namespace = ep3_emperor_yearly ############################## # EP3 Admin (Emperor) Events # # by Claudia Baldassi # # 2000 - 2999 # ############################## # Byzantine-only: you have reconquered an important city of the long-lost Empire ep3_emperor_yearly.2000 = { type = character_event window = fullscreen_event title = ep3_emperor_yearly.2000.t desc = { desc = ep3_emperor_yearly.2000.desc_intro first_valid = { triggered_desc = { trigger = { scope:county = title:c_antiocheia OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } } desc = ep3_emperor_yearly.2000.desc_antioch } triggered_desc = { trigger = { scope:county = title:c_antiocheia } desc = ep3_emperor_yearly.2000.desc_antioch_not_christ } triggered_desc = { trigger = { scope:county = title:c_jerusalem OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } } desc = ep3_emperor_yearly.2000.desc_jerusalem } triggered_desc = { trigger = { scope:county = title:c_jerusalem } desc = ep3_emperor_yearly.2000.desc_jerusalem_not_christ } triggered_desc = { trigger = { scope:county = title:c_alexandria OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } } desc = ep3_emperor_yearly.2000.desc_alexandria_not_christ } triggered_desc = { trigger = { scope:county = title:c_alexandria } desc = ep3_emperor_yearly.2000.desc_alexandria } #Maximum estent of the Roman Empire to the East (Trajan) - Abbadan triggered_desc = { trigger = { scope:county = title:c_abbadan } desc = ep3_emperor_yearly.2000.desc_frontier } triggered_desc = { trigger = { scope:county = title:c_edessa OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } } desc = ep3_emperor_yearly.2000.desc_edessa } triggered_desc = { trigger = { scope:county = title:c_edessa } desc = ep3_emperor_yearly.2000.desc_edessa_not_christ } triggered_desc = { trigger = { scope:county = title:c_bari } desc = ep3_emperor_yearly.2000.desc_bari } triggered_desc = { trigger = { scope:county = title:c_siracusa } desc = ep3_emperor_yearly.2000.desc_syracuse } triggered_desc = { trigger = { scope:county = title:c_roma } desc = ep3_emperor_yearly.2000.desc_rome } triggered_desc = { trigger = { scope:county = title:c_ravenna } desc = ep3_emperor_yearly.2000.desc_ravenna } triggered_desc = { trigger = { scope:county = title:c_tunis } desc = ep3_emperor_yearly.2000.desc_carthago } triggered_desc = { trigger = { scope:county = title:c_tangiers } desc = ep3_emperor_yearly.2000.desc_tingis } triggered_desc = { trigger = { scope:county = title:c_murcia } desc = ep3_emperor_yearly.2000.desc_carthago_spartaria } triggered_desc = { trigger = { scope:county = title:c_lombardia } desc = ep3_emperor_yearly.2000.desc_milan } triggered_desc = { trigger = { scope:county = title:c_trier } desc = ep3_emperor_yearly.2000.desc_trier } triggered_desc = { trigger = { OR = { scope:county = title:c_cumberland scope:county = title:c_northumberland } } desc = ep3_emperor_yearly.2000.desc_hadrians_wall } triggered_desc = { trigger = { scope:county = title:c_chandax } desc = ep3_emperor_yearly.2000.desc_chandax } triggered_desc = { trigger = { scope:county = title:c_tourraine } desc = ep3_emperor_yearly.2000.desc_tours } } } theme = war override_background = { reference = ep3_triumph } trigger = { has_ep3_dlc_trigger = yes is_roman_emperor_trigger = yes trigger_if = { limit = { scope:county = title:c_tourraine } NOT = { exists = var:ep3_reconquered_tourraine } } trigger_else_if = { limit = { scope:county = title:c_chandax } NOT = { exists = var:ep3_reconquered_chandax } } trigger_else_if = { limit = { OR = { scope:county = title:c_cumberland scope:county = title:c_northumberland } } NOT = { exists = var:ep3_reconquered_hadrian } } trigger_else_if = { limit = { scope:county = title:c_trier } NOT = { exists = var:ep3_reconquered_trier } } trigger_else_if = { limit = { scope:county = title:c_lombardia } NOT = { exists = var:ep3_reconquered_lombardia } } trigger_else_if = { limit = { scope:county = title:c_murcia } NOT = { exists = var:ep3_reconquered_murcia } } trigger_else_if = { limit = { scope:county = title:c_tangiers } NOT = { exists = var:ep3_reconquered_tangiers } } trigger_else_if = { limit = { scope:county = title:c_tunis } NOT = { exists = var:ep3_reconquered_tunis } } trigger_else_if = { limit = { scope:county = title:c_ravenna } NOT = { exists = var:ep3_reconquered_ravenna } } trigger_else_if = { limit = { scope:county = title:c_roma } NOT = { exists = var:ep3_reconquered_roma } } trigger_else_if = { limit = { scope:county = title:c_siracusa } NOT = { exists = var:ep3_reconquered_siracusa } } trigger_else_if = { limit = { scope:county = title:c_bari } NOT = { exists = var:ep3_reconquered_bari } } trigger_else_if = { limit = { scope:county = title:c_edessa } NOT = { exists = var:ep3_reconquered_edessa } } trigger_else_if = { limit = { scope:county = title:c_abbadan } NOT = { exists = var:ep3_reconquered_abbadan } } trigger_else_if = { limit = { scope:county = title:c_alexandria } NOT = { exists = var:ep3_reconquered_alexandria } } trigger_else_if = { limit = { scope:county = title:c_jerusalem } NOT = { exists = var:ep3_reconquered_jerusalem } } trigger_else_if = { limit = { scope:county = title:c_antiocheia } NOT = { exists = var:ep3_reconquered_antiocheia } } trigger_else = { always = no } } immediate = { change_influence = massive_influence_gain add_prestige = major_prestige_gain } #Option A option = { name = ep3_emperor_yearly.2000.a if = { limit = { OR = { scope:county = title:c_antiocheia scope:county = title:c_jerusalem scope:county = title:c_alexandria scope:county = title:c_roma } } scope:county = { add_county_modifier = { modifier = ep3_restored_pentarchy_seat_county_modifier years = 10 } } add_character_modifier = { modifier = ep3_restored_pentarchy_seat_modifier years = 10 } } else_if = { limit = { OR = { scope:county = title:c_abbadan scope:county = title:c_cumberland scope:county = title:c_northumberland } } scope:county = { add_county_modifier = { modifier = ep3_maximum_border_county_modifier years = 10 } } add_character_modifier = { modifier = ep3_maximum_border_modifier years = 10 } } else_if = { limit = { OR = { scope:county = title:c_ravenna scope:county = title:c_tunis scope:county = title:c_murcia } } scope:county = { add_county_modifier = { modifier = ep3_new_justinian_county_modifier years = 10 } } add_character_modifier = { modifier = ep3_new_justinian_modifier years = 10 } } else_if = { limit = { OR = { scope:county = title:c_lombardia scope:county = title:c_trier } } scope:county = { add_county_modifier = { modifier = ep3_western_tetrarch_county_modifier years = 10 } } add_character_modifier = { modifier = ep3_western_tetrarch_modifier years = 10 } } else_if = { limit = { OR = { scope:county = title:c_tangiers scope:county = title:c_tourraine } } scope:county = { add_county_modifier = { modifier = ep3_long_lost_province_county_modifier years = 10 } } add_character_modifier = { modifier = ep3_long_lost_province_modifier years = 10 } } else_if = { limit = { OR = { scope:county = title:c_edessa scope:county = title:c_bari } } scope:county = { add_county_modifier = { modifier = ep3_long_contested_province_county_modifier years = 10 } } add_character_modifier = { modifier = ep3_long_contested_province_modifier years = 10 } } else_if = { limit = { OR = { scope:county = title:c_siracusa scope:county = title:c_chandax } } scope:county = { add_county_modifier = { modifier = ep3_medi_gem_county_modifier years = 10 } } add_character_modifier = { modifier = ep3_medi_gem_modifier years = 10 } } } after = { if = { limit = { scope:county = title:c_antiocheia } set_global_variable = ep3_reconquered_antiocheia } else_if = { limit = { scope:county = title:c_jerusalem } set_global_variable = ep3_reconquered_jerusalem } else_if = { limit = { scope:county = title:c_alexandria } set_global_variable = ep3_reconquered_alexandria } else_if = { limit = { scope:county = title:c_abbadan } set_global_variable = ep3_reconquered_abbadan } else_if = { limit = { scope:county = title:c_edessa } set_global_variable = ep3_reconquered_edessa } else_if = { limit = { scope:county = title:c_bari } set_global_variable = ep3_reconquered_bari } else_if = { limit = { scope:county = title:c_siracusa } set_global_variable = ep3_reconquered_siracusa } else_if = { limit = { scope:county = title:c_roma } set_global_variable = ep3_reconquered_roma } else_if = { limit = { scope:county = title:c_ravenna } set_global_variable = ep3_reconquered_ravenna } else_if = { limit = { scope:county = title:c_tunis } set_global_variable = ep3_reconquered_tunis } else_if = { limit = { scope:county = title:c_tangiers } set_global_variable = ep3_reconquered_tangiers } else_if = { limit = { scope:county = title:c_murcia } set_global_variable = ep3_reconquered_murcia } else_if = { limit = { scope:county = title:c_lombardia } set_global_variable = ep3_reconquered_lombardia } else_if = { limit = { scope:county = title:c_trier } set_global_variable = ep3_reconquered_trier } else_if = { limit = { OR = { scope:county = title:c_cumberland scope:county = title:c_northumberland } } set_global_variable = ep3_reconquered_hadrian } else_if = { limit = { scope:county = title:c_chandax } set_global_variable = ep3_reconquered_chandax } else_if = { limit = { scope:county = title:c_tourraine } set_global_variable = ep3_reconquered_tourraine } if = { limit = { NOT = { any_owned_story = { type = ep3_story_cycle_restoring_rome } } } create_story = ep3_story_cycle_restoring_rome } } } # Courtiers grumble about you sending an imperial prince/princess to marry abroad among barbarians scripted_trigger emperor_2010_valid_child_trigger = { is_adult = yes is_married = yes primary_spouse.culture = { NOT = { has_cultural_pillar = heritage_byzantine } } liege.culture = { NOT = { has_cultural_pillar = heritage_byzantine } } location.culture = { NOT = { has_cultural_pillar = heritage_byzantine } } is_travelling = no culture = { has_cultural_pillar = heritage_byzantine } } scripted_trigger emperor_2010_valid_courtier_trigger = { is_available_healthy_ai_adult = yes is_of_major_or_minor_interest_trigger = { CHARACTER = root } culture = { has_cultural_pillar = heritage_byzantine } } ep3_emperor_yearly.2010 = { type = character_event title = ep3_emperor_yearly.2010.t desc = ep3_emperor_yearly.2010.desc theme = emperor left_portrait = { character = scope:gossip_1 animation = eyeroll } right_portrait = { character = scope:gossip_2 animation = throne_room_conversation_1 } lower_center_portrait = scope:sent_off cooldown = { years = 50 } trigger = { is_available_adult = yes valid_for_byz_emperor_content_trigger = yes any_child = { emperor_2010_valid_child_trigger = yes } any_courtier = { count >= 2 emperor_2010_valid_courtier_trigger = yes } } immediate = { random_child = { limit = { emperor_2010_valid_child_trigger = yes } save_scope_as = sent_off } random_courtier = { limit = { emperor_2010_valid_courtier_trigger = yes } save_scope_as = gossip_1 } random_courtier = { limit = { emperor_2010_valid_courtier_trigger = yes this != scope:gossip_1 } save_scope_as = gossip_2 } scope:sent_off.primary_spouse = { save_scope_as = spouse } } #Option A: it was necessary option = { name = ep3_emperor_yearly.2010.a add_character_modifier = { modifier = ep3_politics_before_all_modifier years = 40 } add_diplomacy_lifestyle_xp = medium_lifestyle_xp if = { limit = { government_allows = administrative } change_influence = medium_influence_gain } else = { add_prestige = medium_prestige_gain } stress_impact = { arrogant = medium_stress_impact_gain deceitful = medium_stress_impact_gain zealous = medium_stress_impact_gain compassionate = major_stress_impact_gain family_first = major_stress_impact_gain } ai_chance = { base = 100 modifier = { add = -50 has_trait = arrogant } modifier = { add = -50 has_trait = deceitful } modifier = { add = 50 has_trait = diplomat } modifier = { add = 100 has_trait = ambitious } modifier = { factor = 0 has_trait = compassionate } modifier = { factor = 0 has_trait = family_first } } } #Option B: a worthy sacrifice option = { name = { trigger = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } } text = ep3_emperor_yearly.2010.b } name = { trigger = { NOT = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } } } text = ep3_emperor_yearly.2010.b2 } add_character_modifier = { modifier = ep3_everything_for_byz_modifier years = 40 } add_piety = medium_piety_gain stress_impact = { cynical = medium_stress_impact_gain arrogant = major_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = zealous add = 100 } modifier = { has_trait = cynical add = -50 } modifier = { has_trait = humble add = 75 } } } #Option C: shut up option = { name = ep3_emperor_yearly.2010.c add_prestige = minor_prestige_gain reverse_add_opinion = { target = scope:gossip_1 modifier = angry_opinion opinion = -10 } reverse_add_opinion = { target = scope:gossip_2 modifier = angry_opinion opinion = -10 } stress_impact = { humble = major_stress_impact_gain } ai_chance = { base = 75 modifier = { has_trait = arrogant add = 100 } } } } # Byzantine-only: The Patriarch refuses to crown you as new emperor because you have a criminal trait (e.g. kinslayer) ep3_emperor_yearly.2020 = { type = character_event title = ep3_emperor_yearly.2020.t desc = ep3_emperor_yearly.2020.desc theme = emperor override_background = { reference = ep3_hagia_sophia } left_portrait = { character = root animation = disbelief } right_portrait = { character = scope:patriarch animation = anger } trigger = { has_ep3_dlc_trigger = yes valid_for_byz_emperor_content_trigger = yes exists = root.faith.religious_head this != faith.religious_head faith.religious_head = { opinion = { target = root value <= 0 } location = root.location } has_any_criminal_trait_in_faith_trigger = { CHARACTER = root FAITH = root.faith } NOT = { has_character_flag = has_had_ep3_2020 } } immediate = { faith.religious_head = { save_scope_as = patriarch } add_character_flag = has_had_ep3_2020 random_character_trait = { limit = { save_temporary_scope_as = temp_trait scoped_trait_is_criminal_in_faith_trigger = { TRAIT = scope:temp_trait FAITH = root.faith GENDER_CHARACTER = root } } save_scope_as = target_criminal_trait } } #Option A: repent option = { name = ep3_emperor_yearly.2020.a flavor = ep3_emperor_yearly.2020.a.tt change_influence = major_influence_loss add_prestige = major_prestige_loss custom_tooltip = ep3_emperor_yearly.2020.a.tt2 trigger_event = { id = ep3_emperor_yearly.2021 days = 366 } scope:patriarch = { add_opinion = { target = root modifier = forgiven_opinion } } stress_impact = { ambitious = medium_stress_impact_gain cynical = major_stress_impact_gain arrogant = major_stress_impact_gain zealous = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } modifier = { has_trait = ambitious add = -50 } modifier = { has_trait = arrogant add = -50 } } } #Option B: ignore option = { name = ep3_emperor_yearly.2020.b change_influence = major_influence_gain add_prestige = major_prestige_gain if = { limit = { piety_level >= low_piety_level } add_piety_level = -1 } else = { add_piety = major_piety_loss } scope:patriarch = { add_opinion = { target = root modifier = impious_opinion opinion = -50 } } stress_impact = { zealous = major_stress_impact_gain humble = major_stress_impact_gain arrogant = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 } modifier = { has_trait = zealous add = -50 } modifier = { has_trait = humble add = -50 } } } } ep3_emperor_yearly.2021 = { type = character_event title = ep3_emperor_yearly.2021.t desc = { desc = ep3_emperor_yearly.2021.desc first_valid = { triggered_desc = { trigger = { scope:patriarch = { is_alive = yes } } desc = ep3_emperor_yearly.2021.desc_patriarch } desc = ep3_emperor_yearly.2021.desc_patriarch_new } desc = ep3_emperor_yearly.2021.desc_end } theme = crown override_background = { reference = ep3_hagia_sophia } left_portrait = { character = root animation = personality_zealous } right_portrait = { character = scope:patriarch_portrait animation = wedding_priest } lower_right_portrait = { trigger = { scope:patriarch = { is_alive = no } } character = scope:patriarch } trigger = { exists = faith.religious_head this != faith.religious_head has_any_criminal_trait_in_faith_trigger = { CHARACTER = root FAITH = root.faith } } immediate = { if = { limit = { scope:patriarch = { is_alive = yes faith = scope:patriarch.faith } } scope:patriarch = { save_scope_as = patriarch_portrait } } else = { faith.religious_head = { save_scope_as = patriarch_portrait } } } option = { name = ep3_emperor_yearly.2021.a add_legitimacy = minor_legitimacy_gain remove_trait = scope:target_criminal_trait } } # The Patriarch refuses to crown a new emperor after a coup scripted_trigger valid_clergy_gender_trigger = { trigger_if = { limit = { root.faith = { has_doctrine_parameter = clergy_must_be_male } } is_male = yes } trigger_else_if = { limit = { root.faith = { has_doctrine_parameter = clergy_must_be_female } } is_male = no } trigger_else = { always = yes } is_available_ai_adult = yes has_education_learning_trigger = yes } ep3_emperor_yearly.2030 = { type = character_event title = ep3_emperor_yearly.2030.t desc = ep3_emperor_yearly.2030.desc theme = crown override_background = { reference = ep3_hagia_sophia } left_portrait = { character = root animation = disbelief } right_portrait = { character = scope:patriarch animation = anger } lower_center_portrait = scope:predecessor lower_left_portrait = scope:new_patriarch trigger = { exists = faith.religious_head root != root.faith.religious_head title:e_byzantium.previous_holder = { is_alive = yes } faith.religious_head = { opinion = { target = root value <= 0 } } faith.religious_head = { opinion = { target = title:e_byzantium.previous_holder value > 40 } } # You have already had an event about the Patriarch complaining! NOT = { has_character_flag = has_had_ep3_2020 } } immediate = { faith.religious_head = { save_scope_as = patriarch } title:e_byzantium.previous_holder = { save_scope_as = predecessor } hidden_effect = { if = { limit = { any_courtier = { valid_clergy_gender_trigger = yes is_available_ai_adult = yes } } random_courtier = { limit = { house = root.house valid_clergy_gender_trigger = yes is_of_major_or_minor_interest_trigger = { CHARACTER = root } } alternative_limit = { valid_clergy_gender_trigger = yes is_of_major_or_minor_interest_trigger = { CHARACTER = root } } alternative_limit = { valid_clergy_gender_trigger = yes } save_scope_as = new_patriarch add_character_flag = { flag = need_priest_outfit } } } else_if = { limit = { any_pool_character = { province = root.location is_available_ai_adult = yes valid_clergy_gender_trigger = yes } } random_pool_character = { province = root.location limit = { is_available_ai_adult = yes valid_clergy_gender_trigger = yes } save_scope_as = new_patriarch add_character_flag = { flag = need_priest_outfit } } } else = { create_character = { template = priest_character_template location = root.location save_scope_as = new_patriarch } scope:new_patriarch = { add_character_flag = patriarch_created } } scope:new_patriarch = { add_trait = loyal } } #needed for loc root = { save_scope_as = root_scope } } # Option A: then it's time for a change! option = { name = ep3_emperor_yearly.2030.a custom_tooltip = ep3_emperor_yearly.2030.a.tt create_title_and_vassal_change = { type = usurped save_scope_as = change add_claim_on_loss = no } faith.religious_head_title = { change_title_holder = { holder = scope:new_patriarch change = scope:change } } resolve_title_and_vassal_change = scope:change scope:patriarch = { add_opinion = { target = root modifier = hate_opinion opinion = -100 } } scope:new_patriarch = { add_opinion = { target = root modifier = pious_opinion opinion = 60 } } add_hook = { target = scope:new_patriarch type = favor_hook } every_vassal = { vassal_stance = zealot limit = { this != scope:new_patriarch } custom = every_zealot_vassal add_opinion = { modifier = impious_opinion target = root opinion = -25 } } every_vassal = { vassal_stance = glory_hound custom = every_glory_hound_vassal add_opinion = { modifier = impressed_opinion target = root opinion = 20 } } stress_impact = { zealous = massive_stress_impact_gain ambitious = minor_stress_impact_loss paranoid = medium_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = -1 ai_boldness = 0.5 } modifier = { has_trait = ambitious add = 100 } modifier = { has_trait = zealous factor = 0 } } } #Option B: I'll prove my worth option = { name = ep3_emperor_yearly.2030.b add_character_modifier = { modifier = ep3_emperor_proving_themselves_modifier years = 15 } custom_tooltip = patriarch_support_2030_desc_tt scope:predecessor = { add_character_flag = { flag = patriarch_support_2030 years = 15 } } stress_impact = { humble = medium_stress_impact_gain lazy = major_stress_impact_gain content = major_stress_impact_gain } ai_chance = { base = 100 } } after = { if = { limit = { has_character_flag = has_had_ep3_2020 } remove_character_flag = has_had_ep3_2020 } if = { limit = { is_ai = yes scope:new_patriarch = { this != root.faith.religious_head has_character_flag = patriarch_created } } scope:new_patriarch = { silent_disappearance_effect = yes } } } } # Patriarch who dislikes you protests you remarrying ep3_emperor_yearly.2040 = { type = character_event title = ep3_emperor_yearly.2040.t desc = ep3_emperor_yearly.2040.desc theme = emperor override_background = { reference = ep3_hagia_sophia } left_portrait = { character = root animation = disbelief } right_portrait = { character = scope:patriarch animation = anger } lower_left_portrait = scope:new_wife lower_right_portrait = scope:new_patriarch trigger = { valid_for_byz_emperor_content_trigger = yes faith = { NOR = { has_doctrine = doctrine_polygamy has_doctrine = doctrine_concubines } } exists = faith.religious_head root != root.faith.religious_head faith.religious_head = { opinion = { target = root value <= 20 } } #Only dead previous spouses: if divorce is disallowed by your faith, you can't have previous spouses who are alive; if divorce is allowed, there is no reason to nag about your previous spouses; if divorce is approved (by the HoF), it means that the previous wedding has been annuled, so there's nothing to complain about. any_former_spouse = { even_if_dead = yes is_alive = no count >= 2 } NOT = { has_character_flag = ep3_has_had_2040 } } immediate = { add_character_flag = ep3_has_had_2040 faith.religious_head = { save_scope_as = patriarch } primary_spouse = { save_scope_as = new_wife } random_former_spouse = { even_if_dead = yes limit = { is_alive = no } save_scope_as = old_wife_1 } random_former_spouse = { even_if_dead = yes limit = { is_alive = no this != scope:old_wife_1 } save_scope_as = old_wife_2 } hidden_effect = { create_character = { template = priest_character_template location = root.location save_scope_as = new_patriarch } scope:new_patriarch = { add_trait = loyal } } #needed for loc root = { save_scope_as = root_scope } } #Option A: replace him! option = { name = ep3_emperor_yearly.2040.a custom_tooltip = ep3_emperor_yearly.2030.a.tt create_title_and_vassal_change = { type = usurped save_scope_as = change add_claim_on_loss = no } faith.religious_head_title = { change_title_holder = { holder = scope:new_patriarch change = scope:change } } resolve_title_and_vassal_change = scope:change add_piety = major_piety_loss scope:patriarch = { add_opinion = { target = root modifier = hate_opinion opinion = -100 } } scope:new_patriarch = { add_opinion = { target = root modifier = pious_opinion opinion = 60 } } add_hook = { target = scope:new_patriarch type = favor_hook } every_vassal = { vassal_stance = zealot limit = { this != scope:new_patriarch } custom = every_zealot_vassal add_opinion = { modifier = impious_opinion target = root opinion = -35 } } every_vassal = { vassal_stance = glory_hound custom = every_glory_hound_vassal add_opinion = { modifier = impressed_opinion target = root opinion = 10 } } stress_impact = { zealous = massive_stress_impact_gain content = major_stress_impact_gain ambitious = minor_stress_impact_loss lustful = medium_stress_impact_loss paranoid = medium_stress_impact_loss } ai_chance = { base = 50 ai_value_modifier = { ai_zeal = -1 ai_boldness = 0.5 } modifier = { has_trait = ambitious add = 100 } modifier = { has_trait = lustful add = 50 } modifier = { has_trait = zealous factor = 0 } } } #Option B: bribe option = { name = ep3_emperor_yearly.2040.b add_piety = medium_piety_loss pay_short_term_gold = { target = scope:patriarch gold = major_gold_value } scope:patriarch = { add_opinion = { target = root modifier = pleased_opinion opinion = 20 } } add_character_modifier = { modifier = ep3_blessed_union_modifier years = 25 } stress_impact = { honest = major_stress_impact_gain greedy = major_stress_impact_gain paranoid = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_honor = -0.5 } } } #Option C: you try to convince him it's fine option = { name = ep3_emperor_yearly.2040.c duel = { target = scope:patriarch skills = { diplomacy learning } 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = ep3_emperor_yearly.2040.c.success send_interface_toast = { title = ep3_emperor_yearly.2040.c.success.tt left_icon = scope:patriarch add_character_modifier = { modifier = ep3_blessed_union_modifier years = 25 } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = ep3_emperor_yearly.2040.c.failure send_interface_toast = { title = ep3_emperor_yearly.2040.c.failure.tt left_icon = scope:patriarch add_character_modifier = { modifier = ep3_non_blessed_union_modifier years = 25 } } } } stress_impact = { shy = major_stress_impact_gain } ai_chance = { base = 200 ai_value_modifier = { ai_energy = 1 } } } } # Flavor event hailing the new emperor, recounting when and if their family last held the throne ep3_emperor_yearly.2050 = { type = character_event title = { desc = { first_valid = { triggered_desc = { trigger = { exists = scope:last_emperor } desc = ep3_emperor_yearly.2050.t2 } desc = ep3_emperor_yearly.2050.t } } } desc = { first_valid = { triggered_desc = { trigger = { exists = scope:last_emperor } desc = ep3_emperor_yearly.2050.desc } desc = ep3_emperor_yearly.2050.desc_first } first_valid = { triggered_desc = { trigger = { exists = scope:last_emperor scope:last_emperor = { highest_skill = diplomacy } } desc = ep3_emperor_yearly.2050.desc_diplo } triggered_desc = { trigger = { exists = scope:last_emperor scope:last_emperor = { highest_skill = martial } } desc = ep3_emperor_yearly.2050.desc_martial } triggered_desc = { trigger = { exists = scope:last_emperor scope:last_emperor = { highest_skill = stewardship } } desc = ep3_emperor_yearly.2050.desc_stewardship } triggered_desc = { trigger = { exists = scope:last_emperor scope:last_emperor = { highest_skill = intrigue } } desc = ep3_emperor_yearly.2050.desc_intrigue } triggered_desc = { trigger = { exists = scope:last_emperor scope:last_emperor = { highest_skill = learning } } desc = ep3_emperor_yearly.2050.desc_learning } triggered_desc = { trigger = { exists = scope:last_emperor scope:last_emperor = { highest_skill_including_prowess = prowess } } desc = ep3_emperor_yearly.2050.desc_prowess } triggered_desc = { trigger = { exists = scope:last_emperor } desc = ep3_emperor_yearly.2050.desc_fallback } desc = ep3_emperor_yearly.2050.desc_first_accomplish } triggered_desc = { trigger = { exists = scope:last_emperor } desc = ep3_emperor_yearly.2050.desc_body } } theme = crown override_background = { reference = throne_room } left_portrait = { character = root animation = personality_bold } lower_right_portrait = { trigger = { exists = scope:last_emperor } character = scope:last_emperor } immediate = { #scope:title comes from the on_action that triggers the event scope:title = { if = { limit = { any_past_holder = { house = root.house this != root } } ordered_past_holder_reversed = { limit = { house = root.house this != root } position = 1 save_scope_as = last_emperor } } } } option = { name = ep3_emperor_yearly.2050.a } } # Hold Court event: Councillor/court position asks you to organize a large celebration for the anniversary of the foundation of Constantinople (11 May) scripted_trigger valid_date_foundation_constantinople_trigger = { OR = { AND = { current_date > 923.5.11 current_date <= 924.5.11 } AND = { current_date > 1023.5.11 current_date <= 1024.5.11 } AND = { current_date > 1123.5.11 current_date <= 1124.5.11 } AND = { current_date > 1223.5.11 current_date <= 1224.5.11 } AND = { current_date > 1323.5.11 current_date <= 1324.5.11 } AND = { current_date > 1423.5.11 current_date <= 1424.5.11 } } } ep3_emperor_yearly.2060 = { type = court_event title = ep3_emperor_yearly.2060.t desc = { desc = ep3_emperor_yearly.2060.desc triggered_desc = { trigger = { OR = { valid_date_foundation_constantinople_trigger = yes AND = { current_date > 1323.5.11 current_date <= 1324.5.11 } } } desc = ep3_emperor_yearly.2060.desc_century } } theme = court court_scene = { button_position_character = scope:2060_councillor court_event_force_open = yes show_timeout_info = no should_pause_time = yes roles = { scope:2060_councillor = { group = petitioners_group animation = personality_honorable } } } widget = { gui = "event_window_widget_event_chain_progress" container = "custom_widgets_container" controller = event_chain_progress } cooldown = { years = 10 } trigger = { valid_for_byz_emperor_content_trigger = yes # You have Constantinople! any_realm_county = { this = title:c_byzantion } OR = { cp:councillor_chancellor ?= { has_court_event_flag = no is_available_ai_adult = yes } cp:councillor_steward ?= { has_court_event_flag = no is_available_ai_adult = yes } any_court_position_holder = { has_court_event_flag = no is_available_ai_adult = yes } } } weight_multiplier = { base = 1 modifier = { capital_county = title:c_byzantion add = 1 } # The foundation was in 324 - we wanna make it more likely if it's X centuries modifier = { valid_date_foundation_constantinople_trigger = yes add = 4 } # This is the 1000 years from foundation! modifier = { current_date > 1323.5.11 current_date <= 1324.5.11 add = 5 } # Court weightings. ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic } ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue } } immediate = { if = { limit = { cp:councillor_chancellor ?= { has_court_event_flag = no is_available_ai_adult = yes } } cp:councillor_chancellor = { save_scope_as = 2060_councillor court_event_character_flag_effect = yes } } else_if = { limit = { cp:councillor_steward ?