namespace = nomad_events_oltner # Hunt sighting in your lands # Bird sighting in your lands # Dangerous Hunt sighting in your lands # Zud - Dangerous animals eat your herd # Good season! Animals aplenty. # You are offered a skilled Master of the Chase from a tributary # Given a falcon from a vassal/tributary nomad_events_oltner.0001 = { # Hunt sighting in your lands type = character_event title = nomad_events_oltner.0001.t desc = nomad_events_oltner.0001.desc theme = hunting left_portrait = { character = root animation = horse_archer_idle camera = camera_event_horse_right } cooldown = { years = 3 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_available_adult = yes is_at_war = no is_landed = yes any_sub_realm_county = { count >= 2 hunt_activity_recent_hunt_sighting_trigger = no is_landless_type_title = no } } immediate = { hidden_effect = { every_sub_realm_county = { limit = { hunt_activity_recent_hunt_sighting_trigger = no is_landless_type_title = no } add_to_list = sighting_counties } random_in_list = { list = sighting_counties limit = { hunt_activity_recent_hunt_sighting_trigger = no } weight = { base = 1 hunt_activity_sighting_county_modifier = yes } save_scope_as = sighting_county_1 random_county_province = { weight = { base = 1 hunt_activity_sighting_terrain_modifier = yes hunt_activity_sighting_building_modifier = { PROVINCE = this } hunt_activity_game_building_modifier = { PROVINCE = this } } save_scope_as = sighting_province_1 } } random_in_list = { list = sighting_counties limit = { hunt_activity_recent_hunt_sighting_trigger = no this != scope:sighting_county_1 } weight = { base = 1 hunt_activity_sighting_county_modifier = yes } save_scope_as = sighting_county_2 random_county_province = { weight = { base = 1 hunt_activity_sighting_terrain_modifier = yes hunt_activity_sighting_building_modifier = { PROVINCE = this } hunt_activity_game_building_modifier = { PROVINCE = this } } save_scope_as = sighting_province_2 } } scope:sighting_county_1 = { hunt_activity_standard_game_effect = { PROVINCE = scope:sighting_province_1 HUNTER = root } # Create new sighting hunt_create_sighting_effect = { TYPE = standard ANIMAL = var:animal_type OWNER = root } } scope:sighting_county_2 = { hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province_2 } # Create new sighting hunt_create_sighting_effect = { TYPE = dangerous ANIMAL = var:animal_type OWNER = root } } } } option = { # First sighting name = nomad_events_oltner.0001.a scope:sighting_county_1 = { show_as_tooltip = { add_county_modifier = hunt_sighting_standard_modifier } } hidden_effect = { scope:sighting_county_2 = { hunt_remove_sighting_effect = yes remove_variable = recent_sighting } } ai_chance = { base = 100 } } option = { # Second sighting name = nomad_events_oltner.0001.b scope:sighting_county_2 = { show_as_tooltip = { add_county_modifier = hunt_sighting_dangerous_modifier } } hidden_effect = { scope:sighting_county_1 = { hunt_remove_sighting_effect = yes remove_variable = recent_sighting } } ai_chance = { base = 100 } } option = { # Ignore name = nomad_events_oltner.0001.c add_prestige = minor_prestige_gain hidden_effect = { scope:sighting_county_1 = { hunt_remove_sighting_effect = yes remove_variable = recent_sighting } scope:sighting_county_2 = { hunt_remove_sighting_effect = yes remove_variable = recent_sighting } } ai_chance = { base = 0 } } after = { if = { limit = { is_ai = yes is_at_war = no } ai_attempt_to_host_activity = activity_hunt } } } nomad_events_oltner.0002 = { # Bird sighting in your lands type = character_event title = nomad_events_oltner.0002.t desc = nomad_events_oltner.0002.desc theme = hunting left_portrait = { character = root animation = horse_archer_aggressive camera = camera_event_horse_right } cooldown = { years = 3 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic # Falconry DLC feature has_dlc_feature = tours_and_tournaments is_available_adult = yes is_at_war = no is_landed = yes any_sub_realm_county = { hunt_activity_recent_hunt_sighting_trigger = no