namespace = fp3_yearly ########EVENT INDEX############ #fp3_yearly.8000 - Ghazi Gone Bad, by Ola Jentzsch #fp3_yearly.8001 - Frontier Fortress Benefactor, by Ola Jentzsch #fp3_yearly.8002 - Faith at the Frontier, by Ola Jentzsch #fp3_yearly.8003 - Exotic Espand, by Ola Jentzsch #fp3_yearly.8004 - The Frontier Beckons, by Ola Jentzsch #fp3_yearly.8005 - Hidden Event, sets up duel #fp3_yearly.8006 - Hidden Event, in case duel is invalidated #fp3_yearly.8007 - Persian Parenting (follow-up-event) #fp3_yearly.8008 - An Ignominous Defeat (follow-up-event) #fp3_yearly.8009 - Caliphal Concerns, by Ola Jentzsch #fp3_yearly.8010 - The Abode of War, by Ola Jentzsch #fp3_yearly.8011 - Hidden Event, sets up stuff #fp3_yearly.8012 - Promise Fulfilled (follow-up-event) #fp3_yearly.8013 - Caliphal Dissapointment (follow-up-event) #fp3_yearly.8014 - Secrets of the Teapot, by Ola Jentzsch #fp3_yearly.8016 - Forgotten Runestones, by Ola Jentzsch #fp3_yearly.8017 - Hyrcanian Havoc, by Ola Jentzsch #fp3_yearly.8018 - Heavenly Horses, by Ola Jentzsch ################################## # Ghazi Gone Bad # By Ola Jentzsch ################################### scripted_trigger fp3_yearly.8000_province_trigger = { #this is needed to get the loc right - we want a city! has_holding_type = city_holding barony = { is_capital_barony = no } } fp3_yearly.8000 = { #Ghazi Gone Bad type = character_event title = { first_valid = { triggered_desc = { trigger = { has_religion = religion:islam_religion } desc = fp3_yearly.8000.t } desc = fp3_yearly_non_islamic.t } } desc = { first_valid = { triggered_desc = { trigger = { has_religion = religion:islam_religion } desc = fp3_yearly.8000.desc_opening } desc = fp3_yearly.8000.desc_unislamic_opening } random_valid = { desc = fp3_yearly.8000_dancing_girl.desc desc = fp3_yearly.8000_bath_inspector.desc desc = fp3_yearly.8000_townsfolk.desc } desc = fp3_yearly.8000.desc } theme = skull left_portrait = { character = root animation = personality_rational } right_portrait = { character = scope:raging_ghazi animation = prisondungeon } lower_left_portrait = { character = scope:righteous_marshal } override_background = { reference = dungeon } trigger = { has_fp3_dlc_trigger = yes is_ruler = yes any_held_county = { any_county_province = { geographical_region = dlc_fp3_greater_persian_frontier_regions fp3_yearly.8000_province_trigger = yes } } faith = { NOR = { has_doctrine_parameter = unreformed # Unreformed Pagans cannot Holy War has_doctrine_parameter = holy_wars_forbidden # Pacifists cannot Holy War } } exists = cp:councillor_marshal cp:councillor_marshal = { is_available_ai_adult = yes NOR = { #so that his personality makes sense for the story has_trait = zealous has_trait = arbitrary has_trait = callous has_trait = faith_warrior } } any_culture_global = { fp3_warrior_culture_trigger = yes } #failsafe to prevent funky errors } cooldown = { years = 10 } immediate = { random_culture_global = { limit = { fp3_warrior_culture_trigger = yes } save_scope_as = warmonger_culture } random_held_county = { limit = { any_county_province = { fp3_yearly.8000_province_trigger = yes } } save_scope_as = murder_county #for the modifier } scope:murder_county = { random_county_province = { limit = { fp3_yearly.8000_province_trigger = yes } barony = { save_scope_as = murder_barony } #for use in loc } } scope:murder_county = { add_county_modifier = { modifier = fp3_brutal_predations_county_modifier years = 10 } } cp:councillor_marshal = { save_scope_as = righteous_marshal } create_character = { template = fp3_raging_ghazi_character location = root.capital_province culture = root.culture save_scope_as = raging_ghazi } } option = { #I too have walked the holy path, go in peace name = fp3_yearly.8000.a flavor = fp3_yearly.8000.flavor.a.tt trigger = { OR = { has_trait = faith_warrior has_trait = holy_warrior has_trait = crusader_king has_trait = pilgrim is_ai = yes #we want to encourage the AI to do this, rather than keep the ghazi around, thus we allow this option more easily for the AI } } add_piety = medium_piety_gain scope:raging_ghazi = { silent_disappearance_effect = yes } stress_impact = { zealous = medium_stress_impact_loss trusting = minor_stress_impact_loss forgiving = minor_stress_impact_loss just = minor_stress_impact_gain } ai_chance = { #zealous AI prefer this option base = 100 ai_value_modifier = { ai_energy = 1 ai_zeal = 1 ai_honor = -1 ai_rationality = -0.5 } } } option = { #I have a nice new prison cell just for you! name = fp3_yearly.8000.b flavor = fp3_yearly.8000.flavor.b.tt add_dread = minor_dread_gain scope:raging_ghazi = { #the ghazi gets to languish in a dungeon hard_imprison_character_effect = { TARGET = this IMPRISONER = root } } scope:murder_county = { remove_county_modifier = fp3_brutal_predations_county_modifier } stress_impact = { just = medium_stress_impact_loss vengeful = minor_stress_impact_loss zealous = medium_stress_impact_gain callous = minor_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { #just and compassionate AI go for this option base = 100 ai_value_modifier = { ai_honor = 1 ai_compassion = 1 ai_zeal = -1 } } } option = { #I could use a man of your talents name = fp3_yearly.8000.c add_courtier = scope:raging_ghazi scope:raging_ghazi = { add_opinion = { target = root modifier = respect_opinion opinion = 20 } } add_hook = { target = scope:raging_ghazi type = favor_hook } scope:righteous_marshal = { add_opinion = { target = root modifier = disappointed_opinion opinion = -20 } } stress_impact = { zealous = minor_stress_impact_loss greedy = minor_stress_impact_loss just = major_stress_impact_gain paranoid = minor_stress_impact_gain } ai_chance = { #greedy / opportunistic AI go for this option, but more rarely than the others, since we don't want to spam Persia with this character base = 50 ai_value_modifier = { ai_zeal = 0.5 ai_greed = 1 ai_rationality = 0.5 ai_compassion = -1 ai_honor = -1 } } } after = { scope:raging_ghazi = { silent_disappearance_ai_effect = yes } } } scripted_trigger fp3_yearly.8001_outlying_province_trigger = { squared_distance = { target = root.capital_province value > squared_distance_medium } } fp3_yearly.8001 = { #Frontier Fortress Benefactor type = character_event title = fp3_yearly.8001.t desc = fp3_yearly.8001.desc theme = martial left_portrait = { character = root animation = thinking } right_portrait = { character = scope:concerned_councillor animation = personality_bold } trigger = { has_fp3_dlc_trigger = yes is_ruler = yes any_held_county = { any_county_province = { fp3_yearly.8001_outlying_province_trigger = yes } } is_healthy = yes #the councillor's request wouldn't make much sense otherwise root.capital_province = { geographical_region = world_persian_empire } #so that this inside-to-outside worldview makes sense faith = { NOT = { has_doctrine_parameter = unreformed # Unreformed Pagans don't need frontier fortresses, generally speaking } } OR = { #Either could make sense, may as well make it as flexible as possible exists = cp:councillor_steward exists = cp:councillor_marshal } } cooldown = { years = 50 } immediate = { random_held_county = { limit = { any_county_province = { fp3_yearly.8001_outlying_province_trigger = yes } } weight = { modifier = { factor = 100 any_county_province = { geographical_region = dlc_fp3_greater_persian_frontier_regions } } } save_scope_as = frontier_fort_county } if = { limit = { exists = cp:councillor_marshal } cp:councillor_marshal = { save_scope_as = concerned_councillor } } else = { cp:councillor_steward = { save_scope_as = concerned_councillor } } if = { limit = { any_spouse = { AND = { is_available_healthy_ai_adult = yes is_landed = no } NOR = { has_trait = arrogant has_trait = craven has_trait = lazy has_trait = shy has_trait = content has_trait = pregnant } } } random_spouse = { save_scope_as = dutiful_spouse } } } option = { #Of course I shall go! name = fp3_yearly.8001.a scope:frontier_fort_county = { add_county_modifier = { modifier = fp3_boosted_frontier_morale_county_modifier years = 15 } } add_character_modifier = { modifier = fp3_visited_the_frontier_modifier years = 5 } remove_treasury_or_gold = minor_treasury_or_gold_value #gotta pay for travel expenses! stress_impact = { diligent = medium_stress_impact_loss brave = minor_stress_impact_loss humble = minor_stress_impact_loss gregarious = minor_stress_impact_loss shy = minor_stress_impact_gain content = miniscule_stress_impact_gain lazy = medium_stress_impact_gain } ai_chance = { #dutiful/diligent AI prefer this option base = 100 ai_value_modifier = { ai_energy = 1 ai_honor = 1 ai_zeal = 0.5 ai_boldness = 0.5 } } } option = { #Send your wife/husband instead name = fp3_yearly.8001.b flavor = fp3_yearly.8001.flavor.b.tt trigger = { exists = scope:dutiful_spouse NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:concerned_councillor } } } scope:concerned_councillor = { #checking that they can be a misogynist/misandrist in this matter NOR = { faith = { has_doctrine = doctrine_gender_equal } culture = { has_cultural_parameter = has_access_to_shieldmaidens } } } } scope:concerned_councillor = { add_opinion = { target = root modifier = disappointed_opinion opinion = -20 } } scope:dutiful_spouse = { if = { limit = { OR = { #checking that (s)he would appreciate this opportunity has_trait = diligent has_trait = ambitious has_trait = brave has_trait = adventurer has_trait = shieldmaiden has_martial_lifestyle_trait_trigger = yes has_lifestyle = martial_lifestyle martial >= high_skill_rating has_stewardship_lifestyle_trait_trigger = yes has_lifestyle = stewardship_lifestyle stewardship >= high_skill_rating } } add_opinion = { target = root modifier = spouse_trusted_me_opinion } } else = { #otherwise, (s)he doesn't wanna go to the frontier add_opinion = { target = root modifier = fp3_sent_me_to_the_frontier_opinion } } } scope:dutiful_spouse = { duel = { skill = martial value = average_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 2 } root = { send_interface_toast = { title = delegated_fortress_inspection_toast.success left_icon = scope:dutiful_spouse scope:frontier_fort_county = { add_county_modifier = { modifier = fp3_boosted_frontier_morale_county_modifier years = 15 } } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } root = { send_interface_toast = { title = delegated_fortress_inspection_toast.failure left_icon = scope:tension_councillor scope:frontier_fort_county = { add_county_modifier = { modifier = fp3_low_frontier_morale_county_modifier years = 10 } } } } } } } scope:dutiful_spouse = { add_character_modifier = { modifier = fp3_visited_the_frontier_modifier years = 5 } } stress_impact = { lazy = minor_stress_impact_loss craven = minor_stress_impact_loss cynical = minor_stress_impact_loss ambitious = minor_stress_impact_gain brave = minor_stress_impact_gain diligent = minor_stress_impact_gain } ai_chance = { #craven but sociable AI prefer this option base = 100 ai_value_modifier = { ai_boldness = -1 ai_rationality = 0.5 ai_sociability = 1 } } } option = { #Make vague promises name = fp3_yearly.8001.c flavor = fp3_yearly.8001.flavor.c.tt duel = { #this duel is root trying to appease the councillor skill = diplomacy value = medium_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 2 } modifier = { add = 15 has_trait = deceitful } modifier = { add = 40 scope:concerned_councillor = { has_trait = trusting } } modifier = { add = 20 scope:concerned_councillor = { OR = { has_trait = craven has_trait = patient } } } send_interface_toast = { title = convincing_councillor_toast.success left_icon = root right_icon = scope:concerned_councillor scope:concerned_councillor = { add_opinion = { target = root modifier = trusting_liege_opinion } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } modifier = { add = 20 has_trait = honest } modifier = { add = 10 has_trait = brave } send_interface_toast = { title = convincing_councillor_toast.failure left_icon = root right_icon = scope:concerned_councillor scope:concerned_councillor = { add_opinion = { target = root modifier = weak_excuses } } } } } random = { chance = 33 scope:frontier_fort_county = { add_county_modifier = { modifier = fp3_low_frontier_morale_county_modifier years = 10 } } } stress_impact = { lazy = minor_stress_impact_loss craven = major_stress_impact_loss content = minor_stress_impact_loss arrogant = minor_stress_impact_loss paranoid = minor_stress_impact_loss diligent = medium_stress_impact_gain honest = medium_stress_impact_gain } ai_chance = { #craven but energetic AI prefer this option base = 100 ai_value_modifier = { ai_boldness = -1 ai_rationality = 0.5 ai_energy = 1 } } } option = { #Refuse name = fp3_yearly.8001.d random = { chance = 50 scope:frontier_fort_county = { add_county_modifier = { modifier = fp3_low_frontier_morale_county_modifier years = 10 } } } stress_impact = { lazy = major_stress_impact_loss craven = medium_stress_impact_loss content = minor_stress_impact_loss diligent = medium_stress_impact_gain brave = minor_stress_impact_gain zealous = minor_stress_impact_gain } ai_chance = { #lazy, craven AI prefer this option base = 100 ai_value_modifier = { ai_boldness = -1 ai_energy = -1 } } } } ############ scripted_trigger fp3_yearly.8002_zealous_vassal_or_spouse_trigger = { AND = { faith = root.faith is_available_healthy_ai_adult = yes OR = { has_trait = zealous has_trait = faith_warrior has_trait = crusader_king has_trait = order_member } } } fp3_yearly.8002 = { #Faith at the Frontier type = character_event title = fp3_yearly.8002.t desc = fp3_yearly.8002.desc theme = faith left_portrait = { character = root animation = stress } right_portrait = { character = scope:concerned_person animation = worry } trigger = { has_fp3_dlc_trigger = yes age >= 12 is_ruler = yes any_held_county = { any_county_province = { fp3_yearly.8001_outlying_province_trigger = yes } } root.capital_province = { geographical_region = world_persian_empire } #so that this inside-to-outside worldview makes sense faith = { #so that the plot makes sense NOR = { has_doctrine_parameter = unreformed # Unreformed Pagans don't need frontier fortresses, generally speaking has_doctrine = doctrine_pluralism_pluralistic } } OR = { #Either could make sense, may as well make it as flexible as possible any_spouse = { fp3_yearly.8002_zealous_vassal_or_spouse_trigger = yes } any_powerful_vassal = { fp3_yearly.8002_zealous_vassal_or_spouse_trigger = yes } exists = cp:councillor_court_chaplain } } cooldown = { years = 50 } immediate = { #finding a nice location for the event random_held_county = { limit = { any_county_province = { fp3_yearly.8001_outlying_province_trigger = yes } } weight = { modifier = { factor = 100 any_county_province = { geographical_region = dlc_fp3_greater_persian_frontier_regions } } } save_scope_as = frontier_fort_county } scope:frontier_fort_county = { add_county_modifier = { modifier = fp3_frontier_heresy_county_modifier years = 40 } } if = { limit = { current_year >= 1050 } faith.religion = { random_faith = { #here we're setting up a nice heresy for the event limit = { #some faiths didn't exist in the early period, and were extinct by the latter this != root.faith fervor > medium_fervor_value OR = { this = faith:nizari this = faith:zayidi this = faith:qarmatian this = faith:zurvanism this = faith:khurramism this = faith:nestorian this = faith:manichean this = faith:mahayana } } alternative_limit = { #just a failsafe to avoid errors this != root.faith } save_scope_as = regional_heresy } } } else = { faith.religion = { random_faith = { #here we're setting up a nice heresy for the event limit = { #some faiths didn't exist in the early period this != root.faith fervor > medium_fervor_value OR = { this = faith:azariqa this = faith:mutazila this = faith:ghulat this = faith:zayidi this = faith:zurvanism this = faith:khurramism this = faith:mazdakism this = faith:nestorian this = faith:manichean #the "Arch-Heresy" according to Cambridge History of Iran ^_^ this = faith:zun_pagan this = faith:mahayana } } alternative_limit = { #just a failsafe to avoid errors this != root.faith } save_scope_as = regional_heresy } } } if = { limit = { any_spouse = { fp3_yearly.8002_zealous_vassal_or_spouse_trigger = yes } } random_spouse = { limit = { fp3_yearly.8002_zealous_vassal_or_spouse_trigger = yes } save_scope_as = concerned_person } } else_if = { limit = { any_powerful_vassal = { fp3_yearly.8002_zealous_vassal_or_spouse_trigger = yes } } random_powerful_vassal = { limit = { fp3_yearly.8002_zealous_vassal_or_spouse_trigger = yes } save_scope_as = concerned_person } } else = { cp:councillor_court_chaplain = { save_scope_as = concerned_person } } } option = { #Burn them all and let God sort them out name = fp3_yearly.8002.a trigger = { OR = { has_trait = zealous has_trait = wrathful has_trait = paranoid has_trait = faith_warrior has_trait = crusader_king dread >= high_dread } } add_dread = major_dread_gain scope:concerned_person = { if = { limit = { OR = { #if the concerned person has a... certain personality, they appreciate this has_trait = sadistic has_trait = callous has_trait = paranoid has_trait = vengeful } } add_opinion = { target = root opinion = 20 modifier = fp3_admires_resolve_opinion } } else = { add_opinion = { #but otherwise, they're kinda shocked target = root opinion = -20 modifier = fp3_mildly_terrified_opinion } } } scope:frontier_fort_county = { add_county_modifier = { modifier = fp3_garrison_decimated_county_modifier years = 10 } } random_list = { 75 = { custom_tooltip = fp3_county_pacified.tt scope:frontier_fort_county = { remove_county_modifier = fp3_frontier_heresy_county_modifier } } 25 = { custom_tooltip = fp3_county_galvanized.tt scope:frontier_fort_county = { set_county_faith = scope:regional_heresy } } } stress_impact = { sadistic = major_stress_impact_loss callous = medium_stress_impact_loss wrathful = minor_stress_impact_loss zealous = minor_stress_impact_loss greedy = minor_stress_impact_loss compassionate = massive_stress_impact_gain just = major_stress_impact_gain } ai_chance = { #cruel, zealous AI prefer this option base = 100 ai_value_modifier = { ai_zeal = 1 ai_vengefulness = 1 ai_compassion = -1 ai_honor = -0.5 ai_rationality = -0.5 } } } option = { #Join their faith name = fp3_yearly.8002.b trigger = { OR = { has_trait = cynical has_trait = fickle has_trait = humble has_trait = depressed has_trait = lunatic has_trait = possessed has_trait = lifestyle_mystic stress_level >= 3 } NOT = { has_trait = zealous } } add_piety = medium_piety_loss set_character_faith_with_conversion = scope:regional_heresy scope:frontier_fort_county = { add_county_modifier = { modifier = tensions_eased_province_modifier years = 20 } } scope:concerned_person = { add_opinion = { target = root modifier = perplexed_opinion opinion = -20 } } stress_impact = { cynical = major_stress_impact_loss humble = medium_stress_impact_loss brave = minor_stress_impact_loss fickle = minor_stress_impact_loss content = medium_stress_impact_gain craven = medium_stress_impact_gain } ai_chance = { #bold, cynical AI prefer this option base = 40 #so that the AI is less likely to take this option ai_value_modifier = { ai_boldness = 0.7 ai_energy = 0.5 ai_rationality = 0.7 ai_zeal = -1 } } } option = { #Send them to preach name = fp3_yearly.8002.c scope:concerned_person = { if = { limit = { OR = { #if the concerned person has a... certain personality, or is very able to perform the task, they're okay with this has_trait = dull has_trait = intellect_bad has_trait = diligent learning >= good_skill_level } } add_opinion = { target = root opinion = 10 modifier = trusted_me_opinion } } else = { add_opinion = { #but otherwise, they see it for what it is; a mild insult target = root opinion = -10 modifier = unfair_expectations_opinion } } } scope:concerned_person = { add_character_modifier = { modifier = fp3_visited_the_frontier_modifier years = 5 } } scope:concerned_person = { duel = { skill = learning value = average_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 2 } root = { send_interface_toast = { title = dealing_with_soldier_heresy_toast.success left_icon = scope:concerned_person custom_tooltip = fp3_county_converted.tt scope:frontier_fort_county = { remove_county_modifier = fp3_frontier_heresy_county_modifier } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } root = { send_interface_toast = { title = dealing_with_soldier_heresy_toast.failure left_icon = scope:concerned_person custom_tooltip = fp3_county_galvanized.tt scope:frontier_fort_county = { set_county_faith = scope:regional_heresy } if = { limit = { NOT = { scope:concerned_person = { has_trait = depressed } } } random = { chance = 10 scope:concerned_person = { add_trait = depressed_1 } } } } } } } } stress_impact = { lazy = major_stress_impact_loss shy = minor_stress_impact_loss trusting = minor_stress_impact_loss arrogant = minor_stress_impact_loss brave = minor_stress_impact_loss zealous = minor_stress_impact_loss ambitious = minor_stress_impact_gain diligent = medium_stress_impact_gain } ai_chance = { #hands-off/rational AI prefer this option base = 100 ai_value_modifier = { ai_vengefulness = 0.5 ai_rationality = 0.5 ai_zeal = 0.2 ai_energy = -0.5 } } } option = { #We should wait and see how the situation develops name = fp3_yearly.8002.d random_list = { 50 = { send_interface_toast = { title = frontier_heresy_eased left_icon = scope:root scope:frontier_fort_county = { add_county_modifier = { modifier = tensions_eased_province_modifier years = 20 } } } } 50 = { send_interface_toast = { title = frontier_heresy_mega_outbreak left_icon = scope:root scope:frontier_fort_county = { set_county_faith = scope:regional_heresy } } } } scope:concerned_person = { add_opinion = { target = root modifier = disappointed_opinion opinion = -20 } } stress_impact = { patient = medium_stress_impact_loss calm = minor_stress_impact_loss cynical = minor_stress_impact_loss content = minor_stress_impact_loss wrathful = minor_stress_impact_gain zealous = massive_stress_impact_gain paranoid = medium_stress_impact_gain impatient = medium_stress_impact_gain } ai_chance = { #passive or compassionate AI prefer this optio base = 100 ai_value_modifier = { ai_compassion = 1 ai_honor = 0.5 ai_zeal = -1 ai_vengefulness = -0.5 } } } } #######Exotic Espand, by Ola Jentzsch##### scripted_trigger fp3_yearly_8003_far_away_mountain_trigger = { county_has_province_with_terrain = { terrain = mountains terrain = desert_mountains } squared_distance = { target = root.capital_province value > squared_distance_large } } fp3_yearly.8003 = { #Exotic Espand type = character_event title = fp3_yearly.8003.t desc = fp3_yearly.8003.desc theme = mental_health left_portrait = { character = scope:superstitious_consort animation = paranoia } right_portrait = { character = root animation = personality_rational } lower_left_portrait = { character = scope:cruel_consort } lower_right_portrait = { character = scope:quest_chaplain } trigger = { #the wonders of harem intrigues! has_fp3_dlc_trigger = yes is_ruler = yes root.capital_province = { OR = { geographical_region = world_persian_empire geographical_region = world_steppe_tarim } } any_county_in_region = { region = world_persian_empire region = world_steppe_tarim region = world_himalaya region = world_middle_east_arabia fp3_yearly_8003_far_away_mountain_trigger = yes } any_consort = { NOT = { has_trait = cynical has_trait = lifestyle_herbalist learning >= good_skill_level } is_courtier = yes is_available_adult = yes save_temporary_scope_as = consort_1 } any_consort = { this != scope:consort_1 is_available_adult = yes is_courtier = yes opinion = { target = scope:consort_1 value < 0 } } } cooldown = { years = 10 } immediate = { random_consort = { limit = { NOT = { has_trait = cynical has_trait = lifestyle_herbalist learning >= good_skill_level } is_available_adult = yes is_courtier = yes save_temporary_scope_as = consort_1_temp root = { any_consort = { this != scope:consort_1_temp is_available_adult = yes is_courtier = yes opinion = { target = scope:consort_1_temp value < 0 } } } } save_scope_as = superstitious_consort } random_consort = { limit = { this != scope:superstitious_consort is_available_adult = yes is_courtier = yes opinion = { target = scope:superstitious_consort value < 0 } } save_scope_as = cruel_consort } random_county_in_region = { region = world_persian_empire region = world_steppe_tarim region = world_himalaya region = world_middle_east_arabia limit = { fp3_yearly_8003_far_away_mountain_trigger = yes } save_scope_as = espad_mountain_province #this is only used for loc } scope:superstitious_consort = { add_character_modifier = { modifier = fp3_jinx_modifier years = 10 } } if = { limit = { exists = cp:councillor_court_chaplain cp:councillor_court_chaplain = { is_available_healthy_ai_adult = yes } } cp:councillor_court_chaplain = { save_scope_as = quest_chaplain } } } option = { #Trust in God, not your superstition name = fp3_yearly.8003.a trigger = { faith = { OR = { has_doctrine_parameter = witchcraft_illegal has_doctrine_parameter = witchcraft_shunned } } } add_piety = minor_piety_gain scope:superstitious_consort = { #if (s)he loves you or is forgiving, (s)he takes this less hard if = { limit = { OR = { has_relation_lover = root has_relation_soulmate = root has_trait = forgiving } } add_opinion = { target = root modifier = disappointed_opinion opinion = -20 } } else = { add_opinion = { target = root modifier = cruelty_opinion opinion = -40 } } } scope:cruel_consort = { add_opinion = { target = root modifier = pleased_opinion opinion = 20 } } stress_impact = { arrogant = minor_stress_impact_loss callous = minor_stress_impact_loss zealous = minor_stress_impact_loss compassionate = medium_stress_impact_gain generous = medium_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { #cruel or zealous AI prefers this option base = 100 ai_value_modifier = { ai_zeal = 0.5 ai_vengefulness = 0.5 ai_compassion = -1 } } } option = { #Cost what it may, I will send for it name = fp3_yearly.8003.b scope:superstitious_consort = { if = { limit = { OR = { has_relation_lover = root has_relation_soulmate = root } } add_opinion = { target = root modifier = grateful_opinion opinion = 20 } } else = { custom_tooltip = fp3_closer_to_love.tt hidden_effect = { root = { progress_towards_lover_effect = { CHARACTER = scope:superstitious_consort REASON = lover_gave_fine_seeds # Naming conv. DLC_progress_towards_reason_TYPE_NAME. This will avoid dupes and conflicts. -h OPINION = 20 } } } } } scope:cruel_consort = { add_opinion = { target = scope:superstitious_consort modifier = envy_opinion opinion = -20 } } scope:cruel_consort = { add_opinion = { target = root modifier = fp3_resentful_opinion opinion = -20 } } remove_short_term_gold = medium_gold_value #this will be expensive! random = { chance = 75 scope:superstitious_consort = { remove_character_modifier = fp3_jinx_modifier } } stress_impact = { generous = major_stress_impact_loss compassionate = minor_stress_impact_loss diligent = minor_stress_impact_loss zealous = minor_stress_impact_loss greedy = medium_stress_impact_gain callous = medium_stress_impact_gain cynical = miniscule_stress_impact_gain temperate = miniscule_stress_impact_gain } ai_chance = { #compassionate, energetic, non-frugal AI prefers this option base = 100 ai_value_modifier = { ai_compassion = 0.7 ai_energy = 0.7 ai_greed = -1 } } } option = { #I can send my court chaplain, (s)he is very capable name = fp3_yearly.8003.c trigger = { exists = scope:quest_chaplain } scope:quest_chaplain = { if = { limit = { OR = { #if the chaplain is adventurous or a nature