= { has_court_event_flag = no is_available_ai_adult = yes } } cp:councillor_steward = { save_scope_as = 2060_councillor court_event_character_flag_effect = yes } } else = { random_court_position_holder = { limit = { has_court_event_flag = no is_available_ai_adult = yes } save_scope_as = 2060_councillor court_event_character_flag_effect = yes } } court_event_character_flag_effect = yes # for loc title:b_constantinople = { save_scope_as = queen_city } # Trigger next event in chain. hold_court_queue_next_event_effect = yes } # Option A: greatest celebration for the century or millennia option = { name = ep3_emperor_yearly.2060.a trigger = { valid_date_foundation_constantinople_trigger = yes } title:c_byzantion = { add_county_modifier = { modifier = ep3_century_celebration_county_modifier years = 5 } } add_character_flag = { flag = constantinople_birthday_flag years = 5 } custom_tooltip = constantinople_birthday_flag_tt remove_treasury_or_gold = major_treasury_or_gold_value stress_impact = { greedy = medium_stress_impact_gain paranoid = major_stress_impact_gain arrogant = minor_stress_impact_loss ambitious = medium_stress_impact_loss generous = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_sociability = 0.5 } } } # Option B: celebration option = { name = ep3_emperor_yearly.2060.b trigger = { NOT = { valid_date_foundation_constantinople_trigger = yes } } title:c_byzantion = { add_county_modifier = { modifier = ep3_foundation_celebration_county_modifier years = 5 } } add_character_flag = { flag = constantinople_birthday_flag years = 5 } custom_tooltip = constantinople_birthday_flag_tt remove_treasury_or_gold = major_treasury_or_gold_value stress_impact = { greedy = medium_stress_impact_gain paranoid = major_stress_impact_gain arrogant = minor_stress_impact_loss ambitious = minor_stress_impact_loss generous = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_sociability = 0.5 } } } # Option C: not the right time option = { name = ep3_emperor_yearly.2060.c stress_impact = { arrogant = minor_stress_impact_gain ambitious = minor_stress_impact_gain generous = minor_stress_impact_gain } ai_chance = { base = 50 ai_value_modifier = { ai_greed = 1 } } } after = { clear_court_event_participation = yes scope:2060_councillor = { clear_court_event_participation = yes } # Finish up the chain if relevant. hold_court_queue_post_event_effect = yes } } # Hold Court event: Foreigners bring exotic diplomatic gifts: what are you supposed to do with a giraffe?? ep3_emperor_yearly.2070 = { type = court_event title = ep3_emperor_yearly.2070.t desc = ep3_emperor_yearly.2070.desc theme = court court_scene = { button_position_character = scope:ambassador court_event_force_open = yes show_timeout_info = no should_pause_time = yes roles = { scope:ambassador = { group = petitioners_group animation = obsequious_bow } } } lower_left_portrait = scope:ambassador_liege widget = { gui = "event_window_widget_event_chain_progress" container = "custom_widgets_container" controller = event_chain_progress } cooldown = { years = 25 } trigger = { is_valid_for_east_asian_events_geo_trigger = no has_ep3_dlc_trigger = yes NOT = { # You don't own any province where giraffes could reasonably be any_realm_county = { any_county_province = { geographical_region = custom_sub_saharan_africa_immediate } } } any_county_in_region = { region = custom_sub_saharan_africa_immediate holder = { is_ai = yes } holder.top_liege = { is_ai = yes } } #Admin only government_allows = administrative #Admin Emperor top_liege = this } weight_multiplier = { base = 1 modifier = { add = 0.2 any_county_in_region = { region = custom_sub_saharan_africa_immediate faith.religion = root.faith.religion } } modifier = { add = 0.3 any_county_in_region = { region = custom_sub_saharan_africa_immediate faith = root.faith } } # Court weightings. ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic } } immediate = { random_county_in_region = { region = custom_sub_saharan_africa_immediate limit = { holder = { is_ai = yes } holder.top_liege = { is_ai = yes } faith = root.faith } alternative_limit = { holder = { is_ai = yes } holder.top_liege = { is_ai = yes } faith.religion = root.faith.religion } alternative_limit = { holder = { is_ai = yes } holder.top_liege = { is_ai = yes } } save_scope_as = giraffe_county } scope:giraffe_county.holder.top_liege = { save_scope_as = ambassador_liege } create_character = { template = ambassador_template location = root.location faith = scope:giraffe_county.faith culture = scope:giraffe_county.culture gender_female_chance = 50 save_scope_as = ambassador } court_event_character_flag_effect = yes scope:ambassador = { court_event_character_flag_effect = yes } # Trigger next event in chain. hold_court_queue_next_event_effect = yes } #Option A: accept gifts option = { name = ep3_emperor_yearly.2070.a add_character_modifier = { modifier = ep3_exotic_giraffe_modifier years = 20 } if = { limit = { scope:ambassador_liege = { in_diplomatic_range = root } } scope:ambassador_liege = { add_opinion = { target = root modifier = accepted_gift_opinion } } } stress_impact = { humble = medium_stress_impact_gain gregarious = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = humble add = -25 } modifier = { has_trait = gregarious add = -25 } modifier = { has_trait = zealous add = -25 } } } #Option B: bribe the ambassador option = { name = ep3_emperor_yearly.2070.b flavor = ep3_emperor_yearly.2070.b.tt duel = { skills = { diplomacy intrigue } target = scope:ambassador 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { scope:ambassador.faith.religion = root.faith.religion add = 10 } modifier = { scope:ambassador.faith = root.faith add = 10 } modifier = { OR = { scope:ambassador_liege = { has_royal_court = no } scope:ambassador_liege = { court_grandeur_current_level < root.court_grandeur_current_level } } add = 15 } modifier = { diplomacy >= high_skill_rating add = 10 } modifier = { legitimacy_level >= scope:ambassador_liege.legitimacy_level add = 10 } #Everyone is impressed by your automata etc modifier = { valid_for_byz_emperor_content_trigger = yes add = 10 } desc = ep3_emperor_yearly.2070.b.success send_interface_toast = { left_icon = scope:ambassador title = ep3_emperor_yearly.2070.b.success.tt add_courtier = scope:ambassador } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { faith = { faith_hostility_level = { target = scope:ambassador.faith value > faith_astray_level } } add = 15 } modifier = { diplomacy <= mediocre_skill_rating add = 10 } modifier = { scope:ambassador_liege = { court_grandeur_current_level > root.court_grandeur_current_level } add = 15 } desc = ep3_emperor_yearly.2070.b.failure send_interface_toast = { left_icon = scope:ambassador title = ep3_emperor_yearly.2070.b.failure.tt add_courtier = scope:ambassador pay_short_term_gold = { target = scope:ambassador gold = medium_gold_value } } } } stress_impact = { honest = medium_stress_impact_gain just = medium_stress_impact_gain paranoid = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = honest add = -25 } modifier = { has_trait = just add = -25 } modifier = { has_trait = paranoid add = -25 } } } #Option C: opt out option = { name = ep3_emperor_yearly.2070.c flavor = ep3_emperor_yearly.2070.c.tt add_treasury_or_gold = minor_treasury_or_gold_value stress_impact = { base = minor_stress_impact_loss } ai_chance = { base = 50 modifier = { has_trait = lazy add = 25 } } } after = { clear_court_event_participation = yes if = { limit = { is_ai = yes scope:ambassador = { liege != root } } scope:ambassador = { silent_disappearance_effect = yes } } else_if = { limit = { is_ai = no scope:ambassador = { liege != root } } hidden_effect = { scope:ambassador = { move_to_pool_at = scope:ambassador_liege.capital_province } } } # Finish up the chain if relevant. hold_court_queue_post_event_effect = yes } } # Someone suggests opening a (grammar) school for the poor ep3_emperor_yearly.2080 = { type = court_event title = ep3_emperor_yearly.2080.t desc = { desc = ep3_emperor_yearly.2080.desc first_valid = { triggered_desc = { trigger = { valid_for_byz_emperor_content_trigger = yes } desc = ep3_emperor_yearly.2080.desc_byz } desc = ep3_emperor_yearly.2080.desc_gen } } theme = court court_scene = { button_position_character = scope:school_proposer court_event_force_open = yes show_timeout_info = no should_pause_time = yes roles = { scope:school_proposer = { group = petitioners_group animation = obsequious_bow } } } widget = { gui = "event_window_widget_event_chain_progress" container = "custom_widgets_container" controller = event_chain_progress } cooldown = { years = 25 } trigger = { has_ep3_dlc_trigger = yes #Only admin systems tolerate education as a mean for social advancement government_allows = administrative #Emperor top_liege = this #Not ongoing in the same capital capital_county = { NOT = { has_county_modifier = ep3_grammar_school_county_modifier } } #Ongoing building construction in the capital capital_county = { any_county_province = { has_ongoing_construction = yes } } } weight_multiplier = { base = 1 modifier = { add = 1 valid_for_byz_emperor_content_trigger = yes } modifier = { add = 1 employs_court_position = high_almoner_court_position } # Court weightings. ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly } } immediate = { court_event_character_flag_effect = yes capital_county = { save_scope_as = school_county } if = { limit = { any_court_position_holder = { type = high_almoner_court_position is_available_ai_adult = yes } } random_court_position_holder = { type = high_almoner_court_position limit = { is_available_ai_adult = yes } save_scope_as = school_proposer } } else_if = { limit = { exists = cp:councillor_court_chaplain cp:councillor_court_chaplain = { is_available_ai_adult = yes } } cp:councillor_court_chaplain = { save_scope_as = school_proposer } } else = { random_courtier = { limit = { is_available_ai_adult = yes } save_scope_as = school_proposer } } scope:school_proposer = { court_event_character_flag_effect = yes } # Trigger next event in chain. hold_court_queue_next_event_effect = yes } # Option A: Build the school option = { name = ep3_emperor_yearly.2080.a flavor = ep3_emperor_yearly.2080.a.tt capital_county = { add_county_modifier = { modifier = ep3_school_building_county_modifier years = 5 } } trigger_event = { id = ep3_emperor_yearly.2081 years = 5 } remove_treasury_or_gold = medium_treasury_or_gold_value stress_impact = { greedy = major_stress_impact_gain arrogant = medium_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_compassion = 1 } } } # Option B: opt out option = { name = ep3_emperor_yearly.2080.b stress_impact = { compassionate = major_stress_impact_gain diligent = medium_stress_impact_gain just = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 0.5 ai_energy = -0.5 } } } after = { scope:school_proposer = { clear_court_event_participation = yes } clear_court_event_participation = yes # Finish up the chain if relevant. hold_court_queue_post_event_effect = yes } } ep3_emperor_yearly.2081 = { hidden = yes trigger = { scope:school_county.holder = root } on_trigger_fail = { scope:school_county.holder ?= { trigger_event = ep3_emperor_yearly.2081 } } immediate = { scope:school_county = { add_county_modifier = { modifier = ep3_grammar_school_county_modifier years = 50 } } } } # Very popular mime is making offers and demands ep3_emperor_yearly.2090 = { type = court_event title = ep3_emperor_yearly.2090.t desc = ep3_emperor_yearly.2090.desc theme = court lower_right_portrait = scope:marshal court_scene = { button_position_character = scope:mime court_event_force_open = yes show_timeout_info = no should_pause_time = yes roles = { scope:mime = { group = petitioners_group animation = obsequious_bow } } } widget = { gui = "event_window_widget_event_chain_progress" container = "custom_widgets_container" controller = event_chain_progress } cooldown = { years = 15 } trigger = { # Only Byz has famous mimes valid_for_byz_emperor_content_trigger = yes # Ongoing increase control task cp:councillor_marshal ?= { is_performing_council_task = task_increase_control } NOT = { employs_court_position = court_jester_court_position } can_employ_court_position_type = court_jester_court_position } weight_multiplier = { base = 1 # Court weightings. ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic } } immediate = { court_event_character_flag_effect = yes cp:councillor_marshal = { councillor_task_target ?= { save_scope_as = control_target } } if = { limit = { any_pool_character = { province = root.location has_character_flag = famous_mime } } random_pool_character = { province = root.location limit = { has_character_flag = famous_mime } save_scope_as = mime } } else_if = { limit = { any_pool_character = { province = root.location culture = root.capital_county.culture faith = { this = root.capital_county.faith has_dominant_ruling_gender = prev } diplomacy >= 14 } } random_pool_character = { province = root.location limit = { culture = root.capital_county.culture faith = { this = root.capital_county.faith has_dominant_ruling_gender = prev } diplomacy >= 14 } save_scope_as = mime } hidden_effect = { if = { limit = { scope:mime = { NOT = { has_trait = shrewd } } } scope:mime = { add_trait = shrewd } } if = { limit = { scope:mime = { NOT = { has_trait = athletic } } } scope:mime = { add_trait = athletic } } } } else = { create_character = { location = root.location template = mime_template save_scope_as = mime } } scope:mime = { court_event_character_flag_effect = yes add_character_flag = famous_mime } cp:councillor_marshal = { save_scope_as = marshal } # Trigger next event in chain. hold_court_queue_next_event_effect = yes } # Option A: hire to help option = { name = ep3_emperor_yearly.2090.a add_courtier = scope:mime court_position_grant_effect = { EMPLOYER = root POS = court_jester CANDIDATE = scope:mime } scope:mime = { add_character_flag = famous_mime_control } custom_tooltip = ep3_emperor_yearly.2090.a.tt stress_impact = { arrogant = medium_stress_impact_gain callous = medium_stress_impact_gain vengeful = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } } } # Option B: hire for yourself option = { name = ep3_emperor_yearly.2090.b add_courtier = scope:mime court_position_grant_effect = { EMPLOYER = root POS = court_jester CANDIDATE = scope:mime } scope:mime = { add_character_flag = famous_mime_court } custom_tooltip = ep3_emperor_yearly.2090.b.tt stress_impact = { diligent = medium_stress_impact_gain compassionate = minor_stress_impact_gain gregarious = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 } } } # Option C: opt out option = { name = ep3_emperor_yearly.2090.c stress_impact = { base = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 } } } after = { scope:mime = { clear_court_event_participation = yes } clear_court_event_participation = yes # Finish up the chain if relevant. hold_court_queue_post_event_effect = yes } } # Different copies of a diplomatic treaty with a neighbor don't match. scripted_trigger 2100_valid_neighboring_county_trigger = { any_neighboring_county = { holder.top_liege = root } save_temporary_scope_as = check_county NOT = { root = { has_claim_on = scope:check_county } } } ep3_emperor_yearly.2100 = { type = court_event title = ep3_emperor_yearly.2100.t desc = ep3_emperor_yearly.2100.desc theme = court court_scene = { button_position_character = scope:chancellor court_event_force_open = yes show_timeout_info = no should_pause_time = yes roles = { scope:chancellor = { group = petitioners_group animation = obsequious_bow } } } widget = { gui = "event_window_widget_event_chain_progress" container = "custom_widgets_container" controller = event_chain_progress } cooldown = { years = 15 } trigger = { government_allows = administrative top_liege = this any_neighboring_top_liege_realm_owner = { is_ai = yes NOT = { is_at_war_with = root } custom_tooltip = { text = ep3_emperor_yearly.2100.angry_error_log any_top_realm_border_county = { 2100_valid_neighboring_county_trigger = yes } } } cp:councillor_chancellor ?