namespace = martial_strategy ################################################## #Martial Strategy Lifestyle events # 4000 - You visit some baronies or go partying. # 4010 - Rebuild the walls of a lesser domain county. # 7000 - Why do we keep always charging in a straight line? ################################################## ################################################## # Stocking the Stores # by Ewan Cowhig Croft # 4000 ################################################## #A bumper harvest lets you either eat richly or heavily-stock the stores of your capital. martial_strategy.4000 = { #by Ewan Cowhig Croft type = character_event title = martial_strategy.4000.t desc = martial_strategy.4000.desc theme = martial_strategy_focus override_background = { reference = feast } left_portrait = { character = root animation = drink_goblet } trigger = { is_at_war = no is_landed = yes NOT = { has_character_flag = had_event_martial_strategy_4000 } } weight_multiplier = { base = 1 upweight_for_focus_modifier = { FOCUS = martial_strategy_focus } upweight_for_focus_modifier = { FOCUS = stewardship_domain_focus } } immediate = { add_character_flag = { flag = had_event_martial_strategy_4000 days = 1825 } capital_county = { county = { save_scope_as = harvest_county } } } option = { name = martial_strategy.4000.a capital_county = { add_county_modifier = { modifier = strategy_stocked_larders_modifier years = 15 } } stress_impact = { gluttonous = medium_stress_impact_gain } ai_chance = { base = 100 ai_greed_target_modifier = { VALUE = -75 } ai_rationality_target_modifier = { VALUE = 75 } } } option = { name = martial_strategy.4000.b capital_county = { add_county_modifier = { modifier = strategy_emptied_larders_modifier years = 15 } } stress_impact = { temperate = medium_stress_impact_gain gluttonous = minor_stress_impact_loss } ai_chance = { base = 100 ai_greed_target_modifier = { VALUE = -50 } ai_rationality_target_modifier = { VALUE = 100 } } } option = { name = martial_strategy.4000.c scope:harvest_county = { add_county_modifier = { modifier = strategy_fed_peasants_larders_modifier years = 15 } add_county_modifier = { modifier = strategy_emptied_larders_modifier years = 15 } } stress_impact = { callous = minor_stress_impact_gain greedy = minor_stress_impact_gain } ai_chance = { base = 100 ai_greed_target_modifier = { VALUE = 100 } ai_rationality_target_modifier = { VALUE = -50 } } } option = { name = martial_strategy.4000.d trigger = { OR = { has_trait = cannibal has_trait = lunatic has_trait = sadistic any_secret = { type = secret_cannibal } faith = { has_doctrine_parameter = cannibalism_legal } } } trait = cannibal trait = lunatic_1 trait = lunatic_genetic trait = sadistic capital_county = { add_county_modifier = { modifier = strategy_human_meat_larders_modifier years = 15 } add_county_modifier = { modifier = strategy_entirely_unrelated_disappearances_modifier years = 15 } } if = { limit = { faith = { has_doctrine_parameter = cannibalism_legal } } add_piety = major_piety_gain #Cannibalistic faiths are pretty in to this whole idea. } else = { add_piety = { #Non-cannibalistic faiths tend to look down on mass-cannibalism. value = major_piety_loss subtract = medium_piety_value } } if = { limit = { NOT = { has_trait = cannibal } } give_cannibal_secret_or_trait_effect = yes } stress_impact = { compassionate = medium_stress_impact_gain just = medium_stress_impact_gain } if = { limit = { NOR = { has_trait = compassionate has_trait = just } } add_stress = major_stress_loss } ai_chance = { base = 100 ai_compassion_target_modifier = { VALUE = -75 } ai_rationality_target_modifier = { VALUE = -75 } } } } ################################################## # The Walls of [Title County Capital] # by Ewan Cowhig Croft # 4010 ################################################## scripted_trigger martial_strategy_4010_trigger_evaluation = { this != province_owner.capital_province is_county_capital = yes } #Rebuild the walls of a lesser domain county, or let them crumble. martial_strategy.4010 = { #by Ewan Cowhig Croft type = character_event title = martial_strategy.4010.t desc = martial_strategy.4010.desc theme = martial_strategy_focus override_background = { reference = study } left_portrait = { character = root animation = worry } right_portrait = { character = scope:r_architect animation = interested } trigger = { is_at_war = no NOT = { has_character_flag = had_event_martial_strategy_4010 } any_directly_owned_province = { martial_strategy_4010_trigger_evaluation = yes } NOT = { government_has_flag = government_is_nomadic } } weight_multiplier = { base = 1 upweight_for_focus_modifier = { FOCUS = martial_strategy_focus } } immediate = { add_character_flag = { flag = had_event_martial_strategy_4010 days = 1825 } random_directly_owned_province = { limit = { county.county_control < full_county_control martial_strategy_4010_trigger_evaluation = yes } alternative_limit = { always = yes martial_strategy_4010_trigger_evaluation = yes } weight = { base = 1 modifier = { add = { value = 120 subtract = county.county_control } } } county = { save_scope_as = crumbling_county } barony = { save_scope_as = crumbling_holding } } if = { limit = { has_royal_court = yes employs_court_position = royal_architect_court_position any_court_position_holder = { type = royal_architect_court_position is_available_ai_adult = yes } } random_court_position_holder = { type = royal_architect_court_position limit = { is_available_ai_adult = yes } save_scope_as = r_architect } } } option = { name = martial_strategy.4010.a trigger = { trigger_if = { limit = { is_ai = yes } short_term_gold >= major_gold_value } } scope:crumbling_county = { add_county_modifier = { modifier = strategy_paid_for_walls_modifier years = 20 } } remove_treasury_or_gold = medium_treasury_or_gold_value add_stewardship_lifestyle_xp = minor_lifestyle_xp ai_chance = { base = 100 ai_greed_target_modifier = { VALUE = -100 } ai_compassion_target_modifier = { VALUE = 100 } } } option = { name = martial_strategy.4010.b trigger = { OR = { has_ep1_court_positions_dlc_trigger = no NOT = { exists = scope:r_architect } } } duel = { skill = stewardship value = high_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 2.0 } desc = martial_strategy.4010.b.tt_crit_success send_interface_toast = { title = martial_strategy.4010.b.tt_crit_success left_icon = scope:crumbling_county scope:crumbling_county = { add_county_modifier = { modifier = strategy_successfully_supervised_walls_modifier years = 100 } } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = 0.2 } desc = martial_strategy.4010.b.tt_success send_interface_toast = { title = martial_strategy.4010.b.tt_success left_icon = scope:crumbling_county scope:crumbling_county = { add_county_modifier = { modifier = strategy_successfully_supervised_walls_modifier years = 20 } } } } 10 = { desc = martial_strategy.4010.b.tt_botch send_interface_toast = { title = martial_strategy.4010.b.tt_botch left_icon = scope:crumbling_county scope:crumbling_county = { add_county_modifier = { modifier = strategy_botched_supervised_walls_modifier years = 20 } } } } } if = { limit = { NOT = { has_trait = architect } } add_stress = medium_stress_gain } add_martial_lifestyle_xp = medium_lifestyle_xp stress_impact = { architect = medium_stress_impact_loss } ai_chance = { base = 100 ai_energy_target_modifier = { VALUE = 100 } # Rational characters reasonably estimate their own skill level here. modifier = { trigger = { ai_rationality >= low_positive_ai_value } add = { value = stewardship add = -10 multiply = 10 # -100 at 0 Stewardship, +0 at 10 Stewardship, +100 at 20 Stewardship. } } } } option = { name = martial_strategy.4010.d trigger = { exists = scope:r_architect } scope:r_architect = { duel = { skill = stewardship value = high_skill_rating 10 = { compare_modifier = { value = scope:duel_value multiplier = 2.0 } desc = martial_strategy.4010.d.tt_crit_success send_interface_toast = { title = martial_strategy.4010.d.tt_crit_success left_icon = scope:crumbling_county scope:crumbling_county = { add_county_modifier = { modifier = strategy_successfully_supervised_walls_modifier years = 100 } } } } 10 = { compare_modifier = { value = scope:duel_value multiplier = 0.2 } desc = martial_strategy.4010.d.tt_success send_interface_toast = { title = martial_strategy.4010.d.tt_success left_icon = scope:crumbling_county scope:crumbling_county = { add_county_modifier = { modifier = strategy_successfully_supervised_walls_modifier years = 20 } } } } 5 = { desc = martial_strategy.4010.d.tt_botch send_interface_toast = { title = martial_strategy.4010.d.tt_botch left_icon = scope:crumbling_county scope:crumbling_county = { add_county_modifier = { modifier = strategy_botched_supervised_walls_modifier years = 20 } } } } } } ai_chance = { base = 100 } } option = { name = martial_strategy.4010.c scope:crumbling_county = { add_county_modifier = { modifier = strategy_let_walls_crumble_modifier years = 20 } } add_gold = medium_gold_value ai_chance = { base = 100 ai_greed_target_modifier = { VALUE = 100 } ai_vengefulness_target_modifier = { VALUE = 100 } } } } namespace = martial_strategy # Tactics? # By Isabella Welch scripted_trigger has_war_elephants = { "number_maa_regiments_of_type(war_elephant)" > 0 } scripted_trigger has_heavy_cavalry = { number_maa_regiments_of_base_type = { type = heavy_cavalry value > 0 } } martial_strategy.7000 = { type = character_event title = martial_strategy.7000.t desc = { desc = martial_strategy.7000.desc_opening first_valid = { triggered_desc = { trigger = { has_war_elephants = yes } desc = martial_strategy.7000.desc_elephantry } desc = martial_strategy.7000.desc_cavalry } desc = martial_strategy.7000.desc_middle first_valid = { triggered_desc = { trigger = { has_war_elephants = yes } desc = martial_strategy.7000.desc_war_elephant } desc = martial_strategy.7000.desc_armored_horse } desc = martial_strategy.7000.desc_cont } theme = martial_strategy_focus left_portrait = { character = root animation = disapproval } right_portrait = { character = scope:worried_knight animation = worry } trigger = { any_knight = { is_alive = yes NOT = { has_trait = brave } } OR = { has_heavy_cavalry = yes has_war_elephants = yes } } weight_multiplier = { base = 1 } immediate = { random_knight = { limit = { NOT = { has_trait = brave } } weight = { base = 1 modifier = { add = 8 prowess >= high_skill_rating } modifier = { factor = 4 is_powerful_vassal = yes } } save_scope_as = worried_knight } } option = { name = martial_strategy.7000.a trigger = { NOT = { has_trait = sadistic } } scope:worried_knight = { if = { limit = { is_landed = yes } add_opinion = { target = root opinion = -10 modifier = insulted_opinion } } else = { add_opinion = { target = root opinion = -20 modifier = insulted_opinion } } } add_dread = 10 add_martial_lifestyle_xp = medium_lifestyle_xp ai_chance = { base = 100 } } option = { trigger = { NOR = { has_trait = strategist has_trait_rank = { trait = education_martial rank >= 2 } "number_maa_regiments_of_type(war_elephant)" > 0 } } name = martial_strategy.7000.b add_martial_lifestyle_xp = medium_lifestyle_xp scope:worried_knight = { add_opinion = { target = root opinion = -15 modifier = scared_opinion } } ai_chance = { base = 100 ai_value_modifier = { ai_honor = 0.5 } } add_prestige = minor_prestige_gain } option = { trigger = { has_war_elephants = yes NOR = { has_trait = strategist has_trait_rank = { trait = education_martial rank >= 2 } } } name = martial_strategy.7000.c add_martial_lifestyle_xp = medium_lifestyle_xp scope:worried_knight = { if = { limit = { is_landed = yes } add_opinion = { target = root opinion = -20 modifier = scared_opinion } } else = { add_opinion = { target = root opinion = -40 modifier = scared_opinion } } } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 3 } } add_prestige = minor_prestige_gain } option = { trigger = { OR = { has_trait = strategist has_trait_rank = { trait = education_martial rank >= 2 } } } add_prestige = medium_prestige_gain trait = strategist trait = education_martial_5 trait = education_martial_4 trait = education_martial_3 name = martial_strategy.7000.d add_character_modifier = { modifier = crushing_charge_modifier years = 10 } add_martial_lifestyle_xp = major_lifestyle_xp scope:worried_knight = { if = { limit = { is_landed = yes } add_opinion = { target = root opinion = -20 modifier = annoyed_opinion } } else = { add_opinion = { target = root opinion = -40 modifier = annoyed_opinion } } } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = 5 } } } option = { name = martial_strategy.7000.e add_prestige = minor_prestige_loss scope:worried_knight = { if = { limit = { is_landed = yes } add_opinion = { target = root opinion = 20 modifier = pleased_opinion } } else = { add_opinion = { target = root opinion = 40 modifier = pleased_opinion } } } ai_chance = { base = 100 ai_value_modifier = { ai_boldness = -3 } } } option = { name = martial_strategy.7000.f trigger = { has_trait = sadistic } trait = sadistic scope:worried_knight = { add_opinion = { target = root opinion = -40 modifier = hate_opinion } increase_wounds_effect = { REASON = crushed } } stress_impact = { sadistic = minor_stress_loss } } }