is_landless_type_title = no } } immediate = { hidden_effect = { random_sub_realm_county = { limit = { hunt_activity_recent_hunt_sighting_trigger = no is_landless_type_title = no } weight = { base = 1 hunt_activity_sighting_county_modifier = yes } save_scope_as = sighting_county_1 random_county_province = { weight = { base = 1 hunt_activity_sighting_terrain_modifier = yes hunt_activity_sighting_building_modifier = { PROVINCE = this } hunt_activity_game_building_modifier = { PROVINCE = this } } save_scope_as = sighting_province_1 } } scope:sighting_county_1 = { hunt_activity_falconry_game_effect = { PROVINCE = scope:sighting_province_1 } # Create new sighting hunt_create_sighting_effect = { TYPE = falconry ANIMAL = var:animal_type OWNER = root } } } } option = { # Birds spotted name = nomad_events_oltner.0002.a scope:sighting_county_1 = { show_as_tooltip = { add_county_modifier = hunt_sighting_falconry_modifier } } ai_chance = { base = 100 } } option = { # Rather hunt land prey name = nomad_events_oltner.0002.b scope:sighting_county_1 = { show_as_tooltip = { add_county_modifier = hunt_sighting_standard_modifier } } hidden_effect = { scope:sighting_county_1 = { hunt_remove_sighting_effect = yes remove_variable = recent_sighting hunt_activity_standard_game_effect = { PROVINCE = scope:sighting_province_1 HUNTER = root } # Create new sighting hunt_create_sighting_effect = { TYPE = standard ANIMAL = var:animal_type OWNER = root } } } ai_chance = { base = 100 } } option = { # Ignore name = nomad_events_oltner.0002.c add_prestige = minor_prestige_gain hidden_effect = { scope:sighting_county_1 = { hunt_remove_sighting_effect = yes remove_variable = recent_sighting } } ai_chance = { base = 0 } } after = { if = { limit = { is_ai = yes is_at_war = no } ai_attempt_to_host_activity = activity_hunt } } } nomad_events_oltner.0003 = { # Danger sighting in your lands type = character_event title = nomad_events_oltner.0003.t desc = nomad_events_oltner.0003.desc theme = hunting left_portrait = { character = root animation = horse_archer_aggressive camera = camera_event_horse_right } cooldown = { years = 3 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_available_adult = yes is_at_war = no is_landed = yes any_sub_realm_county = { hunt_activity_recent_hunt_sighting_trigger = no is_landless_type_title = no } any_maa_regiment = { } } immediate = { hidden_effect = { random_sub_realm_county = { limit = { hunt_activity_recent_hunt_sighting_trigger = no is_landless_type_title = no } weight = { base = 1 hunt_activity_sighting_county_modifier = yes } save_scope_as = sighting_county_1 random_county_province = { weight = { base = 1 hunt_activity_sighting_terrain_modifier = yes hunt_activity_sighting_building_modifier = { PROVINCE = this } hunt_activity_game_building_modifier = { PROVINCE = this } } save_scope_as = sighting_province_1 } } scope:sighting_county_1 = { hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province_1 } # Create new sighting hunt_create_sighting_effect = { TYPE = dangerous ANIMAL = var:animal_type OWNER = root } } } domicile = { change_herd = { value = -21 } } random_maa_regiment = { save_scope_as = maa_regiment } } option = { # Go after them name = nomad_events_oltner.0003.a scope:sighting_county_1 = { show_as_tooltip = { add_county_modifier = hunt_sighting_dangerous_modifier } } stress_impact = { brave = minor_stress_impact_loss craven = medium_stress_impact_gain } ai_chance = { base = 100 } } option = { # Send troops to kill the wolf pack name = nomad_events_oltner.0003.b add_prestige = medium_prestige_gain scope:maa_regiment = { change_maa_troops_count = { value = { value = this.maa_current_troops_count multiply = -0.1 } } } scope:sighting_county_1 = { show_as_tooltip = { remove_county_modifier = hunt_sighting_dangerous_modifier } } hidden_effect = { scope:sighting_county_1 = { hunt_remove_sighting_effect = yes remove_variable = recent_sighting } } ai_chance = { base = 100 } } option = { # Ignore name = nomad_events_oltner.0003.c add_piety = minor_piety_gain