= { is_available_ai_adult = yes } } weight_multiplier = { base = 1 modifier = { add = 0.5 valid_for_byz_emperor_content_trigger = yes } modifier = { add = 4 cp:councillor_court_chaplain ?= { is_performing_council_task = task_fabricate_claim } } # Court weightings. ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic } ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue } } immediate = { court_event_character_flag_effect = yes cp:councillor_chancellor = { save_scope_as = chancellor court_event_character_flag_effect = yes } random_neighboring_top_liege_realm_owner = { limit = { is_ai = yes NOT = { is_at_war_with = root } any_top_realm_border_county = { 2100_valid_neighboring_county_trigger = yes } } random_top_realm_border_county = { limit = { 2100_valid_neighboring_county_trigger = yes } save_scope_as = contested_county } save_scope_as = neighbor } random_top_realm_border_county = { limit = { any_neighboring_county = { this = scope:contested_county } NOT = { scope:neighbor = { has_claim_on = prev } } } save_scope_as = our_county } # Trigger next event in chain. hold_court_queue_next_event_effect = yes } # Option A: try to gain claim option = { name = ep3_emperor_yearly.2100.a duel = { skill = diplomacy target = scope:neighbor 60 = { #Success: get claim compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = ep3_emperor_yearly.2100.a.success send_interface_toast = { title = ep3_emperor_yearly.2100.a.success.tt left_icon = scope:neighbor add_pressed_claim = scope:contested_county } } 35 = { #Failure: no claim compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = ep3_emperor_yearly.2100.a.failure send_interface_toast = { title = ep3_emperor_yearly.2100.a.failure.tt left_icon = scope:neighbor add_diplomacy_lifestyle_xp = medium_lifestyle_xp } } 5 = { #Crit failure: get them a claim trigger = { exists = scope:our_county } compare_modifier = { value = scope:duel_value multiplier = -4.5 } desc = ep3_emperor_yearly.2100.a.crit_fail send_interface_toast = { title = ep3_emperor_yearly.2100.a.crit_fail.tt left_icon = scope:neighbor scope:neighbor = { add_pressed_claim = scope:our_county } } } } stress_impact = { just = medium_stress_impact_gain honest = medium_stress_impact_gain diligent = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 ai_honor = -0.5 } } } # Option B: let's collaborate option = { name = ep3_emperor_yearly.2100.b trigger = { NOR = { has_truce = scope:neighbor is_allied_to = scope:neighbor } } add_truce_both_ways = { character = scope:neighbor years = 5 name = TRUCE_COLLABORATION } scope:neighbor = { add_opinion = { target = root modifier = collaborative_opinion opinion = 30 } } stress_impact = { vengeful = medium_stress_impact_gain callous = medium_stress_impact_gain arrogant = major_stress_impact_gain ambitious = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 0.5 ai_honor = 1 } } } # Option C: opt out option = { name = ep3_emperor_yearly.2100.c add_intrigue_lifestyle_xp = minor_lifestyle_xp ai_chance = { base = 50 ai_value_modifier = { ai_energy = -0.5 } } } after = { clear_court_event_participation = yes scope:chancellor = { clear_court_event_participation = yes } # Finish up the chain if relevant. hold_court_queue_post_event_effect = yes } } # Merchants of a foreign culture offer their services as translators and interpreters. ep3_emperor_yearly.2110 = { type = court_event title = ep3_emperor_yearly.2110.t desc = { first_valid = { triggered_desc = { trigger = { culture = scope:provincial_culture } desc = ep3_emperor_yearly.2110.desc_same } desc = ep3_emperor_yearly.2110.desc_other } desc = ep3_emperor_yearly.2110.desc } theme = court court_scene = { button_position_character = scope:merchant court_event_force_open = yes show_timeout_info = no should_pause_time = yes roles = { scope:merchant = { group = petitioners_group animation = obsequious_bow } } } widget = { gui = "event_window_widget_event_chain_progress" container = "custom_widgets_container" controller = event_chain_progress } cooldown = { years = 15 } trigger = { OR = { has_ep3_dlc_trigger = yes has_tgp_dlc_trigger = yes } government_allows = administrative top_liege = this any_realm_county = { culture != root.capital_county.culture } } weight_multiplier = { base = 1 modifier = { add = 0.5 valid_for_byz_emperor_content_trigger = yes } # Court weightings. ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic } } immediate = { court_event_character_flag_effect = yes root.capital_county.culture = { save_scope_as = capital_culture } random_realm_county = { limit = { culture != scope:capital_culture } save_scope_as = provincial_county culture = { save_scope_as = provincial_culture } } random_pool_character = { province = scope:provincial_county.title_province limit = { stewardship >= 14 culture = scope:provincial_culture } save_scope_as = merchant } if = { limit = { exists = scope:merchant } scope:merchant = { hidden_effect = { move_to_pool_at = root.location learn_language_of_culture = scope:capital_culture if = { limit = { NOT = { has_trait = lifestyle_traveler } } add_trait = lifestyle_traveler add_random_tiered_trait_track_xp_effect = { TRAIT = lifestyle_traveler TRACK = travel LEVEL_1 = yes LEVEL_3 = no } add_random_tiered_trait_track_xp_effect = { TRAIT = lifestyle_traveler TRACK = danger LEVEL_1 = yes LEVEL_3 = no } } } } } else = { create_character = { location = root.location template = good_merchant_template culture = scope:provincial_culture faith = scope:provincial_county.faith save_scope_as = merchant } hidden_effect = { scope:merchant = { if = { limit = { NOT = { knows_language_of_culture = scope:capital_culture } } learn_language_of_culture = scope:capital_culture } add_character_flag = created } } } scope:merchant = { court_event_character_flag_effect = yes } # Trigger next event in chain. hold_court_queue_next_event_effect = yes } # Option A: Send to local administration option = { name = ep3_emperor_yearly.2110.a scope:capital_culture = { change_cultural_acceptance = { target = scope:provincial_culture value = low_positive_culture_acceptance desc = cultural_acceptance_gain_hold_court_event_outcome } } scope:merchant = { hidden_effect = { move_to_pool_at = scope:provincial_county } } #Governor scope:provincial_county.duchy.holder = { hidden_effect = { add_courtier = scope:merchant } } stress_impact = { ambitious = minor_stress_impact_gain arbitrary = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 0.5 } modifier = { has_trait = ambitious add = -25 } } } # Option B: Send to central administration option = { name = ep3_emperor_yearly.2110.b scope:capital_culture = { change_cultural_acceptance = { target = scope:provincial_culture value = miniscule_positive_culture_acceptance desc = cultural_acceptance_gain_hold_court_event_outcome } } add_courtier = scope:merchant change_influence = medium_influence_gain pay_treasury_or_gold = { target = scope:merchant value = minor_treasury_or_gold_value } stress_impact = { lazy = medium_stress_impact_gain greedy = medium_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.5 } modifier = { has_trait = lazy add = -25 } } } # Option C: opt out option = { name = ep3_emperor_yearly.2110.c add_prestige = minor_prestige_gain scope:merchant = { add_character_flag = unused } stress_impact = { gregarious = minor_stress_impact_gain compassionate = minor_stress_impact_gain diligent = medium_stress_impact_gain } ai_chance = { base = 50 } } after = { scope:merchant = { clear_court_event_participation = yes if = { limit = { root = { is_ai = yes } has_character_flag = created has_character_flag = unused } silent_disappearance_effect = yes } } clear_court_event_participation = yes # Finish up the chain if relevant. hold_court_queue_post_event_effect = yes } } # Your Byz spouse or child-in-law at court is accused of being arrogant and pretentious scripted_trigger 2120_valid_byz_spouse_trigger = { is_alive = yes culture = { has_cultural_pillar = heritage_byzantine } location = root.location is_available_ai_adult = yes } scripted_trigger 2120_valid_non_byz_complainer_trigger = { culture = { NOT = { has_cultural_pillar = heritage_byzantine } } is_of_major_or_minor_interest_trigger = { CHARACTER = root } is_available_ai_adult = yes location = root.location } ep3_emperor_yearly.2120 = { type = court_event title = ep3_emperor_yearly.2120.t desc = ep3_emperor_yearly.2120.desc theme = court court_scene = { button_position_character = scope:complainer court_event_force_open = yes show_timeout_info = no should_pause_time = yes roles = { scope:complainer = { group = petitioners_group animation = obsequious_bow } } } widget = { gui = "event_window_widget_event_chain_progress" container = "custom_widgets_container" controller = event_chain_progress } cooldown = { years = 15 } trigger = { has_ep3_dlc_trigger = yes # You and your capital are not Byz NOR = { culture = { has_cultural_pillar = heritage_byzantine } capital_county.culture = { has_cultural_pillar = heritage_byzantine } } # You have a spouse or in-law at court who is Byz OR = { any_spouse = { 2120_valid_byz_spouse_trigger = yes save_temporary_scope_as = byz_char } any_child = { any_spouse = { 2120_valid_byz_spouse_trigger = yes save_temporary_scope_as = byz_char } } } # Someone who could complain any_courtier = { 2120_valid_non_byz_complainer_trigger = yes NOT = { is_close_family_of = scope:byz_char } } } weight_multiplier = { base = 1 # Court weightings. ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike } } immediate = { court_event_character_flag_effect = yes random_spouse = { limit = { 2120_valid_byz_spouse_trigger = yes } save_scope_as = the_byz } if = { limit = { NOT = { exists = scope:the_byz } } random_child = { limit = { any_spouse = { 2120_valid_byz_spouse_trigger = yes } } random_spouse = { limit = { 2120_valid_byz_spouse_trigger = yes } save_scope_as = the_byz } } } random_courtier = { limit = { 2120_valid_non_byz_complainer_trigger = yes NOT = { is_close_family_of = scope:the_byz } } save_scope_as = complainer } # Trigger next event in chain. hold_court_queue_next_event_effect = yes } # Option A: side with Byz option = { name = ep3_emperor_yearly.2120.a culture = { change_cultural_acceptance = { target = scope:the_byz.culture value = low_positive_culture_acceptance desc = cultural_acceptance_gain_hold_court_event_outcome } } scope:the_byz = { add_opinion = { target = root modifier = respect_opinion opinion = 20 } } stress_impact = { arrogant = medium_stress_impact_gain temperate = medium_stress_impact_gain content = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = arrogant add = -25 } modifier = { has_trait = temperate add = -25 } modifier = { has_trait = content add = -25 } } } # Option B: side with courtier option = { name = ep3_emperor_yearly.2120.b culture = { change_cultural_acceptance = { target = scope:the_byz.culture value = miniscule_negative_culture_acceptance desc = cultural_acceptance_gain_hold_court_event_outcome } } add_character_modifier = { modifier = defender_of_values_modifier years = 15 } scope:the_byz = { add_opinion = { target = root modifier = insult_opinion opinion = -20 } } stress_impact = { humble = medium_stress_impact_gain ambitious = medium_stress_impact_gain fickle = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = humble add = -25 } modifier = { has_trait = ambitious add = -25 } modifier = { has_trait = fickle add = -25 } } } # Option C: opt out option = { name = ep3_emperor_yearly.2120.c stress_impact = { diligent = minor_stress_impact_gain } ai_chance = { base = 50 modifier = { has_trait = diligent add = -25 } } } after = { clear_court_event_participation = yes scope:complainer = { clear_court_event_participation = yes } # Finish up the chain if relevant. hold_court_queue_post_event_effect = yes } } #A prisoner (house arrest) is allowed into the court to plead for freedom ep3_emperor_yearly.2130 = { type = court_event title = ep3_emperor_yearly.2130.t desc = ep3_emperor_yearly.2130.desc theme = court court_scene = { button_position_character = scope:prisoner court_event_force_open = yes show_timeout_info = no should_pause_time = yes roles = { scope:prisoner = { group = petitioners_group animation = obsequious_bow } } } widget = { gui = "event_window_widget_event_chain_progress" container = "custom_widgets_container" controller = event_chain_progress } cooldown = { years = 10 } trigger = { government_allows = administrative top_liege = this any_prisoner = { is_in_prison_type = house_arrest is_ai = yes age >= 14 } } weight_multiplier = { base = 1 # Court weightings. ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative } } immediate = { court_event_character_flag_effect = yes random_prisoner = { limit = { is_in_prison_type = house_arrest is_ai = yes age >= 14 } save_scope_as = prisoner } scope:prisoner = { court_event_character_flag_effect = yes } # Trigger next event in chain. hold_court_queue_next_event_effect = yes } # Option A: Pardon option = { name = ep3_emperor_yearly.2130.a scope:prisoner = { release_from_prison = yes } consume_all_criminal_reasons_effect = { LIEGE = root CRIMINAL = scope:prisoner } if = { limit = { can_add_hook = { target = scope:prisoner type = favor_hook } } add_hook = { target = scope:prisoner type = favor_hook } } change_influence = minor_influence_gain stress_impact = { forgiving = major_stress_impact_loss compassionate = major_stress_impact_loss just = medium_stress_impact_loss vengeful = massive_stress_impact_gain callous = medium_stress_impact_gain sadistic = medium_stress_impact_gain ambitious = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = -1 } } } # Option B: Require support option = { name = ep3_emperor_yearly.2130.b trigger = { scope:prisoner = { government_allows = administrative is_vassal_or_below_of = root is_landed_or_landless_administrative = yes } } scope:prisoner = { release_from_prison = yes change_influence = major_influence_loss } change_influence = major_influence_gain stress_impact = { honest = medium_stress_impact_gain forgiving = medium_stress_impact_gain compassionate = major_stress_impact_gain content = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_greed = 0.5 } } } # Option C: work for me option = { name = ep3_emperor_yearly.2130.c trigger = { scope:prisoner = { NOR = { is_vassal_or_below_of = root is_landed_or_landless_administrative = yes is_landed = yes } } } scope:prisoner = { release_from_prison = yes } hidden_effect = { add_courtier = scope:prisoner } custom_tooltip = { text = ep3_emperor_yearly.2130.c.tt add_character_flag = ep3_2130_ex_prisoner } stress_impact = { honest = major_stress_impact_gain compassionate = major_stress_impact_gain forgiving = medium_stress_impact_gain content = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } } } # Option D: ask for troops option = { name = ep3_emperor_yearly.2130.d trigger = { scope:prisoner = { is_landed = yes