_stress_gain scope:unjoined_vassal = { join_faction = scope:faction } } } } stress_impact = { impatient = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_sociability = 0.5 ai_energy = -0.5 } modifier = { add = -50 has_trait = impatient } modifier = { add = 50 diplomacy > high_skill_rating } modifier = { add = 50 diplomacy >= extremely_high_skill_rating } modifier = { add = -50 diplomacy < medium_skill_rating } modifier = { factor = 0 diplomacy <= low_skill_rating } } } #They have a point... option = { name = ach_yearly_events.1002.c flavor = ach_yearly_events.1002.c.flavor trigger = { can_join_faction = scope:faction OR = { NOT = { scope:faction = { OR = { faction_is_type = independence_faction faction_is_type = nation_fracturing_faction } } } OR = { has_trait = ambitious has_trait = greedy has_trait = arrogant has_trait = arbitrary has_trait = fickle has_trait = eccentric has_trait = disloyal primary_title = { NOT = { target_is_de_jure_liege_or_above = scope:liege.primary_title } } } } } add_internal_flag = dangerous join_faction = scope:faction scope:unjoined_vassal = { join_faction = scope:faction } reverse_add_opinion = { modifier = betrayal_opinion target = scope:liege opinion = -30 } add_joined_faction_discontent = 20 stress_impact = { arrogant = miniscule_stress_impact_loss loyal = minor_stress_impact_gain trusting = medium_stress_impact_gain just = medium_stress_impact_gain content = medium_stress_impact_gain humble = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_greed = 1 } modifier = { add = -75 scope:faction = { OR = { faction_is_type = independence_faction faction_is_type = nation_fracturing_faction } } primary_title = { target_is_de_jure_liege_or_above = scope:liege.primary_title } } modifier = { add = 100 scope:faction = { OR = { faction_is_type = independence_faction faction_is_type = nation_fracturing_faction } } primary_title = { NOT = { target_is_de_jure_liege_or_above = scope:liege.primary_title } } } modifier = { add = 50 has_trait = disloyal } modifier = { add = -50 has_trait = loyal } modifier = { factor = 0 OR = { has_trait = trusting has_trait = just has_trait = content has_trait = humble } } } } #Remove existing faction member option = { name = ach_yearly_events.1002.d flavor = ach_yearly_events.1002.d.flavor reverse_add_opinion = { target = scope:liege modifier = grateful_opinion opinion = 30 } scope:liege = { send_interface_message = { type = msg_chancellor_task_good title = chancellor_removes_faction_member_title desc = chancellor_removes_faction_member_desc left_icon = root scope:faction_member = { leave_faction = scope:faction } } } #Modifier that applies effect which makes vassals less likely to join factions if = { limit = { scope:faction = { any_faction_member = { NOT = { this = scope:faction_member } } } } scope:faction = { every_faction_member = { custom = custom.every_scope_faction_member limit = { NOT = { this = scope:faction_member } } add_opinion = { modifier = angry_opinion target = root opinion = -20 } } } } stress_impact = { patient = minor_stress_impact_gain craven = minor_stress_impact_gain gregarious = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = -0.5 ai_energy = 0.5 } modifier = { add = -50 OR = { has_trait = patient has_trait = craven has_trait = gregarious } } } } } #You're the marshal and your liege just lost a big battle ach_yearly_events.1003 = { type = character_event title = ach_yearly_events.1003.t desc = ach_yearly_events.1003.desc theme = martial override_background = { reference = battlefield } override_effect_2d = { trigger = { NOR = { scope:battle_province = { terrain = desert } scope:battle_province = { terrain = desert_mountains } scope:battle_province = { terrain = drylands } scope:battle_province = { terrain = oasis } scope:battle_province = { location_has_harsh_winter_trigger = yes } } } reference = rain } left_portrait = { character = scope:commander triggered_animation = { trigger = { scope:commander = { NOT = { this = scope:liege } } } animation = sword_yield_start } triggered_animation = { trigger = { scope:commander = { this = scope:liege } } animation = war_over_loss } } lower_right_portrait = scope:foe lower_left_portrait = scope:show_liege trigger = { basic_is_valid_for_yearly_events_trigger = yes is_at_war = no liege = { is_landed = yes } has_council_position = councillor_marshal } immediate = { liege ?