namespace = mpo_flavor_events_settled # mpo_flavor_events_settled.0001 - You hear of a Havsarsan Zud # mpo_flavor_events_settled.0010 - Horse Lord at your door ####################### # You hear of a Havsarsan Zud ####################### mpo_flavor_events_settled.0001 = { type = character_event title = mpo_flavor_events_settled.0001.t desc = mpo_flavor_events_settled.0001.desc theme = nomads override_background = { reference = ep3_city_gate } left_portrait = { character = root triggered_animation = { trigger = { OR = { has_trait = callous has_trait = sadistic } } animation = schadenfreude } triggered_animation = { trigger = { OR = { has_trait = brave has_trait = arrogant } } animation = dismissal } animation = worry } right_portrait = { character = scope:nomad animation = horse_exhausted camera = camera_event_horse_right } widget = { gui = "event_window_widget_vfx_snowstorm" container = "foreground_shader_vfx_container" } cooldown = { years = 10 } trigger = { has_mpo_dlc_trigger = yes NOT = { government_has_flag = government_is_nomadic } OR = { any_character_situation = { # You are a settled ruler in the Great Steppe any_participant_group = { participant_group_type = settled_rulers participant_group_has_character = root } any_situation_sub_region = { sub_region_current_phase = situation_steppe_havsarsan_zud_season } } any_sub_realm_county = { # You are neighbouring the Great Steppe any_neighboring_county = { holder != root any_county_situation = { situation:the_great_steppe ?= this any_situation_sub_region = { sub_region_current_phase = situation_steppe_havsarsan_zud_season } } } } } } immediate = { if = { limit = { any_neighboring_top_liege_realm_owner = { government_has_flag = government_is_nomadic } } random_neighboring_top_liege_realm_owner = { limit = { government_has_flag = government_is_nomadic } save_scope_as = nomad_lord } } else = { random_ruler = { limit = { in_diplomatic_range = root government_has_flag = government_is_nomadic } save_scope_as = nomad_lord } } create_character = { location = root.location template = nomadic_hunter_template faith = scope:nomad_lord.faith culture = scope:nomad_lord.culture save_scope_as = nomad } scope:nomad = { add_trait = nomadic_philosophy } } option = { # Get out name = mpo_flavor_events_settled.0001.aa reason = faith add_internal_flag = special trigger = { faith = { trait_is_virtue = callous } } add_piety = medium_piety_gain stress_impact = { callous = major_stress_impact_loss generous = medium_stress_impact_gain paranoid = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { factor = 2 has_trait = callous } modifier = { factor = 0 OR = { has_trait = generous has_trait = paranoid } } } } option = { # Let's prepare name = mpo_flavor_events_settled.0001.a remove_short_term_gold = medium_gold_value every_sub_realm_county = { limit = { holder = root } add_county_modifier = { modifier = mpo_settled_preparations_war_county_modifier years = 15 } } stress_impact = { wrathful = medium_stress_impact_loss brave = medium_stress_impact_loss craven = medium_stress_impact_gain greedy = medium_stress_impact_gain avaricious = medium_stress_impact_gain } ai_chance = { base = 100 modifier = { OR = { has_trait = wrathful has_trait = brave } factor = 0 } modifier = { OR = { short_term_gold <= major_gold_value has_trait = greedy has_trait = avaricious has_trait = craven } factor = 0 } } } option = { # We should focus on building name = mpo_flavor_events_settled.0001.b every_sub_realm_county = { limit = { holder = root } add_county_modifier = { modifier = mpo_settled_preparations_building_county_modifier years = 10 } } stress_impact = { compassionate = major_stress_impact_loss greedy = medium_stress_impact_gain avaricious = medium_stress_impact_gain } ai_chance = { base = 100 } } option = { # Recruit this guy name = mpo_flavor_events_settled.0001.c trigger = { NOT = { faith = { trait_is_virtue = callous } } } add_courtier = scope:nomad if = { limit = { faith = { trait_is_virtue = compassionate } } add_piety = major_piety_gain } else = { add_piety = medium_piety_gain } stress_impact = { compassionate = major_stress_impact_loss callous = major_stress_impact_gain } ai_chance = { base = 100 } } after = { custom_tooltip = mpo_flavor_events_settled.0001.tt if = { limit = { is_ai = yes } scope:nomad = { silent_disappearance_effect = yes } } } } ####################### # Horse Lord at your door ####################### scripted_trigger mpo_flavor_events_settled_0010_valid_nomad_lord_trigger = { government_has_flag = government_is_nomadic NOR = { is_close_family_of = root is_vassal_of = root is_tributary_of = root this = root.liege this = root.suzerain } any_character_situation = { situation:the_great_steppe ?