NOT = { is_vassal_or_below_of = root } } } scope:prisoner = { release_from_prison = yes add_character_modifier = { modifier = ep3_mercenaries_abroad_modifier years = 10 } } add_character_modifier = { modifier = ep3_mercenaries_from_abroad_modifier years = 10 } stress_impact = { craven = medium_stress_impact_gain honest = medium_stress_impact_gain content = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 0.5 } } } # Option E: Ignore option = { name = ep3_emperor_yearly.2130.e add_prestige = minor_prestige_gain stress_impact = { base = minor_stress_impact_gain } ai_chance = { base = 75 modifier = { has_trait = vengeful add = 25 } modifier = { has_trait = deceitful add = -25 } modifier = { has_trait = forgiving add = -25 } } } after = { clear_court_event_participation = yes scope:prisoner = { clear_court_event_participation = yes } # Finish up the chain if relevant. hold_court_queue_post_event_effect = yes } } # Plunder the tombs of previous emperors if in debt ep3_emperor_yearly.2140 = { type = character_event title = ep3_emperor_yearly.2140.t desc = ep3_emperor_yearly.2140.desc theme = emperor override_background = { reference = ep3_constantinople } left_portrait = { character = root animation = personality_greedy } cooldown = { years = 50 } trigger = { valid_for_byz_emperor_content_trigger = yes gold < 0 } weight_multiplier = { base = 1 modifier = { gold < -150 add = 1 } modifier = { gold < -300 add = 2 } modifier = { factor = 0.5 has_trait = zealous } } # Option A: Let's do it option = { name = ep3_emperor_yearly.2140.a add_treasury_or_gold = major_treasury_or_gold_value add_character_modifier = { modifier = ep3_grave_robber_modifier years = 20 } root.capital_province = { add_province_modifier = { modifier = ep3_imperial_tombs_violated_province_modifier years = 10 } } stress_impact = { zealous = massive_stress_impact_gain gregarious = medium_stress_impact_gain content = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } } } # Option B: Not worth it option = { name = ep3_emperor_yearly.2140.b add_piety = minor_piety_gain change_influence = minor_influence_gain stress_impact = { greedy = massive_stress_impact_gain diligent = medium_stress_impact_gain cynical = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } } # Governor/Emperor: You are told about a new Stylite "saint" in your area ep3_emperor_yearly.2150 = { type = character_event title = ep3_emperor_yearly.2150.t desc = { desc = ep3_emperor_yearly.2150.desc first_valid = { triggered_desc = { trigger = { scope:saint = { has_nickname = nick_the_stylite } } desc = ep3_emperor_yearly.2150.desc.stylite } triggered_desc = { trigger = { scope:saint = { has_nickname = nick_the_grazer } } desc = ep3_emperor_yearly.2150.desc.grazer } triggered_desc = { trigger = { scope:saint = { has_nickname = nick_the_iron_wearer } } desc = ep3_emperor_yearly.2150.desc.iron } } desc = ep3_emperor_yearly.2150.desc.end } theme = administrative left_portrait = { character = root animation = thinking } lower_right_portrait = scope:saint cooldown = { years = 25 } trigger = { OR = { valid_for_byz_governor_content_trigger = yes valid_for_byz_emperor_content_trigger = yes } any_sub_realm_county = { faith = faith:orthodox } } weight_multiplier = { base = 1 #More common in early dates modifier = { add = 1 current_date < 1000.1.1 } modifier = { add = 1 has_trait = zealous } modifier = { add = 1 has_trait = cynical } modifier = { is_ai = yes factor = 0.1 } } immediate = { if = { limit = { capital_province.county.faith = faith:orthodox } capital_province = { save_scope_as = capital } } else = { random_sub_realm_county = { limit = { faith = faith:orthodox } random_province = { save_scope_as = capital } } } random_pool_character = { province = root.location limit = { faith = faith:orthodox can_be_clergy_due_to_gender_trigger = yes is_available_ai_adult = yes OR = { has_trait = eccentric has_trait = zealous has_trait = saint has_trait = lifestyle_mystic has_nickname = nick_the_stylite has_nickname = nick_the_grazer has_nickname = nick_the_iron_wearer } learning >= 16 } save_scope_as = saint } if = { limit = { NOT = { exists = scope:saint } } create_character = { template = stylite_saint_character faith = faith:orthodox culture = scope:capital.county.culture location = root.location save_scope_as = saint } } hidden_effect = { if = { limit = { scope:saint = { NOT = { has_trait = eccentric } } } scope:saint = { add_trait = eccentric } } scope:saint = { add_trait = inappetetic add_trait = wounded_1 change_current_weight = -50 random_list = { # is a holy man 50 = { add_character_flag = real_holy_man modifier = { has_trait = zealous add = 20 } modifier = { has_trait = education_learning_1 add = 5 } modifier = { has_trait = education_learning_2 add = 10 } modifier = { has_trait = education_learning_3 add = 15 } modifier = { has_trait = education_learning_4 add = 20 } modifier = { has_trait = saint add = 25 } modifier = { has_trait = lifestyle_mystic add = 15 } modifier = { has_trait = honest add = 15 } modifier = { has_trait = scholar add = 10 } modifier = { has_trait = theologian add = 10 } modifier = { has_trait = chaste add = 10 } modifier = { has_trait = temperate add = 10 } modifier = { has_trait = wrathful add = 15 } modifier = { has_trait = arrogant add = 10 } modifier = { has_trait = humble add = 10 } modifier = { has_trait = arbitrary add = 15 } modifier = { has_trait = callous add = 10 } modifier = { has_trait = reclusive add = 25 } } # is a crook 50 = { add_character_flag = is_a_crook modifier = { has_trait = education_intrigue_1 add = 5 } modifier = { has_trait = education_intrigue_2 add = 10 } modifier = { has_trait = education_intrigue_3 add = 15 } modifier = { has_trait = education_intrigue_4 add = 20 } modifier = { has_trait = whole_of_body add = 15 } modifier = { has_trait = deceitful add = 20 } modifier = { has_trait = lifestyle_reveler add = 30 } modifier = { has_trait = lustful add = 10 } modifier = { has_trait = greedy add = 10 } modifier = { has_trait = patient add = 15 } modifier = { has_trait = brave add = 15 } modifier = { has_trait = paranoid add = 10 } modifier = { has_trait = compassionate add = 15 } } } random_list = { 33 = { give_nickname = nick_the_stylite } 33 = { give_nickname = nick_the_grazer } 33 = { give_nickname = nick_the_iron_wearer } } } } } #Option A: all hail the saint! option = { name = ep3_emperor_yearly.2150.a flavor = ep3_emperor_yearly.2150.a.tt pay_treasury_or_gold = { target = scope:saint value = minor_treasury_or_gold_value } if = { limit = { can_employ_court_position_type = cave_hermit_court_position scope:saint = { can_be_employed_as = cave_hermit_court_position } } court_position_grant_effect = { EMPLOYER = root POS = cave_hermit CANDIDATE = scope:saint } } scope:capital.county = { change_county_control = major_county_control_gain } add_piety = minor_piety_gain stress_impact = { cynical = major_stress_impact_gain comfort_eater = medium_stress_impact_gain just = minor_stress_impact_gain greedy = minor_stress_impact_gain gluttonous = minor_stress_impact_gain craven = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_energy = -0.5 } modifier = { treasury_or_gold < tiny_treasury_or_gold_value factor = 0 } modifier = { has_trait = cynical factor = 0 } } } #Option B: put him to the test option = { name = ep3_emperor_yearly.2150.b duel = { skills = { intrigue learning } target = scope:saint # you find the truth 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = ep3_emperor_yearly.2150.b.tt.success show_as_tooltip = { if = { limit = { top_liege = this } change_influence = major_influence_gain } else = { add_character_flag = { flag = ep3_2150_found_truth years = 25 } custom_tooltip = ep3_emperor_yearly.2150.b.tt change_influence = minor_influence_gain } random_list = { 50 = { show_chance = no desc = ep3_emperor_yearly.2150.b.tt.holy scope:capital.county = { add_county_modifier = { modifier = land_of_holy_county_modifier years = 25 } } } 50 = { show_chance = no desc = ep3_emperor_yearly.2150.b.tt.crook scope:capital.county = { add_county_modifier = { modifier = no_crooks_county_modifier years = 25 } } } } } hidden_effect = { send_interface_toast = { title = ep3_emperor_yearly.2150.b.tt.success left_icon = scope:saint type = event_generic_neutral if = { limit = { top_liege = this } change_influence = major_influence_gain } else = { add_character_flag = { flag = ep3_2150_found_truth years = 25 } custom_tooltip = ep3_emperor_yearly.2150.b.tt change_influence = minor_influence_gain } if = { limit = { scope:saint = { has_character_flag = real_holy_man } } custom_tooltip = ep3_emperor_yearly.2150.b.tt.holy scope:capital.county = { add_county_modifier = { modifier = land_of_holy_county_modifier years = 25 } } } else = { custom_tooltip = ep3_emperor_yearly.2150.b.tt.crook scope:capital.county = { add_county_modifier = { modifier = no_crooks_county_modifier years = 25 } } } } } } # you have no idea 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = ep3_emperor_yearly.2150.b.tt.failure send_interface_toast = { title = ep3_emperor_yearly.2150.b.tt.failure left_icon = scope:saint type = event_generic_neutral custom_tooltip = ep3_emperor_yearly.2150.b.tt.continue change_influence = minor_influence_loss } scope:saint = { add_character_flag = follow_up_2150 } trigger_event = { id = ep3_emperor_yearly.2151 years = 3 } } } stress_impact = { lazy = major_stress_impact_gain arbitrary = major_stress_impact_gain fickle = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 ai_energy = 0.5 } modifier = { has_trait = lazy add = -75 } } } #Option C: he's clearly a fake! option = { name = ep3_emperor_yearly.2150.c scope:capital.county = { change_county_control = minor_county_control_loss } if = { limit = { top_liege = this } change_influence = medium_influence_gain } else = { increase_governance_effect = { VALUE = 2 } change_influence = miniscule_influence_gain } stress_impact = { zealous = major_stress_impact_gain diligent = medium_stress_impact_gain just = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -1 ai_rationality = 0.5 } } } after = { if = { limit = { scope:saint = { NOT = { has_character_flag = follow_up_2150 } } } scope:saint = { remove_character_flag = real_holy_man remove_character_flag = is_a_crook } if = { limit = { is_ai = yes scope:saint = { has_any_court_position = no } } scope:saint = { silent_disappearance_effect = yes } } } } } ep3_emperor_yearly.2151 = { type = character_event title = ep3_emperor_yearly.2150.t desc = { desc = ep3_emperor_yearly.2151.desc first_valid = { triggered_desc = { trigger = { scope:saint = { has_character_flag = real_holy_man } } desc = ep3_emperor_yearly.2151.desc_saint } desc = ep3_emperor_yearly.2151.desc_crook } } theme = administrative left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chaplain triggered_animation = { trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } animation = scepter # anim uses crucifix scepter } animation = war_over_tie } lower_right_portrait = scope:saint trigger = { scope:saint = { is_alive = yes } OR = { valid_for_byz_governor_content_trigger = yes valid_for_byz_emperor_content_trigger = yes } any_sub_realm_county = { faith = faith:orthodox this = scope:capital.county } exists = cp:councillor_court_chaplain } on_trigger_fail = { if = { limit = { scope:saint = { is_alive = yes } } scope:saint = { remove_character_flag = real_holy_man remove_character_flag = is_a_crook remove_character_flag = follow_up_2150 } } } immediate = { if = { limit = { scope:saint = { has_character_flag = real_holy_man } } scope:capital.county = { add_county_modifier = { modifier = ep3_persecuting_saints_county_modifier years = 5 } } } else = { scope:capital.county = { add_county_modifier = { modifier = ep3_conmen_among_us_county_modifier years = 5 } } } cp:councillor_court_chaplain = { save_scope_as = chaplain } } option = { name = ep3_emperor_yearly.2151.a } after = { scope:saint = { remove_character_flag = real_holy_man remove_character_flag = is_a_crook remove_character_flag = follow_up_2150 } if = { limit = { is_ai = yes } scope:saint = { silent_disappearance_effect = yes } } } } # Governor: If you border with nomadic people, they keep moving people into your borders scripted_trigger ep3_2160_valid_neighbor_trigger = { liege != root.liege OR = { government_has_flag = government_is_tribal culture = { OR = { has_cultural_tradition = tradition_horse_lords has_cultural_tradition = tradition_saharan_nomads has_cultural_tradition = tradition_desert_nomads } } } is_ai = yes } ep3_emperor_yearly.2160 = { type = character_event title = ep3_emperor_yearly.2160.t desc = ep3_emperor_yearly.2160.desc theme = war left_portrait = { character = root animation = eyeroll } lower_right_portrait = scope:nomad_neighbor cooldown = { years = 25 } trigger = { valid_for_byz_governor_content_trigger = yes any_neighboring_realm_same_rank_owner = { ep3_2160_valid_neighbor_trigger = yes any_sub_realm_county = { any_neighboring_county = { holder = root } } } } immediate = { random_neighboring_realm_same_rank_owner = { limit = { ep3_2160_valid_neighbor_trigger = yes } save_scope_as = nomad_neighbor } scope:nomad_neighbor = { random_sub_realm_county = { limit = { any_neighboring_county = { holder = root } } save_scope_as = nomad_county } } scope:nomad_county = { random_neighboring_county = { limit = { holder = root } save_scope_as = our_county } } } # Option A: welcome them option = { name = ep3_emperor_yearly.2160.a flavor = ep3_emperor_yearly.2160.a.tt scope:our_county = { add_county_modifier = { modifier = ep3_settling_nomads_county_modifier years = 25 } } culture = { change_cultural_acceptance = { target = scope:nomad_neighbor.culture value = minor_cultural_acceptance_gain desc = cultural_acceptance_gain_hold_court_event_outcome } } stress_impact = { paranoid = medium_stress_impact_gain callous = minor_stress_impact_gain arbitrary = minor_stress_impact_gain impatient = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = paranoid add = -100 } modifier = { has_trait = callous add = -25 } modifier = { has_trait = gregarious add = 25 } ai_value_modifier = { ai_compassion = 0.5 } } } # Option B: diplomatic escalation option = { name = ep3_emperor_yearly.2160.b flavor = ep3_emperor_yearly.2160.b.flavor duel = { skill = diplomacy target = scope:nomad_neighbor 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = ep3_emperor_yearly.2160.b.tt.success send_interface_toast = { title = ep3_emperor_yearly.2160.b.success left_icon = scope:nomad_neighbor type = event_generic_neutral add_pressed_claim = scope:nomad_county add_character_flag = { flag = ep3_2160_success years = 25 } custom_tooltip = ep3_emperor_yearly.2160.b.tt } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = ep3_emperor_yearly.2160.b.tt.failure send_interface_toast = { title = ep3_emperor_yearly.2160.b.failure left_icon = scope:nomad_neighbor type = event_generic_neutral scope:nomad_neighbor = { add_pressed_claim = scope:our_county } add_character_flag = { flag = ep3_2160_failure years = 25 } custom_tooltip = ep3_emperor_yearly.2160.b.tt2 } } } stress_impact = { compassionate = medium_stress_impact_gain gregarious = medium_stress_impact_gain shy = medium_stress_impact_gain content = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 } } } } # People are hiding from you, in your low-control province, in tunnels, in