= { save_scope_as = liege add_character_flag = { flag = had_ach_yearly_events_1003 years = 10 } } if = { limit = { OR = { NOT = { exists = scope:commander } scope:commander = scope:liege scope:commander = root } } liege = { save_scope_as = commander } } else = { liege = { save_scope_as = show_liege } } } cooldown = { years = 10 } #I AM GOOD MARSHAL AND CAN SORT THIS option = { name = ach_yearly_events.1003.a trigger = { martial >= very_high_skill_rating } add_martial_lifestyle_xp = medium_lifestyle_xp scope:liege = { send_interface_message = { type = msg_marshal_task_good title = marshal_aids_troop_recovery_title desc = marshal_aids_troop_recovery_desc left_icon = root add_character_modifier = { modifier = ach_marshal_reconstituting_army_modifier years = 2 } } } stress_impact = { lazy = minor_stress_impact_gain fickle = minor_stress_impact_gain } ai_chance = { base = 200 ai_value_modifier = { ai_energy = 1 ai_honor = 0.5 ai_rationality = 0.5 } modifier = { opinion = { target = liege value < -50 } add = -50 } modifier = { opinion = { target = liege value < 0 } add = -25 } modifier = { opinion = { target = liege value >= 50 } add = 25 } modifier = { opinion = { target = liege value > 75 } add = 50 } modifier = { OR = { has_trait = lazy has_trait = fickle } add = -50 } modifier = { opinion = { target = liege value < -80 } factor = 0 } } } #I AM HONORABLE AND WILL FIGHT TOO option = { name = ach_yearly_events.1003.b save_scope_as = marshal scope:liege = { send_interface_message = { type = msg_marshal_task_good title = marshal_joins_war_title desc = marshal_joins_war_desc left_icon = root scope:liege_war = { if = { limit = { primary_attacker = scope:liege } add_attacker = root } else = { add_defender = root } } } every_vassal = { custom = custom.every_fellow_vassal limit = { NOT = { this = root } } add_opinion = { target = root modifier = impressed_opinion opinion = 10 } } } reverse_add_opinion = { modifier = grateful_opinion target = scope:liege opinion = 25 } if = { limit = { OR = { NOT = { has_trait = loyal } AND = { NOT = { has_trait = unyielding_defender } scope:liege_war = { primary_defender = scope:liege } } AND = { NOT = { has_trait = aggressive_attacker } scope:liege_war = { primary_attacker = scope:liege } } } } random_list = { 10 = { trigger = { NOT = { has_trait = unyielding_defender } scope:liege_war = { primary_defender = scope:liege } } add_trait = unyielding_defender } 10 = { trigger = { NOT = { has_trait = aggressive_attacker } scope:liege_war = { primary_attacker = scope:liege } } add_trait = aggressive_attacker } 20 = { trigger = { NOT = { has_trait = loyal } } add_trait = loyal } 70 = {} } } else = { add_prestige = minor_prestige_gain } stress_impact = { arbitrary = major_stress_impact_gain craven = major_stress_impact_gain lazy = medium_stress_impact_gain calm = minor_stress_impact_gain paranoid = minor_stress_impact_gain fickle = minor_stress_impact_gain } ai_chance = { base = 0 ai_value_modifier = { ai_honor = 1 ai_compassion = 1 ai_boldness = 1 } modifier = { opinion = { target = liege value < -50 } add = -100 } modifier = { opinion = { target = liege value < 0 } add = -50 } modifier = { opinion = { target = liege value >= 50 } add = 50 } modifier = { opinion = { target = liege value >= 75 } add = 50 } modifier = { OR = { has_trait = calm has_trait = paranoid has_trait = fickle } add = -50 } modifier = { OR = { has_trait = arbitrary has_trait = craven has_trait = lazy opinion = { target = liege value < -50 } } } } } #I'll try to help him recover... although I'm not great at marshaling option = { name = ach_yearly_events.1003.c trigger = { martial < very_high_skill_rating } show_unlock_reason = no add_martial_lifestyle_xp = medium_lifestyle_xp duel = { skill = martial value = medium_skill_rating 50 = { #The army is restored desc = ach_yearly_events.1003.c.