scope:sighting_county_1 = { show_as_tooltip = { remove_county_modifier = hunt_sighting_dangerous_modifier } } stress_impact = { brave = medium_stress_impact_gain craven = minor_stress_impact_loss } hidden_effect = { scope:sighting_county_1 = { hunt_remove_sighting_effect = yes remove_variable = recent_sighting } } ai_chance = { base = 0 } } after = { if = { limit = { is_ai = yes is_at_war = no } ai_attempt_to_host_activity = activity_hunt } } } nomad_events_oltner.0004 = { # Zud - Dangerous animals eat your herd type = character_event title = nomad_events_oltner.0004.t desc = nomad_events_oltner.0004.desc theme = hunting left_portrait = { character = root animation = horse_exhausted camera = camera_event_horse_right } widgets = { widget = { is_shown = { any_character_situation = { OR = { any_situation_sub_region = { sub_region_current_phase = situation_steppe_white_zud_season situation_sub_region_has_county = root.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_cold_zud_season situation_sub_region_has_county = root.capital_county } } } } gui = "event_window_widget_vfx_snow" container = "foreground_shader_vfx_container" } widget = { is_shown = { any_character_situation = { any_situation_sub_region = { sub_region_current_phase = situation_steppe_cold_zud_season situation_sub_region_has_county = root.capital_county } } } gui = "event_window_widget_vfx_snowstorm" container = "foreground_shader_vfx_container" } } cooldown = { years = 3 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_available_adult = yes is_at_war = no is_landed = yes any_sub_realm_county = { hunt_activity_recent_hunt_sighting_trigger = no is_landless_type_title = no } any_character_situation = { OR = { any_situation_sub_region = { sub_region_current_phase = situation_steppe_havsarsan_zud_season situation_sub_region_has_county = root.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_white_zud_season situation_sub_region_has_county = root.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_cold_zud_season situation_sub_region_has_county = root.capital_county } } } } immediate = { hidden_effect = { random_sub_realm_county = { limit = { hunt_activity_recent_hunt_sighting_trigger = no is_landless_type_title = no } weight = { base = 1 hunt_activity_sighting_county_modifier = yes } save_scope_as = sighting_county_1 random_county_province = { weight = { base = 1 hunt_activity_sighting_terrain_modifier = yes hunt_activity_sighting_building_modifier = { PROVINCE = this } hunt_activity_game_building_modifier = { PROVINCE = this } } save_scope_as = sighting_province_1 } } scope:sighting_county_1 = { hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province_1 } # Create new sighting hunt_create_sighting_effect = { TYPE = dangerous ANIMAL = var:animal_type OWNER = root } } } random_character_situation = { limit = { any_participant_group = { participant_group_type = nomad_rulers_capital participant_group_has_character = root } } random_participant_group = { limit = { participant_group_type = nomad_rulers_capital participant_group_has_character = root } participant_group_sub_region = { save_scope_as = my_subregion } } } } option = { # Go after them name = nomad_events_oltner.0004.a add_prowess_skill = 2 domicile = { change_herd = minor_herd_loss } scope:sighting_county_1 = { show_as_tooltip = { add_county_modifier = hunt_sighting_dangerous_modifier } } ai_chance = { base = 100 } } option = { # Go after them name = nomad_events_oltner.0004.b add_stewardship_skill = 1 domicile = { change_herd = medium_herd_loss } scope:sighting_county_1 = { show_as_tooltip = { add_county_modifier = hunt_sighting_dangerous_modifier } } ai_chance = { base = 100 } } after = { if = { limit = { is_ai = yes is_at_war = no } ai_attempt_to_host_activity = activity_hunt } } } nomad_events_oltner.0005 = { # Good season! Animals aplenty. type = character_event title = nomad_events_oltner.0005.t desc = nomad_events_oltner.0005.desc theme = hunting left_portrait = { character = root animation = horse_archer_idle