fairy chimneys, and within mountains ep3_emperor_yearly.2170 = { type = character_event title = ep3_emperor_yearly.2170.t desc = ep3_emperor_yearly.2170.desc theme = stewardship left_portrait = { character = root animation = thinking } cooldown = { years = 25 } trigger = { OR ={ valid_for_byz_governor_content_trigger = yes has_tgp_dlc_trigger = yes } any_sub_realm_county = { OR = { any_county_province = { has_building = fairy_chimneys } AND = { county_control <= 50 county_has_province_with_terrain = { terrain = mountains terrain = hills terrain = forest terrain = jungle terrain = desert_mountains terrain = steppe terrain = desert } } } NOR = { has_county_modifier = ep3_tunnels_encouraged_county_modifier has_county_modifier = ep3_population_control_county_modifier } } } weight_multiplier = { base = 1 } immediate = { random_sub_realm_county = { limit = { NOR = { has_county_modifier = ep3_tunnels_encouraged_county_modifier has_county_modifier = ep3_population_control_county_modifier } any_county_province = { has_building = fairy_chimneys } } save_scope_as = our_county } if = { limit = { NOT = { exists = scope:our_county } } ordered_sub_realm_county = { limit = { NOR = { has_county_modifier = ep3_tunnels_encouraged_county_modifier has_county_modifier = ep3_population_control_county_modifier } county_has_province_with_terrain = { terrain = mountains terrain = hills terrain = forest terrain = jungle terrain = desert_mountains terrain = steppe terrain = desert } } order_by = { value = county_control multiply = -1 } save_scope_as = our_county } } } # Option A: encourage it as defense option = { name = ep3_emperor_yearly.2170.a scope:our_county = { add_county_modifier = { modifier = ep3_tunnels_encouraged_county_modifier years = 50 } } change_influence = major_influence_gain stress_impact = { greedy = major_stress_impact_gain paranoid = medium_stress_impact_gain honest = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.5 } modifier = { has_trait = paranoid add = -75 } modifier = { has_trait = greedy factor = 0 } } } # Option B: discourage it for taxation option = { name = ep3_emperor_yearly.2170.b scope:our_county = { add_county_modifier = { modifier = ep3_population_control_county_modifier years = 50 } } add_character_flag = { flag = ep3_2170_success years = 25 } custom_tooltip = ep3_emperor_yearly.2160.b.tt stress_impact = { generous = medium_stress_impact_gain deceitful = medium_stress_impact_gain trusting = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 0.5 } } } } # Traveling pilgrims come to an estate - response from the estate owner ep3_emperor_yearly.2180 = { type = character_event title = ep3_emperor_yearly.2180.t desc = { first_valid = { triggered_desc = { trigger = { location = top_liege.capital_province } desc = ep3_emperor_yearly.2180.desc_capital } desc = ep3_emperor_yearly.2180.desc } first_valid = { triggered_desc = { trigger = { top_liege = scope:event_host.top_liege } desc = ep3_emperor_yearly.2180.desc_fellow } desc = ep3_emperor_yearly.2180.desc_foreigner } } theme = travel left_portrait = { character = root animation = worry } lower_right_portrait = scope:event_host cooldown = { years = 10 } trigger = { is_available_travelling = yes is_location_valid_for_travel_event_on_land = yes involved_activity ?= { has_activity_type = activity_pilgrimage } location = { any_province_domicile = { is_domicile_type = estate owner ?= { dynasty != root.dynasty is_available = yes } } } } weight_multiplier = { base = 1 modifier = { location = { any_province_domicile = { is_domicile_type = estate owner.religion = root.religion } } add = 0.5 } modifier = { location = { any_province_domicile = { is_domicile_type = estate owner.faith = root.faith } } add = 0.5 } } immediate = { location = { random_province_domicile = { limit = { is_domicile_type = estate owner ?= { dynasty != root.dynasty is_available = yes faith = root.faith } } alternative_limit = { is_domicile_type = estate owner ?= { dynasty != root.dynasty is_available = yes religion = root.religion } } alternative_limit = { is_domicile_type = estate owner ?= { dynasty != root.dynasty is_available = yes } } owner ?= { save_scope_as = event_host } } save_scope_as = location } #for the response event root = { save_scope_as = pilgrim } } # Option A: let's approach the estate option = { name = ep3_emperor_yearly.2180.a flavor = ep3_emperor_yearly.2180.a.tt current_travel_plan = { delay_travel_plan = { days = 7 } } scope:event_host = { trigger_event = { id = ep3_emperor_yearly.2181 days = 1 } } stress_impact = { shy = medium_stress_impact_gain zealous = medium_stress_impact_gain reclusive = major_stress_impact_gain impatient = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 } } } # Option B: better make hurry instead option = { name = ep3_emperor_yearly.2180.b add_piety = minor_piety_gain stress_impact = { craven = minor_stress_impact_gain gregarious = medium_stress_impact_gain patient = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } } ep3_emperor_yearly.2181 = { type = character_event title = ep3_emperor_yearly.2180.t desc = { desc = ep3_emperor_yearly.2181.desc first_valid = { triggered_desc = { trigger = { top_liege = scope:pilgrim.top_liege } desc = ep3_emperor_yearly.2181.desc_fellow } desc = ep3_emperor_yearly.2181.desc_foreigner } } theme = stewardship left_portrait = { character = root animation = chaplain } right_portrait = { character = scope:pilgrim animation = beg } trigger = { scope:pilgrim = { is_alive = yes } } immediate = { top_liege = { save_scope_as = liege } } # Option A: give advice on the area option = { name = ep3_emperor_yearly.2181.a flavor = ep3_emperor_yearly.2181.a_flavor scope:pilgrim = { send_interface_toast = { type = event_generic_good_text title = ep3_emperor_yearly.2181.a.tt left_icon = root current_travel_plan = { add_travel_plan_modifier = { modifier = ep3_lay_of_the_land_modifier } } } } add_character_modifier = { modifier = ep3_friendly_host_modifier years = 10 } stress_impact = { shy = minor_stress_impact_gain paranoid = minor_stress_impact_gain cynical = minor_stress_impact_gain reclusive = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 1 } } } # Option B: give guides and guards option = { name = ep3_emperor_yearly.2181.b flavor = ep3_emperor_yearly.2181.b_flavor scope:pilgrim = { send_interface_toast = { type = event_generic_good_text title = ep3_emperor_yearly.2181.b.tt left_icon = root current_travel_plan = { add_travel_plan_modifier = { modifier = ep3_guides_and_guards_modifier } } } } change_influence = minor_influence_loss if = { limit = { faith = scope:pilgrim.faith } add_character_modifier = { modifier = ep3_pilgrim_protector_same_modifier years = 10 } } else = { add_character_modifier = { modifier = ep3_pilgrim_protector_other_modifier years = 10 } } stress_impact = { cynical = medium_stress_impact_gain greedy = minor_stress_impact_gain paranoid = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_zeal = 0.5 } modifier = { scope:pilgrim.faith = root.faith add = 150 } } } # Option C: this is not a hotel - opt out option = { name = ep3_emperor_yearly.2181.c scope:pilgrim = { send_interface_toast = { type = event_generic_bad_text title = ep3_emperor_yearly.2181.c.tt left_icon = root pay_short_term_gold = { target = root gold = tiny_gold_value } } } stress_impact = { generous = medium_stress_impact_gain gregarious = medium_stress_impact_gain zealous = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = -1 ai_zeal = -1 } } } } # Emperor/Governor: Landowners have been hoarding grain to resell it during food shortages scripted_trigger ep3_2190_valid_domicile_owner_trigger = { NOR = { dynasty = root.dynasty this = root } is_available_ai_adult = yes opinion = { target = root value <= 20 } } ep3_emperor_yearly.2190 = { type = character_event title = ep3_emperor_yearly.2190.t desc = ep3_emperor_yearly.2190.desc theme = administrative override_background = { reference = ep3_relaxing_room } left_portrait = { character = root animation = anger } right_portrait = { character = scope:landowner animation = eyeroll } cooldown = { years = 15 } trigger = { OR = { valid_for_byz_governor_content_trigger = yes valid_for_byz_emperor_content_trigger = yes } capital_province = { any_province_domicile = { is_domicile_type = estate owner ?= { ep3_2190_valid_domicile_owner_trigger = yes } } } } weight_multiplier = { base = 1 modifier = { capital_province = { any_province_domicile = { is_domicile_type = estate owner ?= { ep3_2190_valid_domicile_owner_trigger = yes OR = { has_trait = greedy has_trait = deceitful has_trait = arbitrary } } } } add = 2 } modifier = { capital_province = { any_province_domicile = { is_domicile_type = estate owner ?= { ep3_2190_valid_domicile_owner_trigger = yes OR = { has_trait = generous has_trait = humble has_trait = honest has_trait = just } } } } factor = 0 } } immediate = { capital_province = { random_province_domicile = { limit = { is_domicile_type = estate owner ?= { ep3_2190_valid_domicile_owner_trigger = yes } } owner = { save_scope_as = landowner } } save_scope_as = capital } liege = { save_scope_as = liege } save_scope_as = root_scope } # Option A: Make an example option = { name = ep3_emperor_yearly.2190.a if = { limit = { top_liege = this } every_vassal = { limit = { OR = { has_vassal_stance = courtly has_vassal_stance = parochial } this != scope:landowner } custom = every_courtly_parochial_vassal add_opinion = { target = root modifier = targeting_nobility_opinion } } } else = { custom_tooltip = ep3_emperor_yearly.2150.b.tt add_character_flag = { flag = ep3_2190_honest years = 25 } liege = { every_vassal = { limit = { OR = { has_vassal_stance = courtly has_vassal_stance = parochial } NOR = { this = scope:landowner this = root } } custom = every_courtly_parochial_fellow_vassal add_opinion = { target = root modifier = targeting_nobility_opinion } } } } capital_province.county = { add_county_modifier = { modifier = ep3_open_granary_county_modifier years = 15 } } scope:landowner = { change_influence = medium_influence_loss remove_short_term_gold = medium_gold_value add_opinion = { target = root modifier = ruined_me_opinion } } stress_impact = { greedy = medium_stress_impact_gain content = medium_stress_impact_gain arbitrary = medium_stress_impact_gain craven = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 0.5 ai_sociability = -0.5 } modifier = { has_trait = brave add = 25 } modifier = { has_trait = just add = 25 } modifier = { has_trait = craven add = -75 } modifier = { scope:landowner = { gold < medium_gold_value } factor = 0 } } } # Option B: get bribed option = { name = ep3_emperor_yearly.2190.b scope:landowner = { pay_short_term_gold = { target = root gold = medium_gold_value } add_opinion = { target = root modifier = accepted_bribe_opinion opinion = 20 } } change_influence = miniscule_influence_loss stress_impact = { honest = major_stress_impact_gain just = major_stress_impact_gain diligent = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = -1 ai_greed = 0.5 } modifier = { has_trait = honest factor = 0 } modifier = { has_trait = just factor = 0 } modifier = { has_trait = diligent add = -50 } modifier = { scope:landowner = { gold < medium_gold_value } factor = 0 } } } # Option C: wrist-slap - opt out option = { name = ep3_emperor_yearly.2190.c scope:landowner = { add_opinion = { target = root modifier = off_the_hook_opinion opinion = 5 } } stress_impact = { just = minor_stress_impact_gain honest = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 } } } } # A governor who doesn't like the emperor can seize the tax gold about to go to the emperor ep3_emperor_yearly.2200 = { type = character_event title = ep3_emperor_yearly.2200.t desc = { first_valid = { #You have a ceremonial monarch triggered_desc = { trigger = { tgp_realm_has_ceremonial_liege_trigger = yes } desc = ep3_emperor_yearly.2200.desc.c_monarch } #Not ceremonial monarch desc = ep3_emperor_yearly.2200.desc } } theme = stewardship override_background = relaxing_room left_portrait = { character = root animation = personality_greedy } lower_right_portrait = scope:liege lower_left_portrait = scope:ceremonial_monarch cooldown = { years = 10 } trigger = { is_governor = yes NOT = { is_at_war_with = liege } OR = { opinion = { target = liege value < 0 } has_relation_potential_rival = liege has_relation_rival = liege house_has_feud_relation_with_trigger = { TARGET = liege } liege = { house_has_feud_relation_with_trigger ={ TARGET = root } } } } weight_multiplier = { base = 1 modifier = { valid_for_byz_governor_content_trigger = yes add = 1 } } immediate = { liege = { save_scope_as = liege } primary_title = { save_scope_as = governorship } liege.capital_county = { save_scope_as = capital } if = { limit = { tgp_realm_has_ceremonial_liege_trigger = yes } top_liege.primary_title.var:administrative_ui_special_title.holder = { save_scope_as = ceremonial_monarch } } } # Option A: why not? option = { name = ep3_emperor_yearly.2200.a add_gold = major_gold_value add_character_flag = { flag = ep3_embezzling_governor years = 10 } custom_tooltip = ep3_emperor_yearly.2160.b.tt2 increase_governance_effect = { VALUE = -4 } if = { limit = { NOT = { has_trait = disloyal } } random = { chance = 35 send_interface_toast = { title = ep3_emperor_yearly.2200.a.tt left_icon = root add_trait_force_tooltip = disloyal } } } if = { limit = { any_scheme = { type = depose scheme_target_character = scope:liege } } random_scheme = { type = depose limit = { scheme_target_character = scope:liege } add_scheme_modifier = { type = scheme_grand_ambitions_embezzling_modifier } } } stress_impact = { honest = major_stress_impact_gain just = major_stress_impact_gain loyal = major_stress_impact_gain diligent = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 0.5 } } } # Option B: never! option = { name = ep3_emperor_yearly.2200.b if = { limit = { NOT = { has_trait = loyal } } random = { chance = 35 send_interface_toast = { title = ep3_emperor_yearly.2200.b.tt left_icon = root add_trait_force_tooltip = loyal } } } stress_impact = { deceitful = minor_stress_impact_gain greedy = minor_stress_impact_gain disloyal = minor_stress_impact_gain arbitrary = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.5 } } } } # Make up a prophecy to present to the emperor to support your candidacy to a certain position ep3_emperor_yearly.2210 = { type = character_event title = ep3_emperor_yearly.2210.t desc = { desc = ep3_emperor_yearly.2210.desc triggered_desc = { trigger = { NOR = { has_trait = zealous has_trait = loyal } liege = { OR = { has_trait = eccentric has_trait = zealous has_trait = trusting has_character_modifier = bp1_superstition_modifier } } } desc = ep3_emperor_yearly.2210.desc_believe } triggered_desc = { trigger = { faith.religion = { is_in_family = rf_abrahamic } } desc = ep3_emperor_yearly.2210.desc_jacob } } theme = realm override_background = { reference = estate } left_portrait = { character = root animation = schadenfreude } cooldown = { years = 25 } trigger = { has_ep3_dlc_trigger = yes is_available_adult = yes liege = { is_available_adult = yes } # candidate to a governorship (or the empire) any_heir_title = { tier > tier_county holder ?