specialist, or thinks very highly of the consort, (s)he appreciates the task has_trait = brave has_trait = adventurer has_trait = lifestyle_herbalist has_trait = lifestyle_mystic has_trait = diligent opinion = { target = scope:superstitious_consort value > 50 } } } add_opinion = { target = root opinion = 10 modifier = trusted_me_opinion } } else = { add_opinion = { #but otherwise, don't really wanna go target = root modifier = fp3_sent_me_to_the_frontier_opinion } } } scope:quest_chaplain = { add_character_modifier = { modifier = fp3_visited_the_frontier_modifier years = 5 } } scope:quest_chaplain = { duel = { skill = learning value = average_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 2 } root = { send_interface_toast = { title = questing_for_espand_toast.success left_icon = scope:quest_chaplain right_icon = scope:superstitious_consort custom_tooltip = fp3_espand_found.tt scope:superstitious_consort = { remove_character_modifier = fp3_jinx_modifier } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } root = { send_interface_toast = { title = questing_for_espand_toast.failure left_icon = scope:quest_chaplain right_icon = scope:superstitious_consort custom_tooltip = fp3_espand_unfound.tt scope:quest_chaplain = { add_character_modifier = { modifier = exhausted_modifier years = 10 } } if = { limit = { NOT = { scope:superstitious_consort = { has_trait = depressed } } } random = { chance = 20 scope:superstitious_consort = { add_trait = depressed_1 } } } } } } } } stress_impact = { lazy = medium_stress_impact_loss greedy = minor_stress_impact_loss trusting = minor_stress_impact_loss compassionate = minor_stress_impact_loss diligent = medium_stress_impact_gain } ai_chance = { #compassionate but frugal AI prefer this option base = 100 ai_value_modifier = { ai_compassion = 1 ai_rationality = 0.5 ai_greed = -1 ai_energy = -0.5 } } } option = { #Can't you pick normal espand like everyone else? name = fp3_yearly.8003.d scope:superstitious_consort = { #if (s)he has particular traits, (s)he takes this very hard if = { limit = { OR = { has_trait = craven has_trait = paranoid has_trait = vengeful has_trait = lifestyle_mystic has_trait = arrogant has_trait = greedy has_trait = stubborn has_trait = wrathful } } add_opinion = { target = root modifier = mocked_me_in_time_of_need } } else = { add_opinion = { target = root modifier = fp3_ignored_me_in_time_of_need_opinion } } } scope:cruel_consort = { add_opinion = { target = root modifier = amused_opinion opinion = 10 } } stress_impact = { cynical = minor_stress_impact_loss callous = minor_stress_impact_loss temperate = minor_stress_impact_loss compassionate = medium_stress_impact_gain generous = medium_stress_impact_gain } ai_chance = { #cynical and frugal AI prefers this option base = 100 ai_value_modifier = { ai_rationality = 1 ai_greed = -1 ai_compassion = -0.5 } } } } ####The Frontier's Call, by Ola Jentzsch#### scripted_trigger fp3_suitable_child_to_leave = { is_physically_able_adult = yes is_courtier_of = root age < 40 is_concubine = no OR = { #checking that they're the venturesome type has_trait = brave has_trait = impatient has_trait = lifestyle_hunter has_trait = education_martial has_lifestyle = martial_lifestyle has_martial_lifestyle_trait_trigger = yes martial >= high_skill_rating prowess >= high_skill_rating } NOR = { #and that their cravings aren't already satisfied has_trait = faith_warrior has_trait = pilgrim has_trait = adventurer has_trait = viking has_trait = content } can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } #and that them wanting to go on adventure wouldn't be preposterous in your culture } scripted_trigger fp3_suitable_relation_for_child = { NOT = { this = $CHAR$ } age >= 10 OR = { is_close_family_of = $CHAR$ is_spouse_of = $CHAR$ is_concubine_of = $CHAR$ is_great_grandparent_of = $CHAR$ has_relation_friend = $CHAR$ has_relation_lover = $CHAR$ AND = { betrothed = $CHAR$ age >= 14 } } NOR = { has_trait = brave has_trait = callous has_trait = arrogant } opinion = { target = $CHAR$ value > 15 } } scripted_effect fp3_child_leaves_effect = { move_to_pool_at = scope:far_frontier scope:parent = { if = { limit = { has_hook = scope:fp3_child_to_leave } remove_hook = { target = scope:fp3_child_to_leave } } } add_character_modifier = { modifier = fp3_call_of_the_wild_modifier years = 25 } } fp3_yearly.8004 = { #The Frontier Beckons type = character_event title = fp3_yearly.8004.t desc = fp3_yearly.8004.desc theme = family left_portrait = { character = scope:fp3_child_to_leave animation = personality_bold } right_portrait = { character = scope:worried_relation animation = grief } override_background = { reference = market_east } trigger = { #DLC check. has_fp3_dlc_trigger = yes is_available = yes root.capital_province = { geographical_region = world_persian_empire } NAND = { #because this event is a Persian variant of an FP1 event, it's better that both cannot trigger for vikings has_fp1_dlc_trigger = yes culture = { has_cultural_pillar = heritage_north_germanic } } any_child = { fp3_suitable_child_to_leave = yes save_temporary_scope_as = fp3_child_to_leave_temp } any_courtier_or_guest = { fp3_suitable_relation_for_child = { CHAR = scope:fp3_child_to_leave_temp } } any_independent_ruler = { NOT = { target_is_liege_or_above = root } in_diplomatic_range = root any_realm_province = { geographical_region = dlc_fp3_greater_persian_frontier_regions save_temporary_scope_as = place } } scope:place = { squared_distance = { target = root.capital_county value >= squared_distance_large } } } cooldown = { years = 10 } immediate = { save_scope_as = parent random_child = { limit = { fp3_suitable_child_to_leave = yes has_personality_dominant_trigger = yes is_primary_heir_of = root } alternative_limit = { fp3_suitable_child_to_leave = yes has_personality_dominant_trigger = yes } alternative_limit = { fp3_suitable_child_to_leave = yes } save_scope_as = fp3_child_to_leave } random_courtier_or_guest = { #weighting for the most suitable person! limit = { fp3_suitable_relation_for_child = { CHAR = scope:fp3_child_to_leave } } save_scope_as = worried_relation } random_independent_ruler = { limit = { NOT = { target_is_liege_or_above = root } in_diplomatic_range = root any_realm_province = { geographical_region = dlc_fp3_greater_persian_frontier_regions save_temporary_scope_as = place } scope:place = { squared_distance = { target = root.capital_county value >= squared_distance_large } } } random_realm_province = { limit = { geographical_region = dlc_fp3_greater_persian_frontier_regions save_temporary_scope_as = place scope:place = { squared_distance = { target = root.capital_county value >= squared_distance_large } } } save_scope_as = far_frontier } } } option = { # Fight them to make them stay name = fp3_yearly.8004.a trigger = { culture = { OR = { has_cultural_tradition = tradition_futuwaa has_cultural_tradition = tradition_fp1_performative_honour has_cultural_tradition = tradition_warrior_culture } } can_start_single_combat_trigger = yes scope:fp3_child_to_leave = { can_start_single_combat_trigger = yes } } custom_tooltip = fp3_yearly.8004.a.tt configure_start_single_combat_effect = { SC_INITIATOR = scope:parent SC_ATTACKER = scope:parent SC_DEFENDER = scope:fp3_child_to_leave FATALITY = no FIXED = no LOCALE = terrain_scope OUTPUT_EVENT = fp3_yearly.8005 INVALIDATION_EVENT = fp3_yearly.8006 } stress_impact = { craven = major_stress_impact_gain forgiving = medium_stress_impact_gain compassionate = medium_stress_impact_gain calm = medium_stress_impact_gain temperate = minor_stress_impact_gain generous = minor_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 prowess > scope:fp3_child_to_leave.prowess } modifier = { factor = 0.1 ai_compassion >= medium_positive_ai_value } modifier = { factor = 0 OR = { has_trait = craven has_trait = forgiving has_trait = calm } } } } option = { # Appeal to their better nature name = fp3_yearly.8004.b stress_impact = { impatient = major_stress_impact_gain wrathful = major_stress_impact_gain arrogant = medium_stress_impact_gain fickle = medium_stress_impact_gain vengeful = minor_stress_impact_gain } scope:worried_relation = { add_opinion = { target = root modifier = grateful_opinion opinion = 20 } } duel = { skill = diplomacy value = scope:fp3_child_to_leave.diplomacy 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = fp3_yearly.8004.b.success send_interface_toast = { title = fp3_yearly.8004.b.success left_icon = scope:fp3_child_to_leave add_prestige = medium_prestige_gain scope:fp3_child_to_leave = { custom_tooltip = fp1_yearly.2000.b.tt #reuse from FP1 to save translation add_character_modifier = { modifier = fp3_dutiful_scion_modifier years = 25 } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = fp3_yearly.8004.b.failure send_interface_toast = { title = fp3_yearly.8004.b.failure left_icon = scope:fp3_child_to_leave add_prestige = major_prestige_loss scope:fp3_child_to_leave = { fp3_child_leaves_effect = yes } scope:worried_relation = { add_character_modifier = { modifier = fp3_worried_sick_modifier years = 5 } } } } } ai_chance = { base = 100 modifier = { factor = 2 diplomacy > scope:fp3_child_to_leave.diplomacy } modifier = { factor = 0 OR = { has_trait = craven has_trait = forgiving has_trait = calm } } } } option = { # Treathen to disinherit name = fp3_yearly.8004.c flavor = fp3_yearly.8004.c.flavor stress_impact = { impatient = major_stress_impact_gain wrathful = major_stress_impact_gain arrogant = medium_stress_impact_gain fickle = medium_stress_impact_gain vengeful = minor_stress_impact_gain } duel = { skill = intrigue value = scope:fp3_child_to_leave.intrigue 50 = { compare_modifier = { value = scope:duel_value multiplier = 3.5 min = -49 } desc = fp3_yearly.8004.b.success send_interface_toast = { title = fp3_yearly.8004.b.success left_icon = scope:fp3_child_to_leave add_prestige = medium_prestige_gain scope:fp3_child_to_leave = { custom_tooltip = fp1_yearly.2000.b.tt #reuse from FP1 to save translation add_character_modifier = { modifier = fp3_dutiful_scion_modifier years = 25 } } } } 50 = { compare_modifier = { value = scope:duel_value multiplier = -3.5 min = -49 } desc = fp3_yearly.8004.b.failure send_interface_toast = { title = fp3_yearly.8004.b.failure left_icon = scope:fp3_child_to_leave add_prestige = major_prestige_loss scope:fp3_child_to_leave = { fp3_child_leaves_effect = yes add_trait = disinherited } progress_towards_rival_effect = { CHARACTER = scope:fp3_child_to_leave REASON = rival_left_for_frontier OPINION = -25 } scope:worried_relation = { add_character_modifier = { modifier = fp3_worried_sick_modifier years = 5 } } } } } ai_chance = { base = 100 modifier = { factor = 2 intrigue > scope:fp3_child_to_leave.intrigue } modifier = { factor = 0 OR = { has_trait = compassionate has_trait = craven has_trait = forgiving } } } } option = { # Go in peace, my son/daughter name = fp3_yearly.8004.d scope:fp3_child_to_leave = { fp3_child_leaves_effect = yes } if = { limit = { has_hook = scope:fp3_child_to_leave } remove_hook = { target = scope:fp3_child_to_leave } } scope:fp3_child_to_leave = { add_opinion = { target = root modifier = grateful_opinion opinion = 30 } } scope:worried_relation = { add_opinion = { target = root modifier = fp3_dismayed_opinion } add_character_modifier = { modifier = fp3_worried_sick_modifier years = 5 } } stress_impact = { compassionate = medium_stress_impact_loss patient = medium_stress_impact_loss calm = minor_stress_impact_loss content = minor_stress_impact_loss arrogant = minor_stress_impact_gain wrathful = medium_stress_impact_gain paranoid = medium_stress_impact_gain } ai_chance = { #passive or compassionate AI prefer this optio base = 100 ai_value_modifier = { ai_compassion = 1 ai_honor = 0.5 ai_zeal = -1 ai_vengefulness = -0.5 } } } } ############Minor events triggered by the duel in fp3_yearly.8004.a############# #Hidden event, to set up the result of the duel fp3_yearly.8005 = { hidden = yes immediate = { if = { limit = { scope:parent = scope:sc_victor } trigger_event = { id = fp3_yearly.8007 days = 1 } } else = { trigger_event = { id = fp3_yearly.8008 days = 1 } } } } #Hidden event; the bout became invalidated, inform affected parties. fp3_yearly.8006 = { hidden = yes immediate = { # Inform both parties that the duel has invalidated. scope:parent = { send_interface_toast = { title = fp1_yearly.2000.trigger_failure #reused from an fp1 event, so we can save some translation resources left_icon = scope:fp3_child_to_leave } } } } # Beat child in combat fp3_yearly.8007 = { type = character_event title = fp3_yearly.8007.t desc = fp3_yearly.8007.desc theme = family left_portrait = { character = scope:fp3_child_to_leave animation = pain } right_portrait = { character = root animation = aggressive_sword } override_background = { reference = courtyard } trigger = { } immediate = { } option = { # I will not be found wanting name = fp3_yearly.8007.a add_piety = medium_piety_gain scope:fp3_child_to_leave = { add_character_modifier = { modifier = fp3_dutiful_scion_modifier years = 25 } } ai_chance = { base = 100 } } option = { # # Good. I have real responsibilities for you. name = fp3_yearly.8007.b add_prestige = medium_prestige_gain scope:fp3_child_to_leave = { add_character_modifier = { modifier = fp3_dutiful_scion_modifier years = 25 } } ai_chance = { base = 100 } } option = { #And now you must marry! name = fp3_yearly.8007.c trigger = { scope:fp3_child_to_leave = { AND = { is_married = no is_betrothed = no } } } root.dynasty = { add_dynasty_prestige = minor_dynasty_prestige_value } scope:fp3_child_to_leave = { add_character_modifier = { modifier = fp3_marriage_material_modifier years = 10 } } ai_chance = { base = 100 } } } # Beaten by child in combat fp3_yearly.8008 = { type = character_event title = fp3_yearly.8008.t desc = fp3_yearly.8008.desc theme = family left_portrait = { character = root animation = fear } right_portrait = { character = scope:fp3_child_to_leave animation = aggressive_sword } override_background = { reference = courtyard } trigger = { } immediate = { } option = { # My child I can lose, but my gold... name = fp3_yearly.8008.a trigger = { has_trait = greedy } pay_short_term_gold = { target = scope:fp3_child_to_leave gold = minor_gold_value } add_stress = medium_stress_impact_gain scope:fp3_child_to_leave = { fp3_child_leaves_effect = yes if = { limit = { NOT = { has_trait = lifestyle_blademaster } } add_trait = lifestyle_blademaster } } ai_chance = { base = 100 } } option = { # It would have been better to be a eunuch... name = fp3_yearly.8008.b trigger = { is_female = no is_eunuch_trigger = no } pay_short_term_gold = { target = scope:fp3_child_to_leave gold = minor_gold_value } add_prestige = medium_prestige_loss scope:fp3_child_to_leave = { fp3_child_leaves_effect = yes if = { limit = { NOT = { has_trait = lifestyle_blademaster } } add_trait = lifestyle_blademaster } } ai_chance = { base = 100 } } option = { # Fate will bring us together again, you will see. name = fp3_yearly.8008.c pay_short_term_gold = { target = scope:fp3_child_to_leave gold = minor_gold_value } add_prestige = medium_prestige_loss scope:fp3_child_to_leave = { fp3_child_leaves_effect = yes if = { limit = { NOT = { has_trait = lifestyle_blademaster } } add_trait = lifestyle_blademaster } } ai_chance = { base = 100 } } } #############################Duel events end############################ ######################################################################### #########Caliphal Concerns, by Ola Jentzsch################ scripted_trigger fp3_yearly.8009_frontier_heresy_trigger = { any_county_province = { geographical_region = dlc_fp3_eastern_persian_frontier_regions } faith = { save_temporary_scope_as = compare_faith } root.faith.religious_head = { faith = { faith_hostility_level = { target = scope:compare_faith value > faith_astray_level } } } } scripted_trigger fp3_yearly.8009_root_and_hof_faith_comparison_trigger = { faith = { save_temporary_scope_as = compare_faith } root = { faith = { faith_hostility_level = { target = scope:compare_faith value <= faith_astray_level } } } } fp3_yearly.8009 = { type = character_event title = fp3_yearly.8009.t desc = { desc = fp3_yearly.8009.desc_beginning first_valid = { triggered_desc = { trigger = { root.faith.religious_head = { OR = { has_religion = religion:islam_religion has_religion = religion:judaism_religion } } } desc = fp3_yearly.8009.desc_muslim_or_jewish_insult_ending } desc = fp3_yearly.8009.desc_other_insult_ending } } theme = faith override_background = { reference = throne_room } left_portrait = { character = root animation = personality_rational triggered_animation = { trigger = { OR = { has_trait = vengeful has_trait = wrathful dread >= 50 tyranny >= 50 } } animation = personality_vengeful } } right_portrait = { character = scope:hof_emissary animation = chancellor } lower_left_portrait = { character = scope:righteous_caliph } lower_right_portrait = { character = scope:loyal_chaplain } trigger = { has_fp3_dlc_trigger = yes faith.religious_head != root exists = root.faith.religious_head root.faith.religious_head = { is_ai = yes fp3_yearly.8009_root_and_hof_faith_comparison_trigger = yes faith = { NOR = { has_doctrine_parameter = unreformed has_doctrine_parameter = witchcraft_accepted has_doctrine = doctrine_pluralism_pluralistic has_doctrine = tenet_carnal_exaltation } } } any_held_county = { fp3_yearly.8009_frontier_heresy_trigger = yes save_temporary_scope_as = heretic_county } } cooldown = { years = 25 } immediate = { random_held_county = { limit = { fp3_yearly.8009_frontier_heresy_trigger = yes } save_scope_as = very_heretic_county } if = { #this is a false safe due to the funkyness of the location system limit = { exists = root.faith.religious_head.location } root.faith.religious_head.location = { save_scope_as = caliphal_location } } else_if = { limit = { exists = root.faith.religious_head.primary_title.title_capital_county.title_province } root.faith.religious_head.primary_title.title_capital_county.title_province = { save_scope_as = caliphal_location } } else = { random_province = { save_scope_as = caliphal_location } } root.faith.religious_head = { save_scope_as = righteous_caliph } create_character = { #this is the head of faith's emissary age = { 25 75 } location = root.capital_province faith = root.faith.religious_head.faith gender_female_chance = root_faith_dominant_gender_female_chance #could be female, if given the right context. trait = diplomat template = priest_character_template save_scope_as = hof_emissary #this saves him as a scope so we can get nice effects to bounce off him! } if = { limit = { exists = cp:councillor_court_chaplain cp:councillor_court_chaplain = { is_available_healthy_ai_adult = yes } } cp:councillor_court_chaplain = { save_scope_as = loyal_chaplain } } } option = { #I shall stamp this heresy out name = fp3_yearly.8009.a add_dread = medium_dread_gain add_character_modifier = { modifier = fp3_fearsome_example_modifier years = 20 } scope:righteous_caliph = { if = { limit = { OR = { #if the HoF has a... certain personality, they appreciate this has_trait = sadistic has_trait = callous has_trait = paranoid has_trait = vengeful } } add_opinion = { target = root opinion = 30 modifier = fp3_admires_resolve_opinion } root = { add_piety = minor_piety_gain } } else = { add_opinion = { #but otherwise, they're kinda shocked target = root opinion = -10 modifier = fp3_went_too_far_opinion } } } random_list = { 70 = { send_interface_toast = { title = fp3_gross_persecutions_toast scope:very_heretic_county = { add_county_modifier = { modifier = fp3_gross_persecutions_county_modifier years = 10 } } } } 30 = { send_interface_toast = { title = fp3_galvanized_heretics_toast scope:very_heretic_county = { add_county_modifier = { modifier = fp3_galvanized_heretics_county_modifier years = 30 } } } } } stress_impact = { sadistic = major_stress_impact_loss callous = medium_stress_impact_loss wrathful = minor_stress_impact_loss vengeful = minor_stress_impact_loss zealous = minor_stress_impact_loss compassionate = massive_stress_impact_gain just = major_stress_impact_gain } ai_chance = { #cruel, zealous AI prefer this option base = 100 ai_value_modifier = { ai_zeal = 1 ai_vengefulness = 1 ai_boldness = 0.5 ai_compassion = -1 ai_honor = -0.5 ai_rationality = -0.5 } } } option = { #I shall convert them in the proper language name = fp3_yearly.8009.b flavor = fp3_yearly.8009.qurans.flavor trigger = { #checking if the province and root is non-arabic and the caliph arabic scope:very_heretic_county.culture = { NOT = { has_cultural_pillar = language_arabic } } culture = { NOT = { has_cultural_pillar = language_arabic } } root.faith.religious_head = { culture = { has_cultural_pillar = language_arabic } } } add_piety = medium_piety_gain remove_treasury_or_gold = medium_treasury_or_gold_value scope:righteous_caliph = { add_opinion = { target = root opinion = 20 modifier = pleased_opinion } } add_character_modifier = { modifier = fp3_promoting_arabic_modifier years = 20 } if = { limit = { is_ai = no } #just so this doesn't get out of hand culture = { change_cultural_acceptance = { target = scope:righteous_caliph.culture value = low_positive_culture_acceptance desc = cultural_acceptance_gain_arabic_books } } } stress_impact = { humble = minor_stress_impact_loss zealous = minor_stress_impact_loss arrogant = minor_stress_impact_gain } ai_chance = { #loyal AI prefer this option base = 100 ai_value_modifier = { ai_zeal = 0.5 ai_honor = 0.5 } modifier = { factor = 2 OR = { has_trait = humble has_trait = trusting knows_language_of_culture = scope:righteous_caliph.culture } } } } option = { #My court chaplain can handle this name = fp3_yearly.8009.c trigger = { exists = scope:loyal_chaplain } add_piety = medium_piety_gain scope:righteous_caliph = { add_opinion = { target = root opinion = 20 modifier = pleased_opinion } } scope:loyal_chaplain = { add_character_modifier = { modifier = fp3_visited_the_frontier_modifier years = 5 } } scope:loyal_chaplain = { duel = { skill = learning value = high_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 2 } root = { send_interface_toast = { title = dealing_with_frontier_heresy_toast.success left_icon = scope:loyal_chaplain custom_tooltip = fp3_county_listened.tt scope:very_heretic_county = { add_county_modifier = { modifier = fp3_conversion_curious_county_modifier years = 20 } } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } root = { send_interface_toast = { title = dealing_with_frontier_heresy_toast.failure left_icon = scope:loyal_chaplain custom_tooltip = fp3_county_unfazed.tt scope:very_heretic_county = { add_county_modifier = { modifier = fp3_frontier_heresy_county_modifier years = 20 } } } } } } } stress_impact = { zealous = minor_stress_impact_loss diligent = medium_stress_impact_gain } ai_chance = { #zealous but frugal AI prefer this option base = 100 ai_value_modifier = { ai_zeal = 1 ai_rationality = 0.5 ai_greed = -1 ai_energy = -0.5 } } } option = { #I'm busy with other things name = fp3_yearly.8009.d add_piety = medium_piety_loss add_stress = medium_stress_loss scope:righteous_caliph = { add_opinion = { target = root opinion = -20 modifier = disappointed_opinion } } stress_impact = { content = medium_stress_impact_loss cynical = minor_stress_impact_loss lazy = minor_stress_impact_loss zealous = medium_stress_impact_gain diligent = medium_stress_impact_gain } ai_chance = { #lazy or cynical AI prefer this option base = 100 ai_value_modifier = { ai_zeal = 1 ai_rationality = 0.5 ai_boldness = -0.5 ai_energy = -0.5 } } } } #########Abode of War, by Ola Jentzsch################ scripted_trigger fp3_yearly.8010_super_evil_pagan_heretic_neighboring_ruler_trigger = { is_ai = yes OR = { top_liege = this top_liege = { is_ai = yes } } NOT = { is_allied_to = root is_vassal_of = root has_truce = root has_religion = root.faith.religious_head.religion } } fp3_yearly.8010 = { type = character_event title = fp3_yearly.8010.t desc = { first_valid = { triggered_desc = { trigger = { root.faith.religious_head = { has_religion = religion:islam_religion } } desc = fp3_yearly.8010.desc_muslim } desc = fp3_yearly.8010.desc_not_muslim } } theme = war override_background = { reference = throne_room } left_portrait = { character = root animation = personality_cynical } right_portrait = { character = scope:righteous_caliph animation = personality_dishonorable } lower_left_portrait = { character = scope:pagan_ruler } trigger = { has_fp3_dlc_trigger = yes faith.religious_head != root exists = root.faith.religious_head root.faith.religious_head = { is_available_healthy_ai_adult = yes fp3_yearly.8009_root_and_hof_faith_comparison_trigger = yes # sanity check NOR = { has_trait = content has_trait = forgiving has_trait = compassionate has_trait = just } faith = { NOR = { has_doctrine_parameter = unreformed has_doctrine = doctrine_pluralism_pluralistic has_doctrine_parameter = holy_wars_forbidden # Pacifists cannot Holy War } } } root.capital_province = { geographical_region = world_persian_empire } # so that this inside-to-outside worldview makes sense is_ruler = yes any_held_county = { any_county_province = { geographical_region = dlc_fp3_eastern_persian_frontier_regions # so that you have a suitable frontier region } } any_character_to_title_neighboring_county = { holder = { fp3_yearly.8010_super_evil_pagan_heretic_neighboring_ruler_trigger = yes } } } cooldown = { years = 50 } immediate = { root.faith.religious_head = { save_scope_as = righteous_caliph } random_character_to_title_neighboring_county = { limit = { holder = { fp3_yearly.8010_super_evil_pagan_heretic_neighboring_ruler_trigger = yes } } save_scope_as = pagan_county } scope:pagan_county.holder = { save_scope_as = pagan_ruler } } option = { # So be it! name = fp3_yearly.8010.a add_piety = medium_piety_gain scope:righteous_caliph = { add_opinion = { target = root opinion = 30 modifier = pleased_opinion } } scope:pagan_ruler = { add_opinion = { target = root modifier = warmonger_opinion } } add_unpressed_claim = scope:pagan_county custom_tooltip = fp3_yearly.8010_warmonger.tt spawn_army = { men_at_arms = { type = mubarizun stacks = 1 } men_at_arms = { type = horse_archers stacks = 1 } levies = 300 location = root.capital_province war_keep_on_attacker_victory = yes save_scope_as = new_army name = ghazi_event_troops } hidden_effect = { #this sets up the "Five year deadline" trigger_event = { id = fp3_yearly.8011 years = 5 } } stress_impact = { brave = medium_stress_impact_loss wrathful = minor_stress_impact_loss zealous = minor_stress_impact_loss arbitrary = miniscule_stress_impact_loss content = minor_stress_impact_gain compassionate = minor_stress_impact_gain craven = major_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { #zealous and bold AI prefer this option base = 100 ai_value_modifier = { ai_zeal = 1 ai_boldness = 1 ai_compassion = -0.5 ai_rationality = -0.5 } } } option = { # Give me funds instead of troops, and I'll see what I can do name = fp3_yearly.8010.b trigger = { OR = { stewardship >= high_skill_rating has_stewardship_lifestyle_trait_trigger = yes } } add_piety = minor_piety_gain add_treasury_or_gold = medium_treasury_or_gold_value add_unpressed_claim = scope:pagan_county custom_tooltip = fp3_yearly.8010_warmonger.tt scope:righteous_caliph = { add_opinion = { target = root opinion = -10 modifier = annoyed_opinion } } scope:pagan_ruler = { add_opinion = { target = root modifier = warmonger_opinion } } hidden_effect = { #this sets up the "Five year deadline" trigger_event = { id = fp3_yearly.8011 years = 5 } } stress_impact = { brave = minor_stress_impact_loss greedy = minor_stress_impact_loss content = minor_stress_impact_gain compassionate = minor_stress_impact_gain craven = major_stress_impact_gain forgiving = minor_stress_impact_gain } ai_chance = { #greedy AI prefer this option base = 100 ai_value_modifier = { ai_zeal = 0.5 ai_greed = 1 ai_compassion = -0.5 ai_rationality = -0.5 } } } option = { # Surely, my lord, this is not the right time for war? name = fp3_yearly.8010.c duel = { skill = diplomacy value = high_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 1 } root = { send_interface_toast = { title = convincing_the_caliph_toast.success left_icon = scope:righteous_caliph custom_tooltip = fp3_caliph_convinced.tt scope:righteous_caliph = { add_opinion = { target = root opinion = 30 modifier = fp3_convincing_argument_opinion } } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } root = { send_interface_toast = { title = convincing_the_caliph_toast.failure left_icon = scope:righteous_caliph custom_tooltip = fp3_caliph_unconvinced.tt scope:righteous_caliph = { add_opinion = { target = root opinion = -30 modifier = angry_opinion } } add_character_modifier = { modifier = fp3_refused_the_caliph_modifier years = 10 } } } } } scope:pagan_ruler = { add_opinion = { target = root opinion = 10 modifier = relieved_opinion } } stress_impact = { compassionate = major_stress_impact_loss craven = minor_stress_impact_loss patient = minor_stress_impact_loss ambitious = minor_stress_impact_gain brave = minor_stress_impact_gain zealous = minor_stress_impact_gain } ai_chance = { #compassionate, energetic AI prefer this option base = 100 ai_value_modifier = { ai_compassion = 1 ai_energy = 0.5 ai_zeal = -0.8 ai_boldness = -0.3 } } } option = { # No thanks name = fp3_yearly.8010.d add_character_modifier = { modifier = fp3_refused_the_caliph_modifier years = 10 } scope:righteous_caliph = { add_opinion = { target = root opinion = -30 modifier = angry_opinion } } scope:pagan_ruler = { add_opinion = { target = root modifier = respect_opinion opinion = 20 } } stress_impact = { content = minor_stress_impact_loss compassionate = minor_stress_impact_loss cynical = minor_stress_impact_loss brave = minor_stress_impact_gain wrathful = minor_stress_impact_gain zealous = minor_stress_impact_gain } ai_chance = { #benevolent and tolerant AI prefer this option base = 100 ai_value_modifier = { ai_compassion = 1 ai_rationality = 0.7 ai_vengefulness = -0.5 ai_zeal = -1 } } } } fp3_yearly.8011 = { #this sets up the HoF's response to your actions hidden = yes immediate = { if = { # Caliph dies limit = { OR = { NOT = { exists = scope:righteous_caliph } scope:righteous_caliph = { is_alive = no } } } send_interface_message = { type = event_martial_bad_with_text title = fp3_caliph_dead.title desc = fp3_caliph_dead.desc } } else_if = { # You capture the region limit = { scope:pagan_county.holder.top_liege = root.top_liege } trigger_event = fp3_yearly.8012 } else = { trigger_event = fp3_yearly.8013 } # You fail } } fp3_yearly.8012 = { # Promise Fulfilled (follow-up-event) type = character_event title = fp3_yearly.8012.t desc = fp3_yearly.8012.desc theme = war override_background = { reference = throne_room } left_portrait = { character = root animation = personality_content } right_portrait = { character = scope:righteous_caliph animation = happiness } option = { name = fp3_yearly.8012.a add_piety = minor_piety_gain hidden_effect = { random = { chance = 10 send_interface_toast = { left_icon = scope:righteous_caliph right_icon = root title = become_faith_warrior.toast if = { limit = { NOT = { has_trait = faith_warrior } } add_trait = faith_warrior } } } } } } fp3_yearly.8013 = { # Caliphal Dissapointment (follow-up-event) type = character_event title = fp3_yearly.8013.t desc = fp3_yearly.8013.desc theme = war override_background = { reference = throne_room } left_portrait = { character = root animation = worry } right_portrait = { character = scope:righteous_caliph animation = anger } option = { name = fp3_yearly.8013.a add_piety = minor_piety_loss scope:righteous_caliph = { add_opinion = { target = root modifier = broke_promise } } } option = { name = fp3_yearly.8013.b add_piety = medium_piety_loss add_prestige = minor_prestige_gain scope:righteous_caliph = { add_opinion = { target = root modifier = hate_opinion opinion = -40 } } } } ################################### # Secrets of the Teapot, by Ola Jentzsch, idea by Elena Zenko ################################### scripted_trigger fp3_opportunistic_drunkard_trigger = { faith = { trait_is_sin = drunkard } has_trait = deceitful OR = { has_trait = drunkard has_trait = gregarious has_trait = gluttonous has_trait = lifestyle_reveler } } fp3_yearly.8014 = { type = character_event title = fp3_yearly.8014.t desc = fp3_yearly.8014.desc theme = faith left_portrait = { character = scope:smart_courtier animation = happiness } right_portrait = { character = root animation = scheme } trigger = { has_fp3_dlc_trigger = yes root.capital_province = { geographical_region = world_persian_empire } faith = { trait_is_sin = drunkard } OR = { has_trait = drunkard has_trait = lifestyle_reveler } OR = { any_spouse = { fp3_opportunistic_drunkard_trigger = yes } any_courtier_or_guest = { fp3_opportunistic_drunkard_trigger = yes } any_powerful_vassal = { fp3_opportunistic_drunkard_trigger = yes } } } cooldown = { years = 10 } immediate = { if = { limit = { any_spouse = { fp3_opportunistic_drunkard_trigger = yes } } random_spouse = { limit = { fp3_opportunistic_drunkard_trigger = yes } save_scope_as = smart_courtier } } else_if = { limit = { any_powerful_vassal = { fp3_opportunistic_drunkard_trigger = yes } } random_powerful_vassal = { limit = { fp3_opportunistic_drunkard_trigger = yes } save_scope_as = smart_courtier } } else_if = { limit = { any_courtier_or_guest = { fp3_opportunistic_drunkard_trigger = yes } } random_courtier_or_guest = { limit = { fp3_opportunistic_drunkard_trigger = yes } save_scope_as = smart_courtier } } hidden_effect = { scope:smart_courtier = { add_character_modifier = { modifier = fp3_teapot_alcoholism_modifier years = 20 } } } } option = { #Very good idea! name = fp3_yearly.8014.a add_piety = medium_piety_loss scope:smart_courtier = { add_opinion = { target = root opinion = 20 modifier = took_my_advice_opinion } } add_character_modifier = { modifier = fp3_teapot_alcoholism_modifier } ai_chance = { #deceitful or gluttonous goes for this option base = 10 ai_value_modifier = { ai_rationality = 0.8 ai_greed = 0.5 ai_honor = -0.5 } } stress_impact = { deceitful = minor_stress_impact_loss drunkard = medium_stress_impact_loss gregarious = minor_stress_impact_loss gluttonous = minor_stress_impact_loss paranoid = minor_stress_impact_loss honest = medium_stress_impact_gain temperate = minor_stress_impact_gain zealous = medium_stress_impact_gain } } option = { #Men I can deceive, but not God name = fp3_yearly.8014.b add_piety = medium_piety_gain scope:smart_courtier = { add_opinion = { target = root opinion = -20 modifier = disappointed_opinion } } ai_chance = { #cautious, honorable, moderately zealous AI goes for this option base = 10 ai_value_modifier = { ai_honor = 1 ai_boldness = -0.5 ai_zeal = 0.5 } } stress_impact = { just = minor_stress_impact_loss honest = minor_stress_impact_loss temperate = minor_stress_impact_loss zealous = minor_stress_impact_loss cynical = minor_stress_impact_gain gluttonous = minor_stress_impact_gain drunkard = medium_stress_impact_gain } } option = { #I should not do this, and nor will you. name = fp3_yearly.8014.c flavor = f3_yearly.8014_forbidding_teapot_alcohol_flavor trigger = { is_ruler = yes } add_piety = major_piety_gain scope:smart_courtier = { add_opinion = { target = root opinion = -20 modifier = fp3_killjoy_opinion } remove_character_modifier = fp3_teapot_alcoholism_modifier } ai_chance = { #zealous AI goes for this option base = 100 ai_value_modifier = { ai_zeal = 1 ai_energy = 0.5 ai_vengefulness = 0.5 ai_greed = -1 } } stress_impact = { zealous = medium_stress_impact_loss just = minor_stress_impact_loss honest = minor_stress_impact_loss temperate = minor_stress_impact_loss craven = minor_stress_impact_gain cynical = minor_stress_impact_gain shy = minor_stress_impact_gain gluttonous = minor_stress_impact_gain drunkard = medium_stress_impact_gain } } } #########Forgotten Runestones, by Ola Jentzsch###### scripted_trigger fp3_not_norse_trigger = { NOR = { culture = { has_cultural_pillar = heritage_north_germanic } culture = { has_cultural_tradition = tradition_fp1_northern_stories } has_religion = religion:germanic_religion } } scripted_trigger fp3_intolerant_vassal_trigger = { is_ai = yes OR = { has_trait = zealous has_trait = arrogant has_trait = wrathful has_trait = irritable } NOR = { has_trait = cynical has_trait = forgiving } } fp3_yearly.8016 = { type = character_event title = fp3_yearly.8016.t desc = fp3_yearly.8016.desc theme = realm override_background = { reference = fp1_runestone } left_portrait = { character = root animation = personality_cynical } right_portrait = { character = scope:hyrcanian_vassal animation = personality_vengeful } trigger = { #Standard scope sanity