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { type = event_toast_effect_good title = ach_yearly_events.1003.c.success left_icon = root right_icon = scope:liege scope:liege = { send_interface_message = { type = msg_marshal_task_good title = marshal_aids_troop_recovery_title desc = marshal_aids_troop_recovery_desc left_icon = root add_character_modifier = { modifier = ach_marshal_reconstituting_army_modifier years = 2 } } } } } 50 = { #Everything remains in shambles desc = ach_yearly_events.1003.c.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { type = event_toast_effect_bad title = ach_yearly_events.1003.c.failure left_icon = root right_icon = scope:liege add_prestige = minor_prestige_loss } } } stress_impact = { lazy = minor_stress_impact_gain fickle = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = 1 ai_honor = 0.5 ai_rationality = 0.5 } modifier = { opinion = { target = liege value < -50 } add = -50 } modifier = { opinion = { target = liege value < 0 } add = -25 } modifier = { opinion = { target = liege value >= 50 } add = 25 } modifier = { opinion = { target = liege value > 75 } add = 50 } modifier = { OR = { has_trait = lazy has_trait = fickle } add = -50 } modifier = { opinion = { target = liege value < -80 } factor = 0 } } } #My liege deserves this mess and so do his terrible troops option = { name = ach_yearly_events.1003.d flavor = ach_yearly_events.1003.d.flavor add_dread = minor_dread_gain reverse_add_opinion = { modifier = frustrated_opinion target = scope:liege opinion = -10 } stress_impact = { compassionate = medium_stress_impact_gain generous = minor_stress_impact_gain diligent = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = -1 ai_energy = -1 } modifier = { add = -50 OR = { has_trait = generous } } modifier = { factor = 0 OR = { has_trait = diligent has_trait = compassionate } } } } after = { if = { limit = { exists = scope:foe is_at_war_with = scope:foe } scope:foe = { send_interface_message = { type = msg_marshal_task_bad title = marshal_joins_war_title_foe desc = marshal_joins_war_desc_foe left_icon = root } } } } } #You're the steward and your liege is broke ach_yearly_events.1004 = { type = character_event title = ach_yearly_events.1004.t desc = { desc = ach_yearly_events.1004.desc first_valid = { triggered_desc = { trigger = { scope:liege = { OR = { has_trait = humble has_trait = patient has_trait = temperate has_trait = compassionate has_trait = calm has_trait = forgiving } } } desc = ach_yearly_events.1004.desc_end } desc = ach_yearly_events.1004.desc_harsh } } theme = stewardship override_background = { trigger = { liege = { culture = { OR = { has_graphical_mediterranean_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes } } NOT = { government_has_flag = government_is_tribal } } } reference = ep3_city_gate } override_background = { trigger = { liege = { OR = { culture = { NOR = { has_graphical_mediterranean_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes } } government_has_flag = government_is_tribal } } } reference = market } left_portrait = { character = root animation = debating camera = camera_event_left_away_3_4 } right_portrait = { character = scope:liege animation = jockey_wave camera = camera_event_horse_right } cooldown = { years = 10 } trigger = { is_independent_ruler = no liege ?= { age >= 10 cp:councillor_steward ?= { this = root } OR = { gold < 0 AND = { monthly_character_income < 0 is_at_war = no gold <= medium_gold_value } } NOT = { has_character_flag = had_ach_yearly_1004 } basic_is_available_ai = yes NOT = { exists = involved_activity } is_travelling = no } basic_is_valid_for_yearly_events_trigger = yes } immediate = { liege = { save_scope_as = liege add_character_flag = { flag = had_ach_yearly_1004 years = 10 } } } #A quick cash injection, by any means! option = { name = ach_yearly_events.1004.a flavor = ach_yearly_events.1004.a.flavor trigger = { liege = { any_powerful_vassal = { is_ai = yes NOT = { this = root } NOT = { is_at_war_with = scope:liege } } } } reverse_add_opinion = { target = scope:liege modifier = grateful_opinion opinion = 40 } pay_short_term_gold = { target = scope:liege gold = minor_gold_value } scope:liege = { every_powerful_vassal = { custom = custom.every_liege_lending_vassal limit = { is_ai = yes NOT = { this = root } NOT = { is_at_war_with = scope:liege } } pay_short_term_gold = { target = scope:liege gold = scope:liege.minor_gold_value } add_opinion = { target = root modifier = irritated_opinion opinion = -25 } } } hidden_effect = { scope:liege = { send_interface_message = { type = msg_steward_task_good title = steward_gathers_emergency_tithe_title desc = steward_gathers_emergency_tithe_desc left_icon = root show_as_tooltip = { add_gold = major_gold_value } } } } stress_impact = { greedy = medium_stress_impact_gain paranoid = medium_stress_impact_gain arrogant = major_stress_impact_gain vengeful = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -1 ai_compassion = 1 } modifier = { add = -50 opinion = { target = scope:liege value < 0 } } modifier = { add = 50 opinion = { target = scope:liege value > 50 } } modifier = { add = -50 OR = { gold < major_gold_value has_trait = vengeful } } modifier = { factor = 0 OR = { gold < medium_gold_value opinion = { target = scope:liege value < -50 } has_trait = greedy has_trait = paranoid has_trait = arrogant } } } } #My liege needs steady income coming in, not cash now option = { name = ach_yearly_events.1004.b trigger = { stewardship < very_high_skill_rating } add_stewardship_lifestyle_xp = medium_lifestyle_xp duel = { skill = stewardship value = average_skill_rating 50 = { #You reorganize the administration and plan for the future desc = ach_yearly_events.1004.b.success compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } send_interface_toast = { type = event_toast_effect_good title = ach_yearly_events.1004.b.success left_icon = root right_icon = scope:liege scope:liege = { #Only shown because of custom loc making it look right show_as_tooltip = { every_held_title = { custom = custom.every_liege_domain_county limit = { tier = tier_county NOT = { any_county_province = { is_occupied = yes } } } add_county_modifier = { modifier = ach_stewardship_bankruptcy_modifier years = 10 } } } send_interface_message = { type = msg_steward_task_good title = steward_aids_financial_recovery_title desc = steward_aids_financial_recovery_desc left_icon = root #hidden because of custom loc making it look right hidden_effect = { every_held_title = { custom = custom.every_domain_county limit = { tier = tier_county NOT = { any_county_province = { is_occupied = yes } } } add_county_modifier = { modifier = ach_stewardship_bankruptcy_modifier years = 10 } } } } } } } 50 = { #You fail so bad you doubt your abilities desc = ach_yearly_events.1004.b.failure compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } send_interface_toast = { type = event_toast_effect_bad title = ach_yearly_events.1004.b.failure left_icon = root right_icon = scope:liege add_stress = medium_stress_gain } } } stress_impact = { diligent = miniscule_stress_impact_loss lazy = medium_stress_impact_gain impatient = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_energy = 1 } modifier = { add = -50 opinion = { target = scope:liege value < -50 } } modifier = { add = -25 opinion = { target = scope:liege value < 0 } } modifier = { add = 25 opinion = { target = scope:liege value > 50 } } modifier = { add = -50 stewardship <= average_skill_rating } modifier = { factor = 0 OR = { stewardship < low_skill_rating has_trait = lazy has_trait = impatient } } } } #I am the god-tier steward that can easily reform the realm to get more tax option = { name = ach_yearly_events.1004.c trigger = { stewardship >= very_high_skill_rating } add_stewardship_lifestyle_xp = medium_lifestyle_xp scope:liege = { #Only shown because of custom loc making it look right show_as_tooltip = { every_held_title = { custom = custom.every_liege_domain_county limit = { tier = tier_county NOT = { any_county_province = { is_occupied = yes } } } add_county_modifier = { modifier = ach_stewardship_bankruptcy_modifier years = 10 } } } send_interface_message = { type = msg_steward_task_good title = steward_aids_financial_recovery_title desc = steward_aids_financial_recovery_desc left_icon = root #hidden because of custom loc making it look right hidden_effect = { every_held_title = { custom = custom.every_domain_county limit = { tier = tier_county NOT = { any_county_province = { is_occupied = yes } } } add_county_modifier = { modifier = ach_stewardship_bankruptcy_modifier years = 10 } } } } } stress_impact = { diligent = miniscule_stress_impact_loss lazy = medium_stress_impact_gain impatient = major_stress_impact_gain } ai_chance = { base = 150 ai_value_modifier = { ai_rationality = 1 ai_energy = 1 } modifier = { add = -50 opinion = { target = scope:liege value < -50 } } modifier = { add = -25 opinion = { target = scope:liege value < 0 } } modifier = { add = 25 opinion = { target = scope:liege value > 50 } } modifier = { factor = 0 OR = { stewardship < low_skill_rating has_trait = lazy has_trait = impatient } } } } #I can just welcome his creditors and the impoverished into my domain option = { name = ach_yearly_events.1004.d flavor = ach_yearly_events.1004.d.flavor capital_county = { add_county_modifier = { modifier = ach_welcoming_lieges_creditors_modifier years = 10 } } reverse_add_opinion = { target = scope:liege modifier = insult_opinion opinion = -25 } stress_impact = { forgiving = medium_stress_impact_gain generous = major_stress_impact_gain diligent = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_greed = 1 } modifier = { add = -50 opinion = { target = scope:liege value > 50 } } modifier = { add = -25 opinion = { target = scope:liege value > 0 } } modifier = { add = 50 opinion = { target = scope:liege value < -50 } } modifier = { factor = 0 OR = { has_trait = forgiving has_trait = generous has_trait = diligent } } } } } ach_yearly_events.1005 = { #Coronation call to action if player forgetii type = character_event title = ach_yearly_events.1005.t desc = ach_yearly_events.1005.desc theme = coronation left_portrait = { character = root animation = personality_bold } trigger = { has_ach_dlc_trigger = yes is_ai = no primary_title.tier >= tier_kingdom has_realm_law = uncrowned NOR = { has_character_flag = had_coronation_reminder any_sponsored_inspiration = { has_inspiration_type = smith_inspiration } } is_available_adult = yes } on_trigger_fail = { if = { limit = { primary_title.tier >= tier_kingdom has_realm_law = uncrowned NOT = { has_character_flag = had_coronation_reminder } } trigger_event = { id = ach_yearly_events.1005 years = 1 } } } immediate = { add_character_flag = had_coronation_reminder if = { limit = { exists = cp:councillor_chancellor } cp:councillor_chancellor = { save_scope_as = messenger } } else_if = { limit = { any_councillor = { is_kurultai_trigger = yes } } random_councillor = { limit = { is_kurultai_trigger = yes } save_scope_as = messenger } } else = { random_vassal = { save_scope_as = messenger } } } option = { #Get me a crown worthy of GetPrimaryTitle.GetName! name = ach_yearly_events.1005.a trigger = { coronation_has_proper_artifact_trigger = no } custom_tooltip = court_maintenance.0011.coronation.tooltip create_proper_coronation_artifact = yes } option = { #Ye, let's have it name = ach_yearly_events.1005.b trigger = { coronation_has_proper_artifact_trigger = yes } custom_tooltip = fund_inspiration.1001.b.coronation_ready open_view_data = { view = activity_list_detail_host_window data = activity_type:activity_coronation player = root } } option = { name = ach_yearly_events.1005.c custom_tooltip = court_maintenance.0011.b.tooltip.ach } } scripted_trigger ach_yearly_events_1010_fawner_trigger = { is_alive = yes is_imprisoned = no is_incapable = no has_contagious_deadly_disease_trigger = no is_adult = yes NOT = { has_any_bad_relationship_with_character_trigger = { CHARACTER = root } } opinion = { target = root value > 0 } NOR = { is_consort_of = root is_close_family_of = root } } #Emperor+ becoming uncrowned again ach_yearly_events.1010 = { #Coronation call to action if player forgetii type = character_event title = ach_yearly_events.1010.t desc = { desc = ach_yearly_events.1010.desc first_valid = { triggered_desc = { trigger = { exists = scope:vassal_title_2 } desc = ach_yearly_events.1010.desc_vassals } desc = ach_yearly_events.1010.desc_no_vassals } first_valid = { triggered_desc = { trigger = { coronation_proper_artifact_regalia_trigger = yes } desc = ach_yearly_events.1010.desc_outro_regalia } desc = ach_yearly_events.1010.desc_outro_crown } } window = big_event_window theme = coronation override_background = { reference = holy_site_unique } left_portrait = { character = scope:fawner_2 animation = throne_room_cheer_1 camera = camera_event_left_away_3_4 } center_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = eccentric has_trait = lunatic_1 has_trait = lunatic_genetic ai_rationality <= high_negative_ai_value } ai_greed > low_positive_ai_value } animation = manic } triggered_animation = { trigger = { ai_compassion > low_positive_ai_value NOR = { has_trait = depressed has_trait = temperate has_trait = cynical has_trait = callous has_trait = sadistic has_trait = vengeful has_trait = just has_trait = arrogant has_trait = ambitious has_trait = paranoid dread >= 20 } } animation = personality_compassionate } triggered_animation = { trigger = { has_lifestyle = martial_lifestyle } animation = marshal } animation = war_over_win } right_portrait = { character = scope:fawner animation = throne_room_cheer_2 camera = camera_event_right_away_3_4 } override_effect_2d = { reference = legend_glow } immediate = { #Sorry dawg show_as_tooltip = { add_realm_law = uncrowned } custom_tooltip = ach_coronation_suggestion_tt primary_title = { save_scope_as = new_title random_direct_de_jure_vassal_title = { limit = { OR = { holder.top_liege = root holder.suzerain = root NOR = { exists = holder this = scope:title } } } save_scope_as = vassal_title_1 } random_direct_de_jure_vassal_title = { limit = { OR = { holder.top_liege = root holder.suzerain = root NOR = { exists = holder this = scope:title } } NOT = { this = scope:vassal_title_1 } } save_scope_as = vassal_title_2 } } ordered_councillor = { order_by = "opinion(root)" limit = { ach_yearly_events_1010_fawner_trigger = yes NOR = { is_at_war_with = root is_a_faction_member = yes } } save_scope_as = fawner } if = { limit = { NOT = { exists = scope:fawner } } ordered_vassal = { order_by = "opinion(root)" limit = { ach_yearly_events_1010_fawner_trigger = yes NOR = { is_at_war_with = root is_a_faction_member = yes } } save_scope_as = fawner } } if = { limit = { NOT = { exists = scope:fawner } } ordered_courtier = { order_by = "opinion(root)" limit = { ach_yearly_events_1010_fawner_trigger = yes } alternative_limit = { is_alive = yes is_imprisoned = no age >= 12 NOT = { has_any_bad_relationship_with_character_trigger = { CHARACTER = root } } } save_scope_as = fawner } } if = { limit = { NOT = { exists = scope:fawner } } ordered_courtier = { order_by = "opinion(root)" save_scope_as = fawner } } if = { limit = { NOT = { exists = scope:fawner } } ordered_pool_guest = { order_by = "opinion(root)" limit = { is_alive = yes is_imprisoned = no age >= 12 NOT = { has_any_bad_relationship_with_character_trigger = { CHARACTER = root } } } save_scope_as = fawner } } #SAVE ANOTHER ordered_councillor = { order_by = "opinion(root)" limit = { ach_yearly_events_1010_fawner_trigger = yes NOR = { is_at_war_with = root is_a_faction_member = yes this = scope:fawner } } save_scope_as = fawner_2 } if = { limit = { NOT = { exists = scope:fawner_2 } } ordered_vassal = { order_by = "opinion(root)" limit = { ach_yearly_events_1010_fawner_trigger = yes NOR = { is_at_war_with = root is_a_faction_member = yes this = scope:fawner } } save_scope_as = fawner_2 } } if = { limit = { NOT = { exists = scope:fawner_2 } } ordered_courtier = { order_by = "opinion(root)" limit = { ach_yearly_events_1010_fawner_trigger = yes NOT = { this = scope:fawner } } alternative_limit = { is_alive = yes is_imprisoned = no age >= 12 NOR = { has_any_bad_relationship_with_character_trigger = { CHARACTER = root } this = scope:fawner } } save_scope_as = fawner_2 } } if = { limit = { NOT = { exists = scope:fawner_2 } } ordered_pool_guest = { order_by = "opinion(root)" limit = { is_alive = yes is_imprisoned = no age >= 12 NOT = { has_any_bad_relationship_with_character_trigger = { CHARACTER = root } this = scope:fawner } } save_scope_as = fawner_2 } } } option = { name = ach_yearly_events.1010.a } }