= { government_allows = administrative has_realm_law_flag = appointment_type_succession } } is_landed = no } weight_multiplier = { base = 1 modifier = { has_trait = deceitful add = 0.5 } modifier = { has_trait = eccentric add = 0.5 } modifier = { has_trait = zealous add = 0.5 } modifier = { liege = { has_character_modifier = bp1_superstition_modifier } add = 0.5 } modifier = { liege = { OR = { has_trait = zealous has_trait = eccentric has_trait = trusting } } add = 0.5 } } immediate = { random_heir_title = { limit = { holder ?= { government_allows = administrative has_realm_law_flag = appointment_type_succession } tier > tier_county } save_scope_as = potential_title } liege = { save_scope_as = liege } # For the responding event root = { save_scope_as = vassal } } #Option A: yes option = { name = ep3_emperor_yearly.2210.a change_influence = minor_influence_loss if = { limit = { scope:liege = { is_ai = no } } custom_tooltip = ep3_emperor_yearly.2210.a.tt scope:liege = { trigger_event = { id = ep3_emperor_yearly.2211 days = 1 } } } else = { duel = { skills = { intrigue learning } target = scope:liege 40 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } modifier = { scope:liege = { has_trait = eccentric } add = 20 } modifier = { scope:liege = { has_trait = zealous } add = 20 } modifier = { scope:liege = { has_trait = trusting } add = 20 } modifier = { scope:liege = { has_character_modifier = bp1_superstition_modifier } add = 30 } desc = ep3_emperor_yearly.2210.a.success send_interface_toast = { title = ep3_emperor_yearly.2210.a.success.tt left_icon = scope:liege scope:potential_title = { change_appointment_investment = { target = root value = appointment_score_major_value } } } } 60 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } modifier = { has_trait = honest add = 10 } modifier = { scope:liege = { has_trait = cynical } add = 20 } modifier = { scope:liege.faith = { this != root.faith } add = 15 } desc = ep3_emperor_yearly.2210.a.failure send_interface_toast = { title = ep3_emperor_yearly.2210.a.failure.tt left_icon = scope:liege change_influence = minor_influence_loss } } } } stress_impact = { honest = medium_stress_impact_gain cynical = minor_stress_impact_gain loyal = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { has_trait = deceitful add = 50 } modifier = { liege = { has_trait = eccentric } add = 75 } modifier = { liege = { has_trait = zealous } add = 75 } modifier = { liege = { has_character_modifier = bp1_superstition_modifier } add = 100 } } } #Option B: no option = { name = ep3_emperor_yearly.2210.b change_influence = miniscule_influence_gain stress_impact = { deceitful = medium_stress_impact_gain arbitrary = minor_stress_impact_gain eccentric = minor_stress_impact_gain } ai_chance = { base = 75 ai_value_modifier = { ai_honor = 0.5 } } } } ep3_emperor_yearly.2211 = { type = character_event title = ep3_emperor_yearly.2210.t desc = ep3_emperor_yearly.2211.desc theme = vassal left_portrait = { character = root animation = thinking } right_portrait = { character = scope:vassal animation = debating } immediate = { } # Option A: super yes option = { name = ep3_emperor_yearly.2211.a trigger = { OR = { has_trait = eccentric has_trait = zealous has_trait = trusting has_character_modifier = bp1_superstition_modifier } } scope:potential_title = { change_appointment_investment = { target = scope:vassal value = appointment_score_major_value } } add_piety = minor_piety_gain stress_impact = { base = massive_stress_impact_loss } ai_chance = { base = 100 modifier = { has_trait = eccentric add = 50 } modifier = { has_trait = zealous add = 50 } modifier = { has_trait = trusting add = 50 } modifier = { has_character_modifier = bp1_superstition_modifier add = 50 } } } # Option B: yes option = { name = ep3_emperor_yearly.2211.b trigger = { NOR = { has_trait = eccentric has_trait = zealous has_character_modifier = bp1_superstition_modifier } } scope:potential_title = { change_appointment_investment = { target = scope:vassal value = appointment_score_medium_value } } if = { limit = { can_add_hook = { target = scope:vassal type = favor_hook } } add_hook = { target = scope:vassal type = favor_hook } } else = { change_influence = minor_influence_gain } stress_impact = { cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 0.5 ai_rationality = -0.5 } } } # Option D: super no option = { name = ep3_emperor_yearly.2211.d trigger = { OR = { has_trait = cynical has_trait = callous has_trait = sadistic faith != scope:vassal.faith } } add_character_modifier = { modifier = ep3_unbeliever_in_signs_modifier years = 25 } scope:vassal = { change_influence = major_influence_loss } stress_impact = { zealous = major_stress_impact_gain } ai_chance = { base = 150 modifier = { has_trait = cynical add = 50 } modifier = { has_trait = callous add = 50 } modifier = { has_trait = sadistic add = 50 } modifier = { faith != scope:vassal.faith add = 50 } } } # Option C: no option = { name = ep3_emperor_yearly.2211.c scope:vassal = { change_influence = minor_influence_loss } change_influence = minor_influence_gain ai_chance = { base = 100 } } } # Shepherds moved close to a monastery with wives and children scripted_trigger ep3_2220_valid_county_trigger = { faith = { has_doctrine = tenet_monasticism } any_county_province = { OR = { has_holding_type = church_holding ep3_2220_famous_monastery_trigger = yes } } any_county_province = { NOR = { has_holding_type = church_holding ep3_2220_famous_monastery_trigger = yes } OR = { has_building_or_higher = hill_farms_01 has_building_or_higher = pastures_01 has_building_or_higher = farm_estates_01 } } } scripted_trigger ep3_2220_famous_monastery_trigger = { OR = { this = province:678 #Sumela this = province:3796 #Meteora this = province:3776 #Mt.Athos this = province:6032 #St.Catherine this = province:5764 #Jvari this = province:3729 #Hosios Loukas } } ep3_emperor_yearly.2220 = { type = character_event title = ep3_emperor_yearly.2220.t desc = ep3_emperor_yearly.2220.desc theme = vassal override_background = { reference = relaxing_room } left_portrait = { character = root animation = thinking } right_portrait = { character = scope:chaplain animation = throne_room_messenger_3 } cooldown = { years = 20 } trigger = { valid_for_byz_governor_content_trigger = yes any_sub_realm_county = { ep3_2220_valid_county_trigger = yes } cp:councillor_court_chaplain ?= { is_available_ai_adult = yes } } weight_multiplier = { base = 1 modifier = { any_sub_realm_county = { ep3_2220_valid_county_trigger = yes any_county_province = { ep3_2220_famous_monastery_trigger = yes } } add = 2 } } immediate = { random_sub_realm_county = { limit = { ep3_2220_valid_county_trigger = yes any_county_province = { ep3_2220_famous_monastery_trigger = yes } } alternative_limit = { ep3_2220_valid_county_trigger = yes } random_county_province = { limit = { ep3_2220_famous_monastery_trigger = yes } alternative_limit = { has_holding_type = church_holding OR = { has_building_or_higher = scriptorium_01 has_building_or_higher = monastic_schools_01 } } alternative_limit = { has_holding_type = church_holding } save_scope_as = monastery } random_county_province = { limit = { NOR = { has_holding_type = church_holding ep3_2220_famous_monastery_trigger = yes } OR = { has_building_or_higher = hill_farms_01 has_building_or_higher = pastures_01 has_building_or_higher = farm_estates_01 } } save_scope_as = shepherd_province } save_scope_as = interested_county } cp:councillor_court_chaplain = { save_scope_as = chaplain } } # Option A: Shepherds' side option = { name = ep3_emperor_yearly.2220.a scope:interested_county = { add_county_modifier = { modifier = ep3_roaming_shepherds_county_modifier years = 20 } } add_prestige = medium_prestige_gain stress_impact = { zealous = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -0.5 } } } # Option B: Monks' side option = { name = ep3_emperor_yearly.2220.b scope:interested_county = { add_county_modifier = { modifier = ep3_monastic_quiet_county_modifier years = 20 } } change_influence = minor_influence_gain stress_impact = { cynical = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 0.5 } } } # Option C: it's their problem option = { name = ep3_emperor_yearly.2220.c change_influence = miniscule_influence_loss stress_impact = { base = minor_stress_impact_loss diligent = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { has_trait = diligent add = -40 } } } } # Public sentiment turns against foreign merchants and riots break out in their section of the city ep3_emperor_yearly.2230 = { type = character_event title = ep3_emperor_yearly.2230.t desc = ep3_emperor_yearly.2230.desc theme = administrative left_portrait = { character = root animation = worry } cooldown = { years = 35 } trigger = { OR = { AND = { is_governor = yes government_has_flag = government_is_administrative } valid_for_byz_governor_content_trigger = yes valid_for_byz_emperor_content_trigger = yes } capital_county = { county_control <= 75 } } weight_multiplier = { base = 1 modifier = { capital_county = { county_control <= 50 } add = 1 } modifier = { OR = { valid_for_byz_governor_content_trigger = yes valid_for_byz_emperor_content_trigger = yes } add = 1 } } immediate = { capital_county = { save_scope_as = capital } capital_province.barony = { save_scope_as = city } } # Option A: repress option = { name = ep3_emperor_yearly.2230.a add_character_modifier = { modifier = ep3_law_and_order_modifier years = 20 } if = { limit = { top_liege = this } change_influence = medium_influence_gain } else = { if = { limit = { has_trait = governor } add_trait_xp = { trait = governor value = small_lifestyle_random_xp_high } } else = { add_trait = governor } } stress_impact = { compassionate = major_stress_impact_gain forgiving = major_stress_impact_gain patient = medium_stress_impact_gain calm = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 0.5 ai_vengefulness = 0.5 } modifier = { has_trait = compassionate add = -50 } modifier = { has_trait = forgiving add = -50 } modifier = { has_trait = patient add = -25 } } } # Option B: exploit option = { name = ep3_emperor_yearly.2230.b add_gold = medium_gold_value change_influence = massive_influence_value scope:capital = { add_county_modifier = { modifier = ep3_rampaging_disorders_county_modifier years = 15 } } stress_impact = { generous = major_stress_impact_gain just = major_stress_impact_gain honest = medium_stress_impact_gain compassionate = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 1 } modifier = { has_trait = generous add = -50 } modifier = { has_trait = just add = -50 } modifier = { has_trait = honest add = -25 } modifier = { has_trait = compassionate add = -25 } } } # Option C: find a compromise option = { name = ep3_emperor_yearly.2230.c duel = { skill = diplomacy value = high_skill_rating 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = ep3_emperor_yearly.2230.c_success send_interface_toast = { title = ep3_emperor_yearly.2230.c_success.tt left_icon = root change_influence = medium_influence_gain add_character_modifier = { modifier = ep3_crowd_bender_modifier years = 20 } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = ep3_emperor_yearly.2230.c_failure send_interface_toast = { title = ep3_emperor_yearly.2230.c_failure.tt left_icon = root scope:capital = { add_county_modifier = { modifier = ep3_rampaging_disorders_county_modifier years = 15 } } } } } stress_impact = { vengeful = major_stress_impact_gain callous = major_stress_impact_gain sadistic = major_stress_impact_gain patient = medium_stress_impact_gain wrathful = medium_stress_impact_gain arrogant = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_compassion = 1 } modifier = { has_trait = vengeful add = -50 } modifier = { has_trait = callous add = -50 } modifier = { has_trait = sadistic add = -50 } modifier = { has_trait = patient add = -25 } modifier = { has_trait = wrathful add = -25 } } } } # An obnoxious "scholar" close to you keeps quoting the Classics out of place scripted_trigger ep3_valid_greek_culture_trigger = { OR = { has_cultural_pillar = heritage_byzantine has_cultural_pillar = heritage_caucasian this = culture:greek any_parent_culture_or_above = { this = culture:greek } } } scripted_trigger ep3_2240_valid_courtier_trigger = { culture = { OR = { has_graphical_east_asia_culture_group_trigger = yes ep3_valid_greek_culture_trigger = yes } } OR = { knows_language = language_greek learning >= 10 has_trait = education_learning_1 has_trait = education_learning_2 has_trait = education_learning_3 } OR = { has_trait = arrogant has_trait = eccentric has_trait = gregarious } is_of_major_or_minor_interest_trigger = { CHARACTER = root } } ep3_emperor_yearly.2240 = { type = character_event title = ep3_emperor_yearly.2240.t desc = { first_valid = { triggered_desc = { trigger = { scope:the_scholar = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } } desc = ep3_emperor_yearly.2240.desc_quote_confucius } random_valid = { desc = ep3_emperor_yearly.2240.desc_quote_a desc = ep3_emperor_yearly.2240.desc_quote_b desc = ep3_emperor_yearly.2240.desc_quote_c triggered_desc = { trigger = { scope:the_scholar = { knows_language = language_latin } } desc = ep3_emperor_yearly.2240.desc_quote_latin } } } desc = ep3_emperor_yearly.2240.desc_outro } theme = learning override_background = { reference = ep3_medi_market } left_portrait = { character = root animation = rage } right_portrait = { character = scope:the_scholar animation = debating } cooldown = { years = 25 } trigger = { OR = { has_ep3_dlc_trigger = yes has_tgp_dlc_trigger = yes } is_landed_or_landless_administrative = yes government_allows = administrative culture = { OR = { has_graphical_east_asia_culture_group_trigger = yes ep3_valid_greek_culture_trigger = yes } } any_courtier_or_guest = { ep3_2240_valid_courtier_trigger = yes } } weight_multiplier = { base = 1 modifier = { culture = culture:greek add = 1 } modifier = { any_courtier_or_guest = { ep3_2240_valid_courtier_trigger = yes knows_language = language_latin } add = 1 } modifier = { any_courtier_or_guest = { ep3_2240_valid_courtier_trigger = yes is_of_major_interest_trigger = { CHARACTER = root } } add = 1 } } immediate = { random_courtier_or_guest = { limit = { ep3_2240_valid_courtier_trigger = yes } weight = { base = 1 modifier = { add = 3 knows_language = language_latin } modifier = { add = 2 is_of_major_interest_trigger = { CHARACTER = root } } } save_scope_as = the_scholar } } # Option A: outwit option = { name = ep3_emperor_yearly.2240.a flavor = ep3_emperor_yearly.2240.a.flavor duel = { skill = learning target = scope:the_scholar 60 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = ep3_emperor_yearly.2240.a_success send_interface_toast = { title = ep3_emperor_yearly.2240.a_success.tt left_icon = root right_icon = scope:the_scholar change_influence = massive_influence_gain scope:the_scholar = { change_influence = major_influence_loss } } } 40 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = ep3_emperor_yearly.2240.a_failure send_interface_toast = { title = ep3_emperor_yearly.2240.a_failure.tt left_icon = root right_icon = scope:the_scholar change_influence = major_influence_loss scope:the_scholar = { change_influence = massive_influence_gain } } } } stress_impact = { dull = major_stress_impact_gain shy = medium_stress_impact_gain humble = medium_stress_impact_gain lazy = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 1 } modifier = { has_trait = dull add = -50 } modifier = { has_trait = shy add = -25 } modifier = { has_trait = humble add = -25 } } } # Option B: just shut up! option = { name = ep3_emperor_yearly.2240.b add_dread = minor_dread_gain change_influence = minor_influence_gain scope:the_scholar = { change_influence = medium_influence_loss pay_short_term_gold = { target = root gold = minor_gold_value } add_opinion = { target = root modifier = hurt_opinion opinion = -25 } } stress_impact = { base = medium_stress_impact_loss humble = major_stress_impact_gain calm = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 } modifier = { has_trait = humble add = -25 } modifier = { has_trait = calm add = -25 } modifier = { scope:the_scholar.dynasty ?