camera = camera_event_horse_right } cooldown = { years = 3 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_available_adult = yes is_at_war = no is_landed = yes any_sub_realm_county = { hunt_activity_recent_hunt_sighting_trigger = no is_landless_type_title = no } any_character_situation = { OR = { any_situation_sub_region = { sub_region_current_phase = situation_steppe_abundant_grazing_season situation_sub_region_has_county = root.location.county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_warm_nights_season situation_sub_region_has_county = root.location.county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_sky_blessing_season situation_sub_region_has_county = root.location.county } } } } immediate = { hidden_effect = { random_sub_realm_county = { limit = { hunt_activity_recent_hunt_sighting_trigger = no is_landless_type_title = no } weight = { base = 1 hunt_activity_sighting_county_modifier = yes } save_scope_as = sighting_county_1 random_county_province = { weight = { base = 1 hunt_activity_sighting_terrain_modifier = yes hunt_activity_sighting_building_modifier = { PROVINCE = this } hunt_activity_game_building_modifier = { PROVINCE = this } } save_scope_as = sighting_province_1 } } } random_character_situation = { limit = { any_participant_group = { participant_group_type = nomad_rulers_capital participant_group_has_character = root } } random_participant_group = { limit = { participant_group_type = nomad_rulers_capital participant_group_has_character = root } participant_group_sub_region = { save_scope_as = my_subregion } } } } option = { # Dangerous game name = nomad_events_oltner.0005.a add_prowess_skill = 1 scope:sighting_county_1 = { show_as_tooltip = { add_county_modifier = hunt_sighting_dangerous_modifier } } hidden_effect = { scope:sighting_county_1 = { hunt_activity_dangerous_game_effect = { PROVINCE = scope:sighting_province_1 } # Create new sighting hunt_create_sighting_effect = { TYPE = dangerous ANIMAL = var:animal_type OWNER = root } } } ai_chance = { base = 100 } } option = { # Regular game name = nomad_events_oltner.0005.b add_piety = medium_piety_gain scope:sighting_county_1 = { show_as_tooltip = { add_county_modifier = hunt_sighting_standard_modifier } } hidden_effect = { scope:sighting_county_1 = { hunt_activity_standard_game_effect = { PROVINCE = scope:sighting_province_1 HUNTER = root } # Create new sighting hunt_create_sighting_effect = { TYPE = standard ANIMAL = var:animal_type OWNER = root } } } ai_chance = { base = 100 } } option = { # Birb name = nomad_events_oltner.0005.c add_prestige = medium_prestige_gain scope:sighting_county_1 = { show_as_tooltip = { add_county_modifier = hunt_sighting_falconry_modifier } } hidden_effect = { scope:sighting_county_1 = { hunt_activity_falconry_game_effect = { PROVINCE = scope:sighting_province_1 } # Create new sighting hunt_create_sighting_effect = { TYPE = falconry ANIMAL = var:animal_type OWNER = root } } } ai_chance = { base = 100 } } after = { if = { limit = { is_ai = yes is_at_war = no } ai_attempt_to_host_activity = activity_hunt } } } nomad_events_oltner.0006 = { # You are offered a skilled Master of the Chase from a tributary type = character_event title = nomad_events_oltner.0006.t desc = nomad_events_oltner.0006.desc theme = nomads left_portrait = { character = scope:offered_master_of_the_hunt animation = hunting_knife_start } right_portrait = { character = scope:generous_tributary animation = obsequious_bow } cooldown = { years = 5 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_available_adult = yes is_at_war = no is_landed = yes is_valid_to_hire_court_position_type = master_of_hunt_court_position OR = { NOT = { employs_court_position = master_of_hunt_court_position } court_position:master_of_hunt_court_position ?