checks has_fp3_dlc_trigger = yes root.capital_province = { OR = { geographical_region = world_persian_empire geographical_region = world_steppe_tarim } } #This event is a bit unique, so we don't want it to fire more than once in a playthrough is_ai = no NOT = { exists = global_var:has_had_runestone_event } #The important parts #is_available_at_peace_adult = yes #so it makes sense to be in Daylam fp3_not_norse_trigger = yes any_powerful_vassal = { any_held_county = { title_province = { geographical_region = world_daylam } } fp3_not_norse_trigger = yes fp3_intolerant_vassal_trigger = yes } } immediate = { set_global_variable = has_had_runestone_event random_powerful_vassal = { limit = { any_held_county = { title_province = { geographical_region = world_daylam } } fp3_not_norse_trigger = yes fp3_intolerant_vassal_trigger = yes } save_scope_as = hyrcanian_vassal } scope:hyrcanian_vassal = { random_held_county = { limit = { title_province = { geographical_region = world_daylam } } save_scope_as = runestone_county } } scope:runestone_county = { add_county_modifier = { modifier = fp3_forgotten_runestones_county_modifier years = 200 } } root.capital_county = { save_scope_as = new_runestone_county } } option = { #Very well, let us destroy them. name = fp3_yearly.8016.a scope:hyrcanian_vassal = { add_opinion = { target = root opinion = 20 modifier = pleased_opinion } } scope:runestone_county = { remove_county_modifier = fp3_forgotten_runestones_county_modifier } scope:runestone_county = { add_county_modifier = { modifier = fp3_dismayed_daylamites_county_modifier years = 30 } } hidden_effect = { if = { limit = { current_year < 1050 } random = { chance = 20 trigger_event = { id = fp3_yearly.8017 #easter egg, fans wanted events to build on eachother years = { 5 15 } } } } } stress_impact = { irritable = minor_stress_impact_loss wrathful = minor_stress_impact_loss zealous = minor_stress_impact_loss calm = minor_stress_impact_gain cynical = minor_stress_impact_gain } } option = { #No, you shall leave them be forever. name = fp3_yearly.8016.b scope:hyrcanian_vassal = { add_opinion = { target = root opinion = -20 modifier = angry_opinion } } stress_impact = { cynical = minor_stress_impact_loss scholar = minor_stress_impact_loss craven = minor_stress_impact_loss paranoid = minor_stress_impact_loss trusting = minor_stress_impact_gain wrathful = minor_stress_impact_gain zealous = minor_stress_impact_gain } } option = { #Drag them to my capital name = fp3_yearly.8016.c duel = { skill = diplomacy value = average_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 2 } root = { send_interface_toast = { title = convincing_the_hyrcanian_vassal_toast.success left_icon = scope:hyrcanian_vassal custom_tooltip = fp3_hyrcanian_vassal_convinced.tt scope:hyrcanian_vassal = { add_opinion = { target = root opinion = 20 modifier = pleased_opinion } } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } root = { send_interface_toast = { title = convincing_the_hyrcanian_vassal_toast.failure left_icon = scope:hyrcanian_vassal custom_tooltip = fp3_hyrcanian_vassal_unconvinced.tt scope:hyrcanian_vassal = { add_opinion = { target = root opinion = -20 modifier = fp3_suspicious_motives_opinion } } } } } } scope:runestone_county = { remove_county_modifier = fp3_forgotten_runestones_county_modifier } scope:runestone_county = { add_county_modifier = { modifier = fp3_dismayed_daylamites_county_modifier years = 30 } } scope:new_runestone_county = { add_county_modifier = { modifier = fp3_forgotten_runestones_county_modifier years = 200 } } hidden_effect = { if = { limit = { current_year < 1050 } random = { chance = 20 trigger_event = { id = fp3_yearly.8017 #easter egg, fans wanted events to build on eachother years = { 5 15 } } } } } stress_impact = { ambitious = minor_stress_impact_loss diligent = minor_stress_impact_loss trusting = minor_stress_impact_gain zealous = minor_stress_impact_gain wrathful = minor_stress_impact_gain } } } ###Hyrcanian Havoc by Ola Jentzsch (easter egg event, will only trigger rarely) fp3_yearly.8017 = { type = character_event title = fp3_yearly.8017.t desc = fp3_yearly.8017.desc theme = battle override_background = { reference = burning_building } left_portrait = { character = scope:raider animation = aggressive_axe } right_portrait = { character = scope:hyrcanian_vassal animation = fear triggered_animation = { trigger = { ai_vengefulness >= medium_positive_ai_value ai_boldness > high_negative_ai_value } animation = rage } } trigger = { exists = global_var:has_had_runestone_event exists = scope:hyrcanian_vassal scope:hyrcanian_vassal = { any_held_county = { this = scope:runestone_county } } } immediate = { create_character = { template = fp1_jomsviking_bigwig location = scope:hyrcanian_vassal.capital_province save_scope_as = raider } scope:raider = { add_character_flag = single_combat_duel_armor } scope:hyrcanian_vassal = { maimed_in_battle_effect = yes } scope:runestone_county = { random_county_province = { limit = { is_county_capital = yes } save_scope_as = runestone_province } } scope:runestone_province = { add_province_modifier = { modifier = recently_looted_modifier years = 10 } } } #Oh no! option = { name = fp3_yearly.8017.a add_prestige = miniscule_prestige_loss } #Send some restitution option = { name = fp3_yearly.8017.b pay_short_term_gold = { target = scope:runestone_county.holder gold = medium_gold_value } scope:runestone_county.holder = { add_opinion = { target = liege modifier = grateful_opinion opinion = 20 } } stress_impact = { greedy = medium_stress_impact_gain } } #This is a bad open...maybe I'd better return those stones... option = { name = fp3_yearly.8017.c trigger = { scope:new_runestone_county = { has_county_modifier = fp3_forgotten_runestones_county_modifier } } scope:new_runestone_county = { remove_county_modifier = fp3_forgotten_runestones_county_modifier } scope:runestone_county = { add_county_modifier = { modifier = fp3_forgotten_runestones_county_modifier years = 200 } } stress_impact = { craven = medium_stress_impact_loss paranoid = medium_stress_impact_loss zealous = minor_stress_impact_loss arrogant = medium_stress_impact_gain cynical = medium_stress_impact_gain brave = medium_stress_impact_gain stubborn = medium_stress_impact_gain } } after = { scope:raider = { remove_character_flag = single_combat_duel_armor } } } ###Heavenly Horses by Ola Jentzsch############ fp3_yearly.8018 = { type = character_event title = fp3_yearly.8018.t desc = { first_valid = { triggered_desc = { trigger = { scope:horse_enthusiast = { is_eunuch_trigger = yes } } desc = fp3_yearly.8018.desc_eunuch } desc = fp3_yearly.8018.desc_grand_old_lady } } theme = martial_chivalry_focus left_portrait = { character = scope:horse_enthusiast animation = admiration triggered_animation = { trigger = { ai_sociability >= medium_positive_ai_value ai_boldness >= medium_positive_ai_value } animation = flirtation } } right_portrait = { character = root animation = disapproval } override_background = { reference = wilderness_mountains } trigger = { has_fp3_dlc_trigger = yes any_owned_story = { type = story_cycle_martial_lifestyle_warhorse } any_held_county = { any_county_province = { geographical_region = world_transoxiana } } NOT = { culture = culture:han } gold < 0 } immediate = { random_list = { 50 = { create_character = { template = fp3_chinese_grand_old_lady location = root.capital_province save_scope_as = horse_enthusiast } } 50 = { create_character = { template = fp3_chinese_eunuch_envoy location = root.capital_province save_scope_as = horse_enthusiast } } } random_owned_story = { type = story_cycle_martial_lifestyle_warhorse save_scope_as = warhorse_story } } #Sell the horse option = { name = fp3_yearly.8018.a show_as_tooltip = { remove_horse_story_modifiers_effect = yes } scope:warhorse_story = { hidden_effect = { end_story = yes } } add_gold = massive_gold_value stress_impact = { ambitious = medium_stress_impact_gain arrogant = minor_stress_impact_gain compassionate = minor_stress_impact_gain temperate = minor_stress_impact_loss } ai_chance = { #pragmatic, desperate AI goes for this option base = 100 ai_value_modifier = { ai_rationality = 0.5 ai_boldness = -0.5 ai_compassion = -0.5 } } } #Refuse option = { name = fp3_yearly.8018.b stress_impact = { stubborn = minor_stress_impact_loss content = minor_stress_impact_loss } ai_chance = { #horse-loving AI refuse this base = 100 ai_value_modifier = { ai_compassion = 0.5 ai_boldness = 0.5 ai_energy = 0.5 ai_sociability = 0.5 } } } #If it's the arrogant lady, insult her option = { name = fp3_yearly.8018.c trigger = { scope:horse_enthusiast = { is_female = yes } } add_character_modifier = { modifier = fp3_insulted_chinese_noble_modifier years = 20 } stress_impact = { calm = medium_stress_impact_gain shy = minor_stress_impact_gain compassionate = minor_stress_impact_gain arrogant = medium_stress_impact_loss wrathful = medium_stress_impact_loss irritable = medium_stress_impact_loss } ai_chance = { #angry AI pick this option base = 100 ai_value_modifier = { ai_vengefulness = 1 ai_boldness = 0.7 } } } after = { hidden_effect = { scope:horse_enthusiast = { move_to_pool = yes silent_disappearance_effect = yes } } } }