= root.dynasty add = -75 } modifier = { scope:the_scholar = { is_heir_of = root } factor = 0 } } } # Option C: ignore - opt-out option = { name = ep3_emperor_yearly.2240.c stress_impact = { base = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 } } } } ### STATE FAITH EVENTS ### # Your liege changed the state faith (reaction) ep3_emperor_yearly.2300 = { type = character_event title = ep3_emperor_yearly.2300.t desc = ep3_emperor_yearly.2300.desc theme = administrative left_portrait = { character = root animation = reading } lower_right_portrait = scope:liege_loc immediate = { liege = { save_scope_as = liege_loc } liege.capital_province = { save_scope_as = capital } } #Option A: Outrageous option = { name = ep3_emperor_yearly.2300.a trigger = { faith != liege.primary_title.state_faith } add_piety = medium_piety_gain stress_impact = { calm = minor_stress_impact_gain cynical = medium_stress_impact_gain humble = medium_stress_impact_gain loyal = major_stress_impact_gain } } #Option B: The emperor must be right option = { name = ep3_emperor_yearly.2300.b trigger = { faith != liege.primary_title.state_faith } set_character_faith = liege.primary_title.state_faith stress_impact = { zealous = major_stress_impact_gain disloyal = major_stress_impact_gain arrogant = major_stress_impact_gain loyal = major_stress_impact_loss } } #Option C: Finally option = { name = ep3_emperor_yearly.2300.c trigger = { faith = liege.primary_title.state_faith } add_piety = medium_piety_gain stress_impact = { zealous = major_stress_impact_loss loyal = major_stress_impact_loss } } } # Your liege demands that you make more of an effort to convert your counties, who don't follow the state faith ep3_emperor_yearly.2310 = { type = letter_event opening = ep3_emperor_yearly.2310.t desc = { desc = ep3_emperor_yearly.2310.desc triggered_desc = { trigger = { faith != top_liege.primary_title.state_faith } desc = ep3_emperor_yearly.2310.desc_you_too } } sender = scope:liege_loc trigger = { is_governor = yes government_allows = state_faith exists = top_liege.primary_title.state_faith top_liege.faith = top_liege.primary_title.state_faith any_sub_realm_county = { faith != root.top_liege.primary_title.state_faith } top_liege = { is_ai = yes } } immediate = { top_liege = { save_scope_as = liege_loc } cp:councillor_court_chaplain ?= { save_scope_as = chaplain } random_sub_realm_county = { limit = { faith != root.top_liege.primary_title.state_faith } weight = { base = 1 modifier = { this = root.capital_county add = 100 } } save_scope_as = target_county } } #Option A: start converting county option = { name = ep3_emperor_yearly.2310.a trigger = { exists = scope:chaplain scope:chaplain.faith = root.top_liege.primary_title.state_faith } scope:chaplain = { set_council_task = { task_type = task_conversion target = scope:target_county.title_province } } increase_governance_effect = { VALUE = 10 } scope:liege_loc = { add_opinion = { target = root modifier = pious_opinion opinion = 20 } } stress_impact = { cynical = medium_stress_impact_gain lazy = medium_stress_impact_gain disloyal = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = -0.5 } modifier = { has_trait = disloyal add = -50 } modifier = { has_trait = lazy add = -50 } opinion_modifier = { who = root opinion_target = scope:liege_loc } } } #Option B: no thanks option = { name = ep3_emperor_yearly.2310.b trigger = { faith != top_liege.primary_title.state_faith } add_piety = medium_piety_gain scope:liege_loc = { add_opinion = { target = root modifier = impious_opinion opinion = -20 } } stress_impact = { loyal = major_stress_impact_gain zealous = major_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_zeal = 0.5 } opinion_modifier = { opinion_target = scope:liege_loc multiplier = -1 } } } #Option C: I'll convert myself for starters option = { name = ep3_emperor_yearly.2310.c trigger = { faith != top_liege.primary_title.state_faith } set_character_faith = top_liege.primary_title.state_faith change_influence = medium_influence_gain stress_impact = { zealous = major_stress_impact_gain disloyal = major_stress_impact_gain arrogant = major_stress_impact_gain loyal = major_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -0.5 ai_zeal = -0.5 } modifier = { has_trait = loyal add = 100 } modifier = { has_trait = disloyal add = -50 } opinion_modifier = { opinion_target = scope:liege_loc } } } #Option D: I'll think about it option = { name = ep3_emperor_yearly.2310.d trigger = { faith = top_liege.primary_title.state_faith } scope:liege_loc = { add_opinion = { target = root modifier = impious_opinion opinion = -10 } } ai_chance = { base = 100 opinion_modifier = { who = root opinion_target = scope:liege_loc multiplier = -1 } } } } # HoF helps you change state faith ep3_emperor_yearly.2320 = { type = character_event title = ep3_emperor_yearly.2320.t desc = ep3_emperor_yearly.2320.desc theme = faith left_portrait = { character = root animation = personality_honorable } right_portrait = { character = scope:hof animation = wedding_priest } cooldown = { years = 20 } trigger = { government_allows = administrative government_allows = state_faith exists = primary_title.state_faith top_liege = this highest_held_title_tier >= tier_empire faith != primary_title.state_faith faith.fervor > primary_title.state_faith.fervor exists = faith.religious_head faith.religious_head != root primary_title.state_faith.religious_head ?= { this != root.faith.religious_head } } immediate = { faith.religious_head = { save_scope_as = hof } } weight_multiplier = { base = 1 # More likely if you are close to affording the (discounted) change state faith decision modifier = { OR = { influence >= 7000 piety >= 3000 } add = 1 } # Less likely if you are far from affording the (discounted) change state faith decision modifier = { OR = { influence <= 3000 piety <= 2000 } factor = 0.5 } } #Option A: thanks option = { name = ep3_emperor_yearly.2320.a custom_tooltip = ep3_emperor_yearly.2320.a.tt add_character_flag = { flag = ep3_hof_state_faith_discount years = 10 } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } #Option B: no thanks option = { name = ep3_emperor_yearly.2320.b every_vassal = { limit = { faith = root.primary_title.state_faith } custom = every_vassal_state_faith add_opinion = { target = root modifier = pious_opinion opinion = 5 } } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 ai_boldness = -0.5 } } } } # Your State faith's fervor is too low (heresy risk) ep3_emperor_yearly.2330 = { type = character_event title = ep3_emperor_yearly.2330.t desc = { first_valid = { triggered_desc = { trigger = { exists = scope:hof } desc = ep3_emperor_yearly.2330.desc_hof } desc = ep3_emperor_yearly.2330.desc } desc = ep3_emperor_yearly.2330.desc_end triggered_desc = { trigger = { exists = scope:hof } desc = ep3_emperor_yearly.2330.desc_end_hof } } theme = faith left_portrait = { character = root animation = personality_zealous } right_portrait = { trigger = { exists = scope:hof } character = scope:hof animation = debating } cooldown = { years = 20 } trigger = { government_allows = administrative government_allows = state_faith exists = primary_title.state_faith top_liege = this highest_held_title_tier >= tier_empire faith = primary_title.state_faith faith.fervor < 40 } immediate = { if = { limit = { exists = faith.religious_head faith.religious_head != root } faith.religious_head = { save_scope_as = hof } } } weight_multiplier = { base = 1 # More likely if fervor is very low modifier = { faith = { fervor < 30 } add = 1 } modifier = { faith = { fervor < 20 } add = 1 } modifier = { faith = { fervor < 10 } add = 1 } } #Option A: let's do something option = { name = ep3_emperor_yearly.2330.a flavor = ep3_emperor_yearly.2330.a.tt faith = { change_fervor = { value = minor_fervor_gain desc = state_faith_fervor_campaign } } add_piety = major_piety_loss ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 } } } #Option B: it's probably fine option = { name = ep3_emperor_yearly.2330.b stress_impact = { zealous = massive_stress_impact_gain diligent = major_stress_impact_gain loyal = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -0.5 ai_zeal = -0.5 } modifier = { add = 50 has_trait = eccentric } modifier = { add = -50 has_trait = loyal } } } } # You (either emperor or governor) do not practice your state faith and someone complains ep3_emperor_yearly.2340 = { type = character_event title = ep3_emperor_yearly.2340.t desc = ep3_emperor_yearly.2340.desc theme = administrative left_portrait = { character = root animation = eyeroll } right_portrait = { character = scope:complainer animation = debating } cooldown = { years = 10 } trigger = { government_allows = administrative OR = { #emperor AND = { top_liege = this highest_held_title_tier >= tier_empire } #governor is_governor = yes } government_allows = state_faith exists = top_liege.primary_title.state_faith faith != top_liege.primary_title.state_faith trigger_if = { limit = { top_liege = this } any_vassal = { house ?= { is_powerful_family = yes } faith = top_liege.primary_title.state_faith is_available_ai_adult = yes } } trigger_else = { top_liege = { any_vassal = { faith = top_liege.primary_title.state_faith is_available_ai_adult = yes } } } } immediate = { # If emperor if = { limit = { top_liege = this } # Find a vassal from a powerful family random_vassal = { limit = { house ?= { is_powerful_family = yes } faith = root.primary_title.state_faith is_available_ai_adult = yes } save_scope_as = complainer } } # If governor else = { # find a fellow vassal - prio to neighbors, powerful families, zealots top_liege = { random_vassal = { limit = { faith = top_liege.primary_title.state_faith is_available_ai_adult = yes } weight = { base = 1 modifier = { any_neighboring_realm_same_rank_owner = { this = root } add = 50 } modifier = { house ?= { is_powerful_family = yes } add = 25 } modifier = { has_trait = zealous add = 25 } modifier = { has_vassal_stance = zealot add = 15 } } save_scope_as = complainer } } } } weight_multiplier = { base = 1 modifier = { top_liege = this add = 0.5 } } #Option A: Maybe I should fall in line... option = { name = ep3_emperor_yearly.2340.a set_character_faith = top_liege.primary_title.state_faith if = { limit = { top_liege = this } add_legitimacy = minor_legitimacy_gain } else = { change_influence = medium_influence_gain } stress_impact = { zealous = massive_stress_impact_gain stubborn = major_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -0.5 ai_zeal = -0.5 } modifier = { has_trait = diligent add = 50 } modifier = { has_trait = loyal add = 50 } } } #Option B: Blah blah blah... option = { name = ep3_emperor_yearly.2340.b if = { limit = { top_liege = this } every_vassal = { limit = { faith = root.primary_title.state_faith } custom = every_vassal_state_faith add_opinion = { target = root modifier = impious_opinion opinion = -10 } } } else = { top_liege = { every_vassal = { limit = { faith = top_liege.primary_title.state_faith } custom = every_fellow_vassal_state_faith add_opinion = { target = root modifier = impious_opinion opinion = -10 } } } } add_piety = major_piety_gain stress_impact = { zealous = major_stress_impact_loss lazy = medium_stress_impact_loss eccentric = medium_stress_impact_loss diligent = medium_stress_impact_gain loyal = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 1 ai_energy = -0.5 } modifier = { has_trait = loyal add = -50 } modifier = { has_trait = eccentric add = 50 } } } } ### NOBLE FAMILIES MAINTENANCE ### # You are not from a Powerful Family - react to a new Powerful Family emerging ep3_emperor_yearly.2400 = { type = character_event title = ep3_emperor_yearly.2400.t desc = ep3_emperor_yearly.2400.desc theme = administrative left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:new_family animation = toast_goblet } trigger = { government_allows = administrative house ?= { is_powerful_family = no } NOT = { #cooldown has_character_flag = 8020_powerful_family_cooldown } } immediate = { add_character_flag = { flag = 8020_powerful_family_cooldown years = 10 } } option = { name = ep3_emperor_yearly.2400.a custom_tooltip = 8020_powerful_family_desc } } # Your family is now a Powerful Family ep3_emperor_yearly.2401 = { type = character_event title = ep3_emperor_yearly.2401.t desc = ep3_emperor_yearly.2401.desc theme = administrative left_portrait = { character = root animation = ecstasy } trigger = { government_allows = administrative house ?= { is_powerful_family = yes } } immediate = { # For the tooltip root = { save_scope_as = new_family } } option = { name = ep3_emperor_yearly.2401.a custom_tooltip = 8020_powerful_family_desc } } # A new noble family is introduced to the empire ep3_emperor_yearly.2410 = { type = character_event title = ep3_emperor_yearly.2410.t desc = ep3_emperor_yearly.2410.desc theme = administrative left_portrait = { character = root animation = boredom } right_portrait = { character = scope:noble_family_head animation = happy_teacher } trigger = { government_allows = administrative is_available = yes exists = scope:noble_family_head exists = scope:new_title NOR = { this.house ?= scope:new_title.holder.house has_character_flag = 2410_noble_family_cooldown } } on_trigger_fail = { if = { limit = { exists = scope:noble_family_head exists = scope:new_title OR = { has_character_flag = 2410_noble_family_cooldown is_available = no } } send_interface_message = { title = 2410_noble_family_tt type = msg_new_powerful_family left_icon = scope:noble_family_head right_icon = scope:new_title desc = 2410_noble_family_tt_desc } } } immediate = { add_character_flag = { flag = 2410_noble_family_cooldown years = 5 } scope:new_title.holder = { save_scope_as = new_family save_scope_as = noble_family_head } } option = { name = ep3_emperor_yearly.2410.a custom_tooltip = 2410_noble_family_tt_desc } } # A new family (and not the emperor's) has become dominant ep3_emperor_yearly.2420 = { type = character_event title = ep3_emperor_yearly.2420.t desc = ep3_emperor_yearly.2420.desc theme = administrative left_portrait = { character = scope:noble_family_head animation = personality_dishonorable } trigger = { government_allows = administrative is_available = yes NOT = { #cooldown has_character_flag = 2420_noble_family_cooldown } } on_trigger_fail = { if = { limit = { OR = { has_character_flag = 2420_noble_family_cooldown is_available = no } } send_interface_message = { title = 2420_noble_family_tt type = msg_new_powerful_family left_icon = scope:noble_family_head desc = 2420_noble_family_tt_desc } } } immediate = { add_character_flag = { flag = 2420_noble_family_cooldown years = 5 } } option = { name = ep3_emperor_yearly.2420.a custom_tooltip = 2420_noble_family_tt_desc } }