= { aptitude = { court_position = master_of_hunt_court_position value < 4 } } } any_tributary = { is_available_ai_adult = yes is_at_war = no NOT = { has_relation_rival = root } any_courtier = { is_available_healthy_ai_adult = yes master_of_hunt_validity_trigger = { EMPLOYER = root } NOR = { is_close_or_extended_family_of = root is_close_family_of = prev has_relation_rival = root has_court_position = court_astrologer_court_position } aptitude = { court_position = master_of_hunt_court_position value >= 4 } } } } immediate = { random_tributary = { limit = { is_available_adult = yes is_at_war = no NOT = { has_relation_rival = root } any_courtier = { is_available_healthy_ai_adult = yes master_of_hunt_validity_trigger = { EMPLOYER = root } NOR = { is_close_or_extended_family_of = root is_close_family_of = prev has_relation_rival = root has_court_position = court_astrologer_court_position } aptitude = { court_position = master_of_hunt_court_position value >= 4 } } } save_scope_as = generous_tributary random_courtier = { limit = { is_available_healthy_ai_adult = yes master_of_hunt_validity_trigger = { EMPLOYER = root } NOR = { is_close_or_extended_family_of = root is_close_family_of = prev has_relation_rival = root has_court_position = court_astrologer_court_position } aptitude = { court_position = master_of_hunt_court_position value >= 4 } } save_scope_as = offered_master_of_the_hunt hidden_effect = { assign_random_nickname_effect = yes } } } } option = { # Accept name = nomad_events_oltner.0006.a court_position_grant_effect = { POS = master_of_hunt CANDIDATE = scope:offered_master_of_the_hunt EMPLOYER = root } reverse_add_opinion = { target = scope:offered_master_of_the_hunt modifier = loyal_servant } stress_impact = { arrogant = minor_stress_loss ambitious = minor_stress_loss paranoid = minor_stress_gain } ai_chance = { base = 100 } } option = { # Accept and reward name = nomad_events_oltner.0006.b pay_short_term_gold = { target = scope:generous_tributary gold = minor_gold_value } reverse_add_opinion = { target = scope:generous_tributary modifier = obedience_opinion } court_position_grant_effect = { POS = master_of_hunt CANDIDATE = scope:offered_master_of_the_hunt EMPLOYER = root } reverse_add_opinion = { target = scope:offered_master_of_the_hunt modifier = loyal_servant } stress_impact = { arrogant = minor_stress_loss ambitious = minor_stress_loss paranoid = minor_stress_gain } ai_chance = { base = 100 modifier = { factor = 0 gold < major_gold_value } } } option = { # Deny name = nomad_events_oltner.0006.c reverse_add_opinion = { target = scope:generous_tributary modifier = respect_opinion opinion = 15 } stress_impact = { paranoid = minor_stress_loss } ai_chance = { base = 0 } } after = { if = { limit = { is_ai = yes is_at_war = no } ai_attempt_to_host_activity = activity_hunt } } } nomad_events_oltner.0007 = { # You are offered a falcon from a tributary type = character_event title = nomad_events_oltner.0007.t desc = nomad_events_oltner.0007.desc theme = nomads left_portrait = { character = root animation = hunting_knife_start } right_portrait = { character = scope:generous_tributary animation = hunting_falcon } cooldown = { years = 10 } trigger = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_available_adult = yes is_at_war = no is_landed = yes NOT = { has_character_modifier = peregrine_falcon } any_tributary = { is_available_ai_adult = yes is_at_war = no NOT = { has_relation_rival = root } } } immediate = { random_tributary = { limit = { is_available_ai_adult = yes is_at_war = no NOT = { has_relation_rival = root } } save_scope_as = generous_tributary capital_county = { save_scope_as = tribute_capital_county } capital_province = { save_scope_as = tribute_capital } } } option = { # Accept name = nomad_events_oltner.0007.a add_character_modifier = { modifier = peregrine_falcon years = 7 } stress_impact = { arrogant = minor_stress_loss ambitious = minor_stress_loss } ai_chance = { base = 100 } } option = { # Accept and reward name = nomad_events_oltner.0007.b reverse_add_opinion = { target = scope:generous_tributary modifier = respect_opinion opinion = 15 } ai_chance = { base = 0 } } after = { if = { limit = { is_ai = yes is_at_war = no } ai_attempt_to_host_activity = activity_hunt } } }