= this } } mpo_flavor_events_settled.0010 = { type = character_event title = mpo_flavor_events_settled.0010.t desc = mpo_flavor_events_settled.0010.desc theme = nomads override_background = { reference = ep3_city_gate } left_portrait = { character = root animation = anger } right_portrait = { character = scope:nomad animation = horse_conversing_left camera = camera_event_horse_right } lower_right_portrait = scope:nomad_lord cooldown = { years = 10 } trigger = { has_mpo_dlc_trigger = yes NOT = { government_has_flag = government_is_nomadic } any_neighboring_top_liege_realm_owner = { mpo_flavor_events_settled_0010_valid_nomad_lord_trigger = yes } } weight_multiplier = { base = 1 modifier = { any_neighboring_top_liege_realm_owner = { government_has_flag = government_is_nomadic highest_held_title_tier >= tier_kingdom } factor = 2 } } immediate = { random_neighboring_top_liege_realm_owner = { limit = { mpo_flavor_events_settled_0010_valid_nomad_lord_trigger = yes } weight = { base = 1 modifier = { highest_held_title_tier >= tier_kingdom add = 5 } } save_scope_as = nomad_lord } create_character = { location = root.location template = nomadic_commander_template faith = scope:nomad_lord.faith culture = scope:nomad_lord.culture save_scope_as = nomad } hidden_effect = { scope:nomad = { add_trait = nomadic_philosophy } scope:nomad_lord = { add_courtier = scope:nomad } } } option = { # Pay tribute name = mpo_flavor_events_settled.0010.a trigger = { OR = { scope:nomad_lord.primary_title.tier > root.primary_title.tier scope:nomad_lord.current_military_strength > root.current_military_strength } } start_tributary_interaction_effect = { TRIBUTARY = root SUZERAIN = scope:nomad_lord } scope:nomad_lord = { add_opinion = { target = root modifier = pleased_opinion opinion = 25 } } add_prestige = medium_prestige_gain stress_impact = { vengeful = major_stress_impact_loss compassionate = medium_stress_impact_gain } ai_chance = { base = 0 } } option = { # Pay to get truce name = mpo_flavor_events_settled.0010.b trigger = { NOR = { scope:nomad_lord.primary_title.tier > root.primary_title.tier scope:nomad_lord.current_military_strength > root.current_military_strength } } if = { limit = { has_perk = defensive_measures_perk } custom_tooltip = mpo_flavor_events_settled.0010.b_perk_tt pay_short_term_gold = { target = scope:nomad_lord gold = root.purchase_truce_interaction_small_sum } add_truce_both_ways = { character = scope:nomad_lord days = purchase_truce_interaction_truce_days_medium_value name = TRUCE_PURCHASED } } else = { pay_short_term_gold = { target = scope:nomad_lord gold = root.purchase_truce_interaction_medium_sum } add_truce_both_ways = { character = scope:nomad_lord days = purchase_truce_interaction_truce_days_medium_value name = TRUCE_PURCHASED } } stress_impact = { brave = medium_stress_impact_gain ambitious = medium_stress_impact_gain arrogant = medium_stress_impact_gain } ai_chance = { base = 50 modifier = { OR = { has_trait = content has_trait = craven } factor = 2 } modifier = { OR = { has_trait = brave has_trait = ambitious has_trait = arrogant has_trait = greedy gold <= root.purchase_truce_interaction_major_sum } factor = 0 } } } option = { # Offend them name = mpo_flavor_events_settled.0010.c add_dread = medium_dread_value scope:nomad_lord = { progress_towards_rival_effect = { CHARACTER = root OPINION = -40 REASON = rival_disrespected_envoy } } stress_impact = { callous = major_stress_impact_loss craven = major_stress_impact_gain vengeful = major_stress_impact_gain } ai_chance = { base = 0 modifier = { add = 150 has_trait = callous current_military_strength > scope:nomad_lord.current_military_strength } } } option = { # Let's just be friends name = mpo_flavor_events_settled.0010.d add_diplomacy_lifestyle_xp = minor_lifestyle_xp scope:nomad_lord = { add_opinion = { target = root modifier = pleased_opinion opinion = 5 } } stress_impact = { gregarious = medium_stress_impact_loss } ai_chance = { base = 200 } } after = { if = { limit = { is_ai = yes } scope:nomad = { silent_disappearance_effect = yes } } } }