namespace = fp3_frontier_story_cycle fp3_frontier_story_cycle.0001 = { type = letter_event opening = fp3_frontier_story_cycle.0001_opening desc = fp3_frontier_story_cycle.0001_letter sender = scope:upset_vassal trigger = { NOR = { has_character_flag = had_event_fp3_frontier_story_cycle.0001 has_character_flag = had_event_fp3_frontier_story_cycle.0002 } exists = scope:story.var:upset_vassal exists = scope:story.var:turkic_leader scope:story = { var:upset_vassal = { is_alive = yes is_imprisoned = no NOT = { has_trait = forgiving } } } } immediate = { add_character_flag = { flag = had_event_fp3_frontier_story_cycle.0001 } scope:story = { var:upset_vassal = { save_scope_as = upset_vassal } var:turkic_leader = { save_scope_as = turkic_leader } } } option = { name = fp3_frontier_story_cycle.0001.a custom_tooltip = children_arriving_shortly.tt trigger_event = { id = fp3_frontier_story_cycle.0004 days = { 5 30 } } } } fp3_frontier_story_cycle.0002 = { type = letter_event opening = fp3_frontier_story_cycle.0002_opening desc = fp3_frontier_story_cycle.0002_letter sender = scope:upset_vassal trigger = { NOT = { has_character_flag = had_event_fp3_frontier_story_cycle.0002 } exists = scope:story.var:upset_vassal exists = scope:story.var:nomads_county scope:story = { var:upset_vassal = { is_alive = yes is_imprisoned = no is_vassal_of = root NOT = { has_relation_rival = root } OR = { ai_vengefulness < medium_positive_ai_value has_trait = craven has_trait = forgiving root = { has_dread_level_towards = { target = scope:story.var:upset_vassal level = 2 } } } } var:nomads_county = { NOT = { has_county_modifier = fp3_nomad_friction_county_modifier } } } } immediate = { add_character_flag = { flag = had_event_fp3_frontier_story_cycle.0002 } scope:story = { var:upset_vassal = { save_scope_as = upset_vassal } var:nomads_county = { save_scope_as = nomads_county } } scope:upset_vassal = { pay_short_term_gold = { gold = 50 target = root } } } option = { name = fp3_frontier_story_cycle.0002.a scope:upset_vassal = { add_opinion = { target = root opinion = 20 modifier = grateful_opinion } } stress_impact = { forgiving = medium_stress_impact_loss vengeful = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = -1 ai_honor = 0.7 ai_greed = 0.5 ai_compassion = 0.7 } } } option = { name = fp3_frontier_story_cycle.0002.b pay_short_term_gold = { gold = 50 target = scope:upset_vassal } add_dread = minor_dread_gain scope:upset_vassal = { add_opinion = { target = root opinion = -20 modifier = scared_opinion } } stress_impact = { vengeful = medium_stress_impact_loss greedy = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_greed = -0.5 ai_compassion = -0.5 } } } } fp3_frontier_story_cycle.0003 = { #Nomads story cycle type = character_event title = fp3_frontier_story_cycle.0003.t desc = { desc = fp3_frontier_story_cycle.0003_beginning first_valid = { triggered_desc = { trigger = { has_religion = religion:islam_religion } desc = fp3_frontier_story_cycle.0003_jizya } desc = fp3_frontier_story_cycle.0003_not_jizya } desc = fp3_frontier_story_cycle.0003_ending } theme = vassal left_portrait = { character = scope:turkic_leader animation = dismissal } right_portrait = { character = scope:greedy_chaplain animation = personality_dishonorable triggered_animation = { trigger = { ai_greed > medium_positive_ai_value } animation = personality_greedy } } lower_left_portrait = { character = root } trigger = { #standard checks is_available_adult = yes NOT = { has_character_flag = had_event_fp3_frontier_story_cycle.0003 } #event fluff triggers faith = { NOR = { has_doctrine_parameter = unreformed has_doctrine = pagan_hostility_doctrine } } any_held_title = { is_head_of_faith = no } exists = scope:story.var:turkic_leader exists = scope:story.var:nomads_new_county exists = cp:councillor_court_chaplain cp:councillor_court_chaplain = { NOT = { has_trait = generous } is_ai = yes } } immediate = { cp:councillor_court_chaplain = { save_scope_as = greedy_chaplain } add_character_flag = { flag = had_event_fp3_frontier_story_cycle.0003 } scope:story = { var:turkic_leader = { save_scope_as = turkic_leader } var:nomads_new_county = { save_scope_as = nomads_new_county } } } option = { name = fp3_frontier_story_cycle.0003.a trigger = { OR = { has_trait = greedy has_trait = arbitrary gold < 0 } } if = { limit = { faith = { has_doctrine = doctrine_theocracy_temporal } } add_treasury_or_gold = medium_treasury_or_gold_value scope:greedy_chaplain = { add_treasury_or_gold = major_treasury_or_gold_value } } else = { add_treasury_or_gold = major_treasury_or_gold_value } if = { limit = { scope:turkic_leader = { NOT = { has_relation_rival = root has_relation_nemesis = root } } } root = { progress_towards_rival_effect = { CHARACTER = scope:turkic_leader REASON = rival_brutal_taxation OPINION = -20 } } } else = { scope:turkic_leader = { add_opinion = { target = root opinion = -40 modifier = hate_opinion } } } scope:nomads_new_county = { add_county_modifier = { modifier = fp3_resentful_nomads_county_modifier years = 20 } } stress_impact = { generous = medium_stress_impact_gain just = medium_stress_impact_gain humble = medium_stress_impact_gain arrogant = minor_stress_impact_loss greedy = major_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 0.5 ai_boldness = 1 ai_greed = 1 ai_compassion = -0.5 } } } option = { name = fp3_frontier_story_cycle.0003.b if = { limit = { faith = { has_doctrine = doctrine_theocracy_temporal } } add_treasury_or_gold = minor_treasury_or_gold_value scope:greedy_chaplain = { add_treasury_or_gold = medium_treasury_or_gold_value } } else = { add_treasury_or_gold = medium_treasury_or_gold_value } scope:turkic_leader = { add_opinion = { target = root opinion = -20 modifier = fp3_resentful_opinion } } random = { chance = 50 send_interface_toast = { left_icon = root right_icon = scope:turkic_leader title = resentful_nomads.toast scope:nomads_new_county = { add_county_modifier = { modifier = fp3_resentful_nomads_county_modifier years = 20 } } } } stress_impact = { generous = medium_stress_impact_gain just = minor_stress_impact_gain cynical = minor_stress_impact_gain arbitrary = minor_stress_impact_loss greedy = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 0.5 ai_greed = 1 ai_compassion = -0.3 } } } option = { name = fp3_frontier_story_cycle.0003.c scope:greedy_chaplain = { add_opinion = { target = root opinion = -20 modifier = disappointed_opinion } } add_hook = { type = favor_hook target = scope:turkic_leader } stress_impact = { greedy = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.7 ai_rationality = 1 ai_compassion = 0.5 } } } } fp3_frontier_story_cycle.0004 = { #Nomads story cycle type = character_event title = fp3_frontier_story_cycle.0004.t desc = fp3_frontier_story_cycle.0004.desc theme = bastardy left_portrait = { character = scope:orphan_girl animation = worry } right_portrait = { character = scope:orphan_boy animation = sick } lower_left_portrait = { character = root } lower_center_portrait = { character = scope:upset_vassal } lower_right_portrait = { character = scope:turkic_leader } trigger = { #event fluff triggers exists = scope:story.var:turkic_leader exists = scope:story.var:upset_vassal } immediate = { scope:story = { var:turkic_leader = { save_scope_as = turkic_leader } var:upset_vassal = { save_scope_as = upset_vassal } } create_character = { age = { 35 40 } gender = male dynasty = none faith = scope:upset_vassal.faith culture = scope:upset_vassal.culture location = scope:upset_vassal.capital_province template = peasant_character save_scope_as = orphan_baby_daddy after_creation = { death = { death_reason = death_starved } } } create_character = { age = { 30 33 } gender = female dynasty = none faith = scope:upset_vassal.faith culture = scope:upset_vassal.culture location = scope:upset_vassal.capital_province template = peasant_character save_scope_as = orphan_baby_momma after_creation = { death = { death_reason = death_starved } } } create_character = { age = { 11 13 } gender = female dynasty = none father = scope:orphan_baby_daddy mother = scope:orphan_baby_momma faith = scope:upset_vassal.faith culture = scope:upset_vassal.culture location = root.capital_province template = fp3_adorable_orphan save_scope_as = orphan_girl } create_character = { age = { 6 8 } gender = male dynasty = none father = scope:orphan_baby_daddy mother = scope:orphan_baby_momma faith = scope:upset_vassal.faith culture = scope:upset_vassal.culture location = root.capital_province template = fp3_adorable_orphan save_scope_as = orphan_boy after_creation = { increase_wounds_effect = { REASON = attacked } } } } option = { name = fp3_frontier_story_cycle.0004.a flavor = fp3_pay_for_upkeep_flavor add_courtier = scope:orphan_girl add_courtier = scope:orphan_boy remove_short_term_gold = minor_gold_value hidden_effect = { reverse_add_opinion = { target = scope:orphan_girl modifier = grateful_opinion opinion = 30 } add_hook = { target = scope:orphan_girl type = loyalty_hook } reverse_add_opinion = { target = scope:orphan_boy modifier = grateful_opinion opinion = 30 } add_hook = { target = scope:orphan_boy type = loyalty_hook } } if = { limit = { faith = { OR = { trait_is_virtue = compassionate trait_is_virtue = generous } } } add_piety = medium_piety_gain } else = { add_prestige = minor_prestige_gain } stress_impact = { ambitious = minor_stress_impact_loss #You can mold them to awesomeness compassionate = massive_stress_impact_loss #Yay, a kid! gregarious = medium_stress_impact_loss #The more the merrier! arrogant = medium_stress_impact_gain #why would I? callous = major_stress_impact_gain #ew, no paranoid = major_stress_impact_gain #wat, no more strangers in my court } ai_chance = { base = 30 modifier = { add = 50 has_trait = generous } modifier = { add = 50 has_trait = compassionate } modifier = { #Weight down for stress. add = -20 has_trait = paranoid } modifier = { add = -100 has_trait = callous } modifier = { add = -100 has_trait = arrogant } } } option = { name = fp3_frontier_story_cycle.0004.b #One shiny new child for you! scope:turkic_leader = { if = { limit = { is_female = yes } scope:orphan_girl = { set_mother = scope:turkic_leader } scope:orphan_boy = { set_mother = scope:turkic_leader } } else = { scope:orphan_girl = { set_father = scope:turkic_leader } scope:orphan_boy = { set_father = scope:turkic_leader } } } if = { limit = { scope:turkic_leader = { OR = { has_relation_friend = root ai_boldness < low_positive_ai_value ai_compassion > medium_positive_ai_value } } } scope:turkic_leader = { add_opinion = { target = root opinion = -20 modifier = unfair_expectations_opinion } } } else = { scope:turkic_leader = { add_opinion = { target = root opinion = -40 modifier = fp3_unjust_burden_opinion } } } scope:upset_vassal = { add_opinion = { target = root opinion = 20 modifier = pleased_opinion } } hidden_effect = { #We take care of the sundries in a hidden effect so as not to put too much into the tooltip. scope:orphan_girl = { set_house = scope:turkic_leader.house add_trait = disputed_heritage } scope:orphan_boy = { set_house = scope:turkic_leader.house add_trait = disputed_heritage } add_courtier = scope:orphan_girl add_courtier = scope:orphan_boy #And they're pretty happy about being stepping up in life. reverse_add_opinion = { target = scope:orphan_girl modifier = grateful_opinion opinion = 30 } reverse_add_opinion = { target = scope:orphan_boy modifier = grateful_opinion opinion = 30 } scope:turkic_leader = { every_consort = { custom = custom.every_opposite_sex_consort limit = { sex_opposite_of = scope:turkic_leader } add_opinion = { modifier = ep1_disagreed_with_lowborn_adoption_opinion target = scope:turkic_leader opinion = -60 } } } } stress_impact = { vengeful = minor_stress_impact_loss lazy = medium_stress_impact_loss just = medium_stress_impact_loss #the accusations might be true, after all? trusting = medium_stress_impact_gain craven = minor_stress_impact_gain } ai_chance = { base = 50 modifier = { #Weight up for stress. add = 20 has_trait = just } modifier = { add = 50 has_trait = craven } modifier = { #Weight down for stress. add = -20 has_trait = trusting } modifier = { #We favour the other trait specific options for callous & sadistic add = -100 has_trait = callous } } } option = { name = fp3_frontier_story_cycle.0004.c flavor = fp3_pay_for_upkeep_flavor trigger = { OR = { faith = { has_doctrine = tenet_monasticism } has_religion = religion:buddhism_religion #far from all buddhist religions have monastics, but this option would still make sense } } remove_short_term_gold = minor_gold_value if = { limit = { faith = { OR = { trait_is_virtue = compassionate trait_is_virtue = generous } } } add_piety = major_piety_gain } else = { add_prestige = medium_piety_gain } scope:orphan_girl = { select_and_move_to_pool_effect = yes add_trait = devoted } scope:orphan_boy = { select_and_move_to_pool_effect = yes add_trait = devoted } stress_impact = { zealous = minor_stress_impact_loss cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 0.9 ai_rationality = 0.5 ai_compassion = -0.5 } } } option = { name = fp3_frontier_story_cycle.0004.d