namespace = fp3_yearly scripted_trigger not_steppe_nomad_trigger = { culture = { NOR = { has_cultural_pillar = heritage_mongolic has_cultural_pillar = heritage_turkic has_cultural_tradition = tradition_horse_lords } } } scripted_trigger suitable_nomad_settling_province_trigger = { has_holding_type = castle_holding barony = { is_under_holy_order_lease = no #is_capital_barony = no } } fp3_yearly.8888 = { #Nomads story cycle type = character_event title = fp3_yearly.8888.t desc = fp3_yearly.8888.desc theme = vassal left_portrait = { character = scope:upset_vassal animation = anger } right_portrait = { character = root animation = personality_rational triggered_animation = { trigger = { diplomacy >= decent_skill_rating } animation = personality_honorable } } lower_left_portrait = { character = scope:possibly_capable_marshal } lower_right_portrait = { character = scope:turkic_leader } trigger = { #standard checks has_fp3_dlc_trigger = yes root.capital_province = { geographical_region = world_persian_empire } is_available_at_peace_adult = yes #event fluff triggers not_steppe_nomad_trigger = yes NOT = { has_character_flag = had_turkic_tribe_story } #since this event starts the story exists = cp:councillor_marshal cp:councillor_marshal = { NOT = { has_trait = craven } is_ai = yes } any_vassal = { not_steppe_nomad_trigger = yes is_ai = yes NOT = { this = root.cp:councillor_marshal } any_held_county = { any_county_province = { geographical_region = dlc_fp3_eastern_persian_frontier_regions NOT = { terrain = steppe } } } } any_held_county = { any_county_province = { suitable_nomad_settling_province_trigger = yes } } } cooldown = { years = 50 } immediate = { random_vassal = { limit = { not_steppe_nomad_trigger = yes is_ai = yes NOT = { this = root.cp:councillor_marshal } any_held_county = { any_county_province = { geographical_region = dlc_fp3_eastern_persian_frontier_regions NOT = { terrain = steppe } } } } save_scope_as = upset_vassal random_held_county = { limit = { any_county_province = { geographical_region = dlc_fp3_eastern_persian_frontier_regions NOT = { terrain = steppe } } } save_scope_as = nomads_county } } random_held_county = { limit = { any_county_province = { suitable_nomad_settling_province_trigger = yes } } save_scope_as = nomads_new_county #for use in the claim the former_master might get } scope:nomads_new_county = { random_county_province = { limit = { suitable_nomad_settling_province_trigger = yes } barony = { save_scope_as = nomads_barony } } } cp:councillor_marshal = { save_scope_as = possibly_capable_marshal } scope:nomads_county = { add_county_modifier = { modifier = fp3_nomad_friction_county_modifier years = 50 } } create_character = { location = root.capital_province template = fp3_turko-mongol_leader save_scope_as = turkic_leader } } option = { name = fp3_yearly.8888.a duel = { skill = diplomacy value = average_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 2 } root = { custom_tooltip = fp3_treating_with_turks.success.tt trigger_event = { id = fp3_yearly.8889 days = { 2 3 } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } custom_tooltip = fp3_treating_with_turks.failure.tt send_interface_toast = { title = fp3_treating_with_turks_toast.failure left_icon = root } } } scope:upset_vassal = { if = { limit = { OR = { #if he's diplomatically minded, he'll appreciate this has_trait = forgiving has_trait = trusting has_trait = compassionate has_diplomacy_lifestyle_trait_trigger = yes } } add_opinion = { target = root opinion = 20 modifier = respect_opinion } } else = { add_opinion = { #but otherwise, they're not on board target = root opinion = -10 modifier = fp3_treats_with_barbarians_opinion } } } scope:possibly_capable_marshal = { add_opinion = { target = root opinion = -10 modifier = disappointed_opinion } } stress_impact = { craven = medium_stress_impact_gain lazy = medium_stress_impact_gain shy = medium_stress_impact_gain gregarious = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 0.5 ai_boldness = 1 ai_compassion = 0.5 } } } option = { name = fp3_yearly.8888.b scope:upset_vassal = { add_opinion = { target = root opinion = 20 modifier = grateful_opinion } } scope:possibly_capable_marshal = { add_opinion = { target = root opinion = 10 modifier = trusted_me_opinion } } scope:possibly_capable_marshal = { duel = { skill = martial value = average_skill_rating 20 = { compare_modifier = { value = scope:duel_value multiplier = 2 } root = { custom_tooltip = fp3_fighting_turks.success.tt trigger_event = { id = fp3_yearly.8890 days = { 2 3 } } } } 20 = { compare_modifier = { value = scope:duel_value multiplier = -1 } root = { custom_tooltip = fp3_fighting_turks.failure.tt send_interface_toast = { title = fp3_fighting_turks_toast.failure left_icon = scope:possibly_capable_marshal } } } } } stress_impact = { compassionate = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 1 ai_vengefulness = 0.5 } } } option = { #Ignore the issue name = fp3_yearly.8888.c scope:upset_vassal = { add_opinion = { target = root opinion = -20 modifier = angry_opinion } } scope:possibly_capable_marshal = { add_opinion = { target = root opinion = -10 modifier = disappointed_opinion } } stress_impact = { ambitious = minor_stress_impact_gain diligent = minor_stress_impact_gain just = minor_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_energy = -1 } } } } fp3_yearly.8889 = { #Nomads story cycle type = character_event title = fp3_yearly.8889.t desc = fp3_yearly.8889.desc theme = vassal left_portrait = { character = scope:turkic_leader animation = disapproval } right_portrait = { character = root animation = drink_goblet triggered_animation = { trigger = { diplomacy >= decent_skill_rating NOR = { has_trait = callous has_trait = wrathful has_trait = vengeful } } animation = personality_compassionate } } lower_left_portrait = { character = scope:upset_vassal } override_background = { reference = wilderness } trigger = { #standard checks is_available_adult = yes #event not breaking sanity triggers exists = scope:upset_vassal scope:upset_vassal = { is_alive = yes } exists = scope:turkic_leader scope:turkic_leader = { is_alive = yes } exists = scope:nomads_county exists = scope:nomads_new_county } option = { name = fp3_yearly.8889.a if = { limit = { scope:upset_vassal = { NOT = { has_relation_rival = root has_relation_nemesis = root } } } root = { progress_towards_rival_effect = { CHARACTER = scope:upset_vassal REASON = rival_let_hostile_nomads_roam_free OPINION = -20 } } } else = { scope:upset_vassal = { add_opinion = { target = root opinion = -40 modifier = hate_opinion } } } add_courtier = scope:turkic_leader spawn_army = { men_at_arms = { type = horse_archers stacks = 1 } location = root.capital_province war_keep_on_attacker_victory = yes uses_supply = yes inheritable = no save_scope_as = horsemen_army name = turkic_tribal_event_troops } #This is needed to make the story cycle able to pick up the scopes set_variable = { name = turkic_leader value = scope:turkic_leader } set_variable = { name = upset_vassal value = scope:upset_vassal } set_variable = { name = nomads_county value = scope:nomads_county } set_variable = { name = nomads_new_county value = scope:nomads_new_county } create_story = turkic_tribe_story stress_impact = { paranoid = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 0.4 ai_boldness = 0.7 ai_vengefulness = 0.3 } } } option = { name = fp3_yearly.8889.b scope:upset_vassal = { add_opinion = { target = root opinion = -10 modifier = disappointed_opinion } } add_courtier = scope:turkic_leader spawn_army = { men_at_arms = { type = horse_archers stacks = 1 } location = root.capital_province war_keep_on_attacker_victory = yes uses_supply = yes inheritable = no save_scope_as = horsemen_army name = turkic_tribal_event_troops } #This is needed to make the story cycle able to pick up the scopes set_variable = { name = turkic_leader value = scope:turkic_leader } set_variable = { name = upset_vassal value = scope:upset_vassal } set_variable = { name = nomads_county value = scope:nomads_county } set_variable = { name = nomads_new_county value = scope:nomads_new_county } create_story = turkic_tribe_story scope:nomads_county = { remove_county_modifier = fp3_nomad_friction_county_modifier } scope:nomads_new_county = { add_county_modifier = { modifier = fp3_nomad_friction_county_modifier years = 30 } } stress_impact = { generous = medium_stress_impact_loss content = medium_stress_impact_gain paranoid = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_sociability = 0.6 ai_boldness = 1 ai_compassion = 0.2 } } } option = { #no deal name = fp3_yearly.8889.c scope:upset_vassal = { add_opinion = { target = root opinion = 20 modifier = pleased_opinion } } stress_impact = { ambitious = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_greed = -0.5 ai_vengefulness = 0.5 } } } } fp3_yearly.8890 = { #Nomads story cycle type = character_event title = fp3_yearly.8890.t desc = { desc = fp3_yearly.8890.desc_beginning first_valid = { triggered_desc = { trigger = { scope:upset_vassal = { AND = { ai_compassion < medium_positive_ai_value ai_vengefulness > medium_positive_ai_value } } } desc = fp3_yearly.8890_brutal_demands } desc = fp3_yearly.8890_nonbrutal_demands } desc = fp3_yearly.8890.desc_ending } theme = vassal left_portrait = { character = scope:turkic_leader animation = prisonhouse } right_portrait = { character = root animation = personality_rational triggered_animation = { trigger = { diplomacy < high_skill_rating NOR = { has_trait = compassionate has_trait = forgiving has_trait = just } } animation = personality_callous } } lower_left_portrait = { character = scope:upset_vassal } lower_right_portrait = { character = scope:possibly_capable_marshal } trigger = { #standard checks is_available_adult = yes #event not breaking sanity triggers exists = scope:upset_vassal scope:upset_vassal = { is_alive = yes } exists = scope:turkic_leader scope:turkic_leader = { is_alive = yes } exists = scope:nomads_county exists = scope:nomads_new_county } option = { name = fp3_yearly.8890.a scope:upset_vassal = { add_opinion = { target = root opinion = -15 modifier = fp3_suspicious_motives_opinion } } add_courtier = scope:turkic_leader add_hook = { type = indebted_hook target = scope:turkic_leader } spawn_army = { men_at_arms = { type = horse_archers stacks = 1 } location = root.capital_province war_keep_on_attacker_victory = yes uses_supply = yes inheritable = no save_scope_as = horsemen_army name = turkic_tribal_event_troops } #This is needed to make the story cycle able to pick up the scopes set_variable = { name = turkic_leader value = scope:turkic_leader } set_variable = { name = upset_vassal value = scope:upset_vassal } set_variable = { name = nomads_county value = scope:nomads_county } set_variable = { name = nomads_new_county value = scope:nomads_new_county } create_story = turkic_tribe_story scope:nomads_county = { remove_county_modifier = fp3_nomad_friction_county_modifier } scope:nomads_new_county = { add_county_modifier = { modifier = fp3_nomad_friction_county_modifier years = 30 } } stress_impact = { content = medium_stress_impact_gain paranoid = medium_stress_impact_gain } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 0.5 ai_rationality = 0.5 } } } option = { #execute the nomad leader name = fp3_yearly.8890.b add_dread = medium_dread_gain scope:upset_vassal = { if = { limit = { AND = { #if they're cruel, he'll enjoy this ai_compassion < 0 ai_vengefulness > medium_positive_ai_value } } add_opinion = { target = root opinion = 30 modifier = fp3_very_very_pleased_opinion } } else = { add_opinion = { #but otherwise, they're not on board target = root opinion = -10 modifier = fp3_went_too_far_opinion } } } scope:turkic_leader = { death = { death_reason = death_execution killer = root } } random_list = { 50 = { send_interface_toast = { title = nomad_friction_gone.tt left_icon = root scope:nomads_county = { remove_county_modifier = fp3_nomad_friction_county_modifier } } } 50 = { send_interface_toast = { title = nomad_friction_active.tt left_icon = root scope:nomads_county = { add_county_modifier = { modifier = fp3_vengeful_nomads_county_modifier years = 10 } } } } } stress_impact = { compassionate = medium_stress_impact_gain just = medium_stress_impact_gain arbitrary = medium_stress_impact_loss sadistic = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 0.5 ai_compassion = -1 } } } option = { name = fp3_yearly.8890.c add_dread = minor_dread_gain scope:turkic_leader = { hard_imprison_character_effect = { TARGET = this IMPRISONER = root } } scope:upset_vassal = { add_opinion = { target = root opinion = 20 modifier = pleased_opinion } } random = { chance = 75 send_interface_toast = { title = nomad_friction_gone.tt left_icon = root scope:nomads_county = { remove_county_modifier = fp3_nomad_friction_county_modifier } } } stress_impact = { compassionate = minor_stress_impact_gain just = minor_stress_impact_gain arbitrary = minor_stress_impact_loss cynical = minor_stress_impact_loss } ai_chance = { base = 100 ai_value_modifier = { ai_vengefulness = 0.5 ai_rationality = 1 ai_compassion = -0.5 } } } }