if = { limit = { faith = { OR = { trait_is_virtue = compassionate trait_is_virtue = generous } } } add_piety = minor_piety_loss } scope:orphan_girl = { select_and_move_to_pool_effect = yes } scope:orphan_boy = { select_and_move_to_pool_effect = yes } stress_impact = { #many chances for stress loss here, to make this "opting out" option potentially more worthwile compassionate = major_stress_impact_gain generous = major_stress_impact_gain callous = minor_stress_impact_loss arrogant = minor_stress_impact_loss arbitrary = minor_stress_impact_loss cynical = medium_stress_impact_loss lazy = medium_stress_impact_loss paranoid = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.3 ai_compassion = -0.9 } } } } fp3_frontier_story_cycle.0005 = { #Nomads story cycle type = character_event title = fp3_frontier_story_cycle.0005.t desc = fp3_frontier_story_cycle.0005.desc theme = war left_portrait = { character = scope:turkic_leader animation = war_over_loss triggered_animation = { trigger = { ai_boldness > medium_positive_ai_value } animation = personality_bold } } right_portrait = { character = root animation = stress triggered_animation = { trigger = { OR = { has_trait = brave has_trait = wrathful has_trait = vengeful has_trait = organizer has_trait = strategist } } animation = scheme } } trigger = { #event fluff triggers NOT = { has_character_flag = had_event_fp3_frontier_story_cycle.0005 } exists = scope:story.var:turkic_leader NOT = { scope:story.var:turkic_leader = { has_hook = root } } is_at_war = yes } immediate = { add_character_flag = { flag = had_event_fp3_frontier_story_cycle.0005 } scope:story = { var:turkic_leader = { save_scope_as = turkic_leader } } } option = { name = fp3_frontier_story_cycle.0005.a scope:turkic_leader = { add_hook = { type = favor_hook target = root } } scope:turkic_leader = { add_opinion = { target = root opinion = 20 modifier = pleased_opinion } } spawn_army = { men_at_arms = { type = horse_archers stacks = 2 } location = root.capital_province war_keep_on_attacker_victory = no uses_supply = yes inheritable = no save_scope_as = new_horsemen_army name = turkic_tribal_event_troops } stress_impact = { craven = medium_stress_impact_loss arrogant = medium_stress_impact_gain paranoid = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_rationality = 0.7 ai_sociability = 0.2 ai_vengefulness = -0.5 } } } option = { name = fp3_frontier_story_cycle.0005.b trigger = { OR = { has_trait = arrogant has_trait = callous has_trait = wrathful has_trait = stubborn } } scope:turkic_leader = { add_opinion = { target = root opinion = -40 modifier = hurt_opinion } } stress_impact = { humble = medium_stress_impact_gain compassionate = medium_stress_impact_gain calm = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_compassion = -1 } } } option = { name = fp3_frontier_story_cycle.0005.c scope:turkic_leader = { add_opinion = { target = root opinion = -20 modifier = disappointed_opinion } } stress_impact = { ambitious = medium_stress_impact_gain craven = medium_stress_impact_gain trusting = medium_stress_impact_gain paranoid = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_compassion = -1 } } } } scripted_trigger suitable_one_eyed_child_trigger = { NOT = { has_trait = wounded_3 } OR = { has_trait = rowdy has_trait = curious } age >= 6 is_adult = no is_courtier_of = root is_available = yes NOR = { has_trait = blind has_trait = one_eyed } } fp3_frontier_story_cycle.0006 = { #Nomads story cycle type = character_event title = fp3_frontier_story_cycle.0006.t desc = { desc = fp3_frontier_story_cycle.0006_beginning first_valid = { triggered_desc = { trigger = { exists = scope:scoped_physician } desc = fp3_frontier_story_cycle.0006_has_court_physician } desc = fp3_frontier_story_cycle.0006_no_court_physician } desc = fp3_frontier_story_cycle.0006_ending } theme = family left_portrait = { character = scope:turkic_leader animation = beg triggered_animation = { trigger = { ai_boldness > medium_positive_ai_value } animation = worry } } right_portrait = { character = scope:one_eyed_child animation = sadness triggered_animation = { trigger = { ai_vengefulness > medium_positive_ai_value } animation = personality_vengeful } } lower_left_portrait = root lower_right_portrait = scope:scoped_physician #this is your court physician if you have one trigger = { #event fluff triggers NOT = { has_character_flag = had_event_fp3_frontier_story_cycle.0006 } exists = scope:story.var:turkic_leader any_close_family_member = { suitable_one_eyed_child_trigger = yes } } immediate = { add_character_flag = { flag = had_event_fp3_frontier_story_cycle.0006 } scope:story = { var:turkic_leader = { save_scope_as = turkic_leader } } random_close_family_member = { limit = { suitable_one_eyed_child_trigger = yes is_primary_heir_of = root } alternative_limit = { suitable_one_eyed_child_trigger = yes is_child_of = root } alternative_limit = { suitable_one_eyed_child_trigger = yes } save_scope_as = one_eyed_child } scope:one_eyed_child = { increase_wounds_effect = { REASON = archery_accident } add_trait = one_eyed add_character_flag = { flag = had_event_fp3_frontier_story_cycle.0006 } #this is to make sure that the child cannot trigger this event themselves in the unlikely case that they become the story_owner of the same story cycle in the future, since it'd feel too weird } if = { #if you have a court physician, he has a stake in this! limit = { court_physician_available_trigger = yes } save_court_physician_as_effect = { SCOPE_NAME = scoped_physician } } } option = { name = fp3_frontier_story_cycle.0006.a add_dread = medium_dread_gain scope:turkic_leader = { imprison_character_effect = { TARGET = this IMPRISONER = root } } if = { limit = { scope:one_eyed_child = { ai_vengefulness > low_positive_ai_value } } scope:one_eyed_child = { add_opinion = { target = root opinion = 20 modifier = pleased_opinion } if = { limit = { NOT = { has_trait = vengeful } number_of_personality_traits < personality_trait_limit root = { is_ai = no } } random = { chance = 25 add_trait = vengeful } } } } else = { scope:one_eyed_child = { add_opinion = { target = root opinion = -10 modifier = fp3_mildly_terrified_opinion } } } stress_impact = { vengeful = medium_stress_impact_loss wrathful = medium_stress_impact_loss forgiving = major_stress_impact_gain calm = minor_stress_impact_gain trusting = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_compassion = -1 ai_rationality = 0.2 } } } option = { name = fp3_frontier_story_cycle.0006.b add_prestige = medium_prestige_gain add_character_modifier = { modifier = fp3_banning_archery_modifier } scope:turkic_leader = { add_opinion = { target = root opinion = -20 modifier = disappointed_opinion } } if = { limit = { exists = scope:scoped_physician } scope:scoped_physician = { add_opinion = { target = root opinion = 30 modifier = took_my_advice_opinion } } } if = { limit = { scope:one_eyed_child = { ai_vengefulness > medium_positive_ai_value } } scope:one_eyed_child = { add_opinion = { target = root opinion = -20 modifier = disappointed_opinion } if = { limit = { NOT = { has_trait = vengeful } number_of_personality_traits < personality_trait_limit root = { is_ai = no } } random = { chance = 25 add_trait = vengeful } } } } else = { scope:one_eyed_child = { add_opinion = { target = root opinion = 20 modifier = relieved_opinion } } } stress_impact = { ambitious = medium_stress_impact_gain craven = medium_stress_impact_gain trusting = medium_stress_impact_gain paranoid = medium_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_compassion = -1 } } } option = { name = fp3_frontier_story_cycle.0006.c scope:turkic_leader = { add_opinion = { target = root opinion = 20 modifier = grateful_opinion } } if = { limit = { scope:one_eyed_child = { ai_vengefulness > medium_positive_ai_value } } scope:one_eyed_child = { add_opinion = { target = scope:turkic_leader opinion = -30 modifier = hate_opinion } add_opinion = { target = root opinion = -20 modifier = hurt_opinion } if = { limit = { NOT = { has_trait = vengeful } number_of_personality_traits < personality_trait_limit root = { is_ai = no } } random = { chance = 50 add_trait = vengeful } } } } else = { scope:one_eyed_child = { add_opinion = { target = root opinion = -10 modifier = neglected_opinion } } } stress_impact = { humble = medium_stress_impact_loss vengeful = major_stress_impact_gain wrathful = medium_stress_impact_gain arrogant = medium_stress_impact_gain cynical = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_zeal = 0.5 ai_compassion = 0.5 } } } } scripted_trigger suitable_turk_rival_councillor_trigger = { is_ai = yes NOT = { has_trait = craven } opinion = { target = scope:story.var:turkic_leader value < 0 } } scripted_trigger bandit_infested_county_trigger = { NOR = { has_county_modifier = fp3_nomad_friction_county_modifier has_county_modifier = fp3_vengeful_nomads_county_modifier this = scope:story.var:nomads_new_county } } fp3_frontier_story_cycle.0007 = { #Nomads story cycle type = character_event title = fp3_frontier_story_cycle.0007.t desc = fp3_frontier_story_cycle.0007.desc theme = realm left_portrait = { character = scope:turkic_leader animation = personality_bold triggered_animation = { trigger = { ai_greed > medium_positive_ai_value } animation = personality_callous } } right_portrait = { character = scope:warmonger_councillor animation = personality_bold triggered_animation = { trigger = { OR = { has_trait = paranoid has_trait = wrathful has_trait = vengeful has_trait = organizer has_trait = strategist } } animation = disapproval } } trigger = { #event fluff triggers NOT = { has_character_flag = had_event_fp3_frontier_story_cycle.0007 } exists = scope:story.var:turkic_leader scope:story.var:turkic_leader = { NOR = { has_trait = content has_trait = lazy } } any_councillor = { suitable_turk_rival_councillor_trigger = yes } any_held_county = { bandit_infested_county_trigger = yes } } immediate = { add_character_flag = { flag = had_event_fp3_frontier_story_cycle.0007 } scope:story = { var:turkic_leader = { save_scope_as = turkic_leader } } random_councillor = { limit = { suitable_turk_rival_councillor_trigger = yes has_council_position = councillor_marshal } alternative_limit = { suitable_turk_rival_councillor_trigger = yes has_lifestyle = martial_lifestyle } alternative_limit = { suitable_turk_rival_councillor_trigger = yes OR = { has_trait = ambitious ai_boldness >= high_positive_ai_value } } alternative_limit = { suitable_turk_rival_councillor_trigger = yes opinion = { target = scope:turkic_leader value < -25 } } alternative_limit = { suitable_turk_rival_councillor_trigger = yes } save_scope_as = warmonger_councillor } random_held_county = { limit = { #finding the most suitable county for the story! bandit_infested_county_trigger = yes has_county_corruption_trigger = yes } alternative_limit = { bandit_infested_county_trigger = yes county_control < medium_county_control } alternative_limit = { bandit_infested_county_trigger = yes county_control < full_county_control any_county_province = { geographical_region = dlc_fp3_eastern_persian_frontier_regions } } alternative_limit = { bandit_infested_county_trigger = yes any_county_province = { geographical_region = dlc_fp3_eastern_persian_frontier_regions } } alternative_limit = { bandit_infested_county_trigger = yes county_control < full_county_control } alternative_limit = { bandit_infested_county_trigger = yes } save_scope_as = bandits_county } scope:bandits_county = { add_county_modifier = { modifier = fp3_nomad_attacks_county_modifier years = 20 } } } option = { name = fp3_frontier_story_cycle.0007.a scope:bandits_county = { add_county_modifier = { modifier = fp3_nomad_friction_county_modifier years = 30 } } scope:bandits_county = { remove_county_modifier = fp3_nomad_attacks_county_modifier add_county_modifier = { modifier = fp3_silk_road_secure_county_modifier years = 40 } } scope:turkic_leader = { add_opinion = { target = root opinion = 30 modifier = fp3_supports_my_tribe_opinion } } scope:warmonger_councillor = { add_opinion = { target = root opinion = -20 modifier = ignored_opinion } } stress_impact = { ambitious = medium_stress_impact_loss content = medium_stress_impact_gain paranoid = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = 0.6 ai_boldness = 1 ai_compassion = -0.2 } } } option = { name = fp3_frontier_story_cycle.0007.b scope:warmonger_councillor = { add_opinion = { target = root opinion = 20 modifier = trusted_me_opinion } } scope:turkic_leader = { add_opinion = { target = root opinion = -20 modifier = disappointed_opinion } } scope:warmonger_councillor = { duel = { skill = martial value = high_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 2 } root = { custom_tooltip = fp3_investigating_attacks_successful send_interface_toast = { title = fp3_investigating_attacks_toast_successful left_icon = scope:warmonger_councillor scope:bandits_county = { remove_county_modifier = fp3_nomad_attacks_county_modifier } scope:warmonger_councillor = { add_martial_skill = 1 add_intrigue_skill = 1 } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } root = { custom_tooltip = fp3_investigating_attacks_dismal_failure send_interface_toast = { title = fp3_investigating_attacks_toast_dismal_failure left_icon = scope:possibly_capable_marshal scope:warmonger_councillor = { add_character_modifier = { modifier = fp3_crushed_by_failure_modifier years = 20 } } } } } } } stress_impact = { trusting = medium_stress_impact_loss ambitious = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -0.5 ai_compassion = 0.5 } } } option = { name = fp3_frontier_story_cycle.0007.c random = { chance = 25 send_interface_toast = { left_icon = root title = attacks_abated.toast scope:bandits_county = { remove_county_modifier = fp3_nomad_attacks_county_modifier } } } stress_impact = { content = medium_stress_impact_loss ambitious = medium_stress_impact_gain just = medium_stress_impact_gain impatient = medium_stress_impact_gain diligent = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 } } } } fp3_frontier_story_cycle.0099 = { #Nomads story cycle type = character_event title = fp3_frontier_story_cycle.0099.t desc = fp3_frontier_story_cycle.0099.desc theme = realm left_portrait = { character = scope:turkic_leader animation = marshal triggered_animation = { trigger = { ai_greed > medium_positive_ai_value } animation = schadenfreude } } right_portrait = { character = root animation = personality_rational triggered_animation = { trigger = { OR = { has_trait = paranoid has_trait = craven has_trait = shy } } animation = disbelief } triggered_animation = { trigger = { OR = { has_trait = greedy has_trait = stubborn has_trait = callous } } animation = personality_cynical } } trigger = { exists = scope:story.var:turkic_leader scope:story.var:turkic_leader = { is_landed = no } has_character_flag = turkic_tribe_story_end any_held_title = { title_tier = county is_landless_type_title = no this != root.capital_county } domain_size > 4 } immediate = { scope:story = { var:turkic_leader = { save_scope_as = turkic_leader } } random_held_title = { title_tier = county limit = { is_landless_type_title = no this != root.capital_county has_county_modifier = fp3_nomad_friction_county_modifier } alternative_limit = { is_landless_type_title = no this != root.capital_county development_level <= bad_development_level } alternative_limit = { is_landless_type_title = no this != root.capital_county development_level <= medium_development_level } alternative_limit = { is_landless_type_title = no this != root.capital_county } save_scope_as = title_to_grant } if = { limit = { any_held_title = { title_tier = county is_landless_type_title = no NOR = { this = root.capital_county this = scope:title_to_grant } } } random_held_title = { title_tier = county limit = { is_landless_type_title = no NOR = { this = root.capital_county this = scope:title_to_grant } has_county_modifier = fp3_nomad_friction_county_modifier } alternative_limit = { tier = tier_county is_landless_type_title = no NOR = { this = root.capital_county this = scope:title_to_grant } development_level <= bad_development_level } alternative_limit = { tier = tier_county is_landless_type_title = no NOR = { this = root.capital_county this = scope:title_to_grant } development_level <= medium_development_level } alternative_limit = { tier = tier_county is_landless_type_title = no NOR = { this = root.capital_county this = scope:title_to_grant } } save_scope_as = extra_title_to_grant } } if = { limit = { any_held_title = { title_tier = county is_landless_type_title = no NOR = { this = root.capital_county this = scope:title_to_grant this = scope:extra_title_to_grant } } } random_held_title = { title_tier = county limit = { is_landless_type_title = no NOR = { this = root.capital_county this = scope:title_to_grant this = scope:extra_title_to_grant } has_county_modifier = fp3_nomad_friction_county_modifier } alternative_limit = { tier = tier_county is_landless_type_title = no NOR = { this = root.capital_county this = scope:title_to_grant this = scope:extra_title_to_grant } development_level <= bad_development_level } alternative_limit = { tier = tier_county is_landless_type_title = no NOR = { this = root.capital_county this = scope:title_to_grant this = scope:extra_title_to_grant } development_level <= medium_development_level } alternative_limit = { tier = tier_county is_landless_type_title = no NOR = { this = root.capital_county this = scope:title_to_grant this = scope:extra_title_to_grant } } save_scope_as = extra_extra_title_to_grant } } } option = { name = fp3_frontier_story_cycle.0099.a dynasty = { add_dynasty_modifier = { modifier = fp3_nomad_recruits_modifier years = 150 } } create_title_and_vassal_change = { type = granted save_scope_as = change } scope:title_to_grant = { change_title_holder = { holder = scope:turkic_leader change = scope:change } } resolve_title_and_vassal_change = scope:change if = { limit = { NOT = { has_relation_friend = scope:turkic_leader } } progress_towards_friend_effect = { REASON = friend_landed CHARACTER = scope:turkic_leader OPINION = default_friend_opinion } } else = { scope:turkic_leader = { add_opinion = { target = root modifier = friendliness_opinion opinion = 30 } } } stress_impact = { generous = major_stress_impact_loss trusting = medium_stress_impact_loss arrogant = medium_stress_impact_gain greedy = massive_stress_impact_gain } ai_chance = { base = 100 #the dynasty modifier is intended to be pretty good, so the AI could feasibly do this ai_value_modifier = { ai_greed = -1 ai_vengefulness = -0.5 ai_rationality = 0.5 ai_boldness = 0.5 } } } option = { name = fp3_frontier_story_cycle.0099.b trigger = { exists = scope:extra_title_to_grant } dynasty = { add_dynasty_modifier = { modifier = fp3_nomad_recruits_modifier years = 150 } } create_title_and_vassal_change = { type = granted save_scope_as = change } scope:extra_title_to_grant = { change_title_holder = { holder = scope:turkic_leader change = scope:change } } resolve_title_and_vassal_change = scope:change if = { limit = { NOT = { has_relation_friend = scope:turkic_leader } } progress_towards_friend_effect = { REASON = friend_landed CHARACTER = scope:turkic_leader OPINION = default_friend_opinion } } else = { scope:turkic_leader = { add_opinion = { target = root modifier = friendliness_opinion opinion = 30 } } } stress_impact = { generous = major_stress_impact_loss trusting = medium_stress_impact_loss arrogant = medium_stress_impact_gain greedy = massive_stress_impact_gain } ai_chance = { base = 100 #the dynasty modifier is intended to be pretty good, so the AI could feasibly do this ai_value_modifier = { ai_greed = -1 ai_vengefulness = -0.5 ai_rationality = 0.5 ai_boldness = 0.5 } } } option = { name = fp3_frontier_story_cycle.0099.c trigger = { exists = scope:extra_extra_title_to_grant } dynasty = { add_dynasty_modifier = { modifier = fp3_nomad_recruits_modifier years = 150 } } create_title_and_vassal_change = { type = granted save_scope_as = change } scope:extra_extra_title_to_grant = { change_title_holder = { holder = scope:turkic_leader change = scope:change } } resolve_title_and_vassal_change = scope:change if = { limit = { NOT = { has_relation_friend = scope:turkic_leader } } progress_towards_friend_effect = { REASON = friend_landed CHARACTER = scope:turkic_leader OPINION = default_friend_opinion } } else = { scope:turkic_leader = { add_opinion = { target = root modifier = friendliness_opinion opinion = 30 } } } stress_impact = { generous = major_stress_impact_loss trusting = medium_stress_impact_loss arrogant = medium_stress_impact_gain greedy = massive_stress_impact_gain } ai_chance = { base = 100 #the dynasty modifier is intended to be pretty good, so the AI could feasibly do this ai_value_modifier = { ai_greed = -1 ai_vengefulness = -0.5 ai_rationality = 0.5 ai_boldness = 0.5 } } } option = { name = fp3_frontier_story_cycle.0099.d scope:turkic_leader = { add_opinion = { target = root modifier = spurned_opinion opinion = -40 } } if = { limit = { is_ai = yes } scope:turkic_leader = { silent_disappearance_effect = yes } } else = { scope:turkic_leader = { select_and_move_to_pool_effect = yes } } every_sub_realm_county = { if = { limit = { has_county_modifier = fp3_nomad_friction_county_modifier } remove_county_modifier = fp3_nomad_friction_county_modifier } } every_sub_realm_county = { if = { limit = { has_county_modifier = fp3_vengeful_nomads_county_modifier } remove_county_modifier = fp3_vengeful_nomads_county_modifier } } stress_impact = { stubborn = medium_stress_impact_loss trusting = medium_stress_impact_gain generous = medium_stress_impact_gain craven = medium_stress_impact_gain } ai_chance = { base = 100 #the dynasty modifier is intended to be pretty good, so the AI could feasibly do this ai_value_modifier = { ai_greed = 1 ai_sociability = -0.5 